US5748863 * Oct 6, 1995 May 5, 1998 International Business Machines Corporation Method and system for fast interpolation of depth buffer values in a computer graphics display systemUS5748863 * 1995年10月6日 1998年5月5日 International Business Machines Corporation Method and system for fast ...
A computer graphics system provides for processing image data including Z data for use in displaying three-dimensional images on a display unit. The system includes: a depth buffer providing for temporary storage of Z data; and a graphics processing unit having a graphics engine for generating ...
OpenGL “rejects” occluded pixels by checking whether their Z value is greater than the Z value that’s already in the depth buffer. In pseudocode, the algorithm looks like this: void WritePixel(x, y, z, color) { if (DepthTestDisabled || z < DepthBuffer[x, y]) { DepthBuffer[x, ...
Our algorithm is implemented using DirectX 9 hardware, which does not allow reading a depth buffer as a texture. We get around this limitation by binding a 32-bit floating-point color buffer during our depth pre-pass. Although we do not require full 32-bit precision, we picked tha...
We've examined the z-buffer depth-of-field algorithm in detail, because there isn't a canonical paper in the literature, as there is for the other techniques, and because it's the one most likely to be useful for truly real-time applications. The pixel-bleeding artifact is the ...
The scene is shown in Figure 2. In the first pass (Figure 3), the geometry is rendered into a depth buffer from the point of view of the light. More specifically, the vertex shader transforms the geometry into light-view space. The end result of this first pass is a depth bu...
Figure 2. The old algorithm. Another solution instead of bias is proposed here. If the depth map cell only encountersone surface, then the depth map value is set to the same value as if there were no surfaces in that cell, i.e., the z value is set to some large value. Such a su...
D3D10_CBUFFER_TYPE enumeration (Windows) ID2D1Factory::CreateTransformedGeometry method (Windows) PropSheet_SetHeaderBitmap macro (Windows) ChooseColor function (Windows) IConfigAsfWriter interface (Windows) IFaxServerNotify::OnEventLoggingConfigChange method (Windows) AtlThunkData_t structure (Windows) ...
The algorithm consists of five steps: (1) Each image is filtered at different orientations with bar masks of four sizes that increase with eccentricity; the equivalent filters are one or two octaves wide. (2) Zero-crossings in the filtered images, which roughly correspond to edges, are ...
In the second step, the polygons are tessellated into triangles and the Z values for the display points on the triangles are computed and each depth buffer storage location is updated so as to contain the value of points closest to the viewpoint while the frame buffer is written with a ...