Various embodiments in accordance with the present invention will be described with reference to the drawings, in which:
a) illustrates an example image plane;
b) illustrates a side view of an image plane and a circular filter kernel;
c) illustrates an overhead view of a surface;
Systems and methods in accordance with various embodiments of the present invention can overcome the aforementioned and other deficiencies in existing animation and rendering systems by changing the way in which attributes are determined for surface points, objects, and various other elements. In one embodiment, the way in which the color or other visual attribute of a surface point or micropolygon is determined is improved by allowing an animator to increase the number of samples of the surface attribute functions that are evaluated (e.g., texture lookups) without affecting the number of samples for other objects, surfaces, or textures in that frame. Such an approach can be independently applied to any texture, surface, object, or other basis, and can provide a much faster approach than the brute force approach of oversampling the entire shader or even an entire scene.
As discussed above, a surface to be rendered in one embodiment can be broken down into micropolygons. For each micropolygon, a surface attribute function can be evaluated to determine the appropriate color to assign to that micropolygon, typically assigned as a surface point corresponding to a vertex for the micropolygon. Oftentimes, this evaluation will include at least one texture map. The use of texture maps, or “texture mapping,” is a common technique used for simulating detail on the surface of an object model by mapping images or “textures” onto the various micropolygons of that object. An object or surface can have multiple overlapping textures mapped thereon, with each micropolygon having associated therewith at least one texture. A texture map can be thought of as an image that resides in its own texture coordinate space, typically designated as (u, v) space as known in the art.
a)-(c) illustrate the sampling of a surface and its surface attribute function by a renderer.
As discussed above, the filter kernel of a pixel can be projected back on to a surface in the scene to determine the ideal sample region.
In this example, sample region 108 is in the shape of an ellipse, even though the filter kernel 104 is circular. This is illustrated more clearly in
A surface attribute function 100, such as a texture map, provides surface attribute values for surface 106. To determine the value of the pixel associated with the filter kernel 104, the surface attribute function 110 should be sampled only within the sample region 108. However, due the difficulties with elliptical filtering, some renderers approximate sample region 108 with an isotropic sample region 112. Isotropic sample region 112 includes additional portions 114A and 114B of the surface attribute function 110, which are outside of the ellipse of sample region 108 but inside the circle of isotropic sample region 112. Because these additional portions 114A and 114B are not within the sample region 108, their contribution to the value of a pixel causes blurring artifacts.
A system in accordance one embodiment provides a better approximation of anisotropic sample regions, such as ellipses, by increasing the number of samples and decreasing the size of sample regions for the objects, surfaces, textures, and/or any other portion of the scene that requires an increase in sharpness or visual accuracy.
For each surface point corresponding to that object, surface, or texture, a sampling region is determined. This sampling region typically is defined in texture space, although other sampling approaches can be used as known to one of ordinary skill in the art. Since derivative vectors dP/du and dP/dv are known for each point P(u,v) in texture space, the sampling region can correspond to a micropolygon defined by those vectors, wherein the surface point corresponds to a vertex of the sampling region.
Since only one surface point is being sampled per lookup, the sampling region is shifted in step 204 so that the surface point P is in the center of a new sampling region, such as a new micropolygon having new (shifted) derivative vectors. As shown in
A multi-dimensional (e.g., two-dimensional or three-dimensional) set of sub-sampling regions, or “sub-regions,” then can be formed in the original (or shifted) sampling region in step 206. In an example using “shifted” derivative vectors associated with the new sampling region, the new sampling region is segmented into a multi-dimensional set of sub-regions, such as by segmenting the shifted vectors then using the segments to form smaller sub-regions only for the sampling region of interest. The plot 400 of
A lookup box, or bounding box, can be determined for each sub-region in step 208, such as by generating a lookup box for a texture lookup corresponding to a vertex point of each respective sub-region. In other embodiments, other approximations or regions can be used for a texture lookup or other type of evaluation of a surface attribute function as would be understood to one of ordinary skill in the art. As illustrated in the plot 500 of
A local attribute then is determined for each sub-region, such as may be based on a texture lookup for that sub-region, in step 210. The determination can be based on a pre-computed array of values for that sub-region as discussed above. The look-ups can correspond to vertices of the sub-regions, where appropriate, or can correspond to any other appropriate point or points of the sub-regions. The plot 600 of
The local attributes for each sub-region then are analyzed in step 212 to determine an attribute for the surface point corresponding to the original micropolygon sampling region. As discussed above, this can include averaging, weighted averaging, or any other appropriate approach for combining or otherwise processing the attributes. In one approach, these values are weighted based on a position in the overall micropolygon sampling region or an amount of area inside the sampling region. For example, a sub-region at the center of the sampling region might be weighted more in the average than a sub-region along the outside. Further, if the look-ups still occur for vertices on the edges of the sub-regions, a vertex that is on the edge of the sampling region might be weighted less than a vertex in the interior of the sampling region, even though both sub-regions might be on the edge of the sampling region.
The additional lookups can happen inside a surface shader at the shader level. In some shaders there is an oversampling control that can be used for all texture calls, where if the sampling control is set to 1 the shader goes through all the texture calls once. If the control is set to 2, the shader goes through in a 2×2 fashion. The additional lookups could be set up in a similar fashion.
Such an approach also is not limited to a texture subsystem, but can be done for any procedural texturer, shader, or other similar device. At any point in the process where there are approximations for blurriness, or where image accuracy can be improved, such an approach can be used.
Computer 704 typically includes components such as one or more processors 712, and memory storage devices, such as a random access memory (RAM) 714, disk drives 716, and system bus 718 interconnecting the above components. Processors 712 can include one or more general purpose processors and optional special purpose processors for processing video data, audio data, or other types of data. RAM 714 and disk drive 716 are examples of tangible computer-readable media for storage of data, audio/video files, computer programs, applet interpreters or compilers, virtual machines, and embodiments of the herein described invention. Other types of tangible computer-readable media include floppy disks; removable hard disks; optical storage media such as DVD-ROM, CD-ROM, MINIDISC, optical discs, and bar codes; non-volatile memory devices such as flash memories; read-only-memories (ROMS); battery-backed volatile memories; networked storage devices. Computer-readable media also can include a data signal embodied in a carrier wave.
Further embodiments can be envisioned to one of ordinary skill in the art in light of the teachings an suggestions contained herein. Other embodiments, including combinations or sub-combinations of the above disclosed embodiments can be advantageously made as would be understood to one of ordinary skill in the art. The block diagrams of the architecture and flow charts are examples used for ease of understanding. However it should be understood that combinations, additions, re-arrangement, and the like are contemplated in alternative embodiments.
The specification and drawings are, accordingly, to be regarded in an illustrative rather than a restrictive sense. It will, however, be evident that various modifications and changes may be made thereunto without departing from the broader spirit and scope of the invention as set forth in the claims.
This application claims priority to U.S. Provisional Application No. 60/812,309, entitled “Systems and Methods for Elliptical Filtering,” filed Jun. 8, 2006, which is hereby incorporated herein by reference.
Number | Date | Country | |
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60812309 | Jun 2006 | US |