JPH09282484A - Picture composing device - Google Patents

Picture composing device

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Publication number
JPH09282484A
JPH09282484A JP12211696A JP12211696A JPH09282484A JP H09282484 A JPH09282484 A JP H09282484A JP 12211696 A JP12211696 A JP 12211696A JP 12211696 A JP12211696 A JP 12211696A JP H09282484 A JPH09282484 A JP H09282484A
Authority
JP
Japan
Prior art keywords
value
primitive
gaseous
circuit
primitives
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
JP12211696A
Other languages
Japanese (ja)
Other versions
JP3733493B2 (en
Inventor
Tsuneo Ikedo
恒雄 池戸
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to JP12211696A priority Critical patent/JP3733493B2/en
Priority to PCT/JP1996/001837 priority patent/WO1997002546A1/en
Priority to US08/793,680 priority patent/US5864344A/en
Publication of JPH09282484A publication Critical patent/JPH09282484A/en
Application granted granted Critical
Publication of JP3733493B2 publication Critical patent/JP3733493B2/en
Anticipated expiration legal-status Critical
Expired - Lifetime legal-status Critical Current

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  • Image Generation (AREA)

Abstract

PROBLEM TO BE SOLVED: To obtain the expressive and real video of a gaseous material by leaving an overlapped numerical value as it is when the value Z (a view point coordinate value) of the gaseous object is closer to a view point than a face defining object and setting the numerical value to be a specific value when the value Z is distant. SOLUTION: A minimum graphic element expressing the gaseous object is read from a picture memory 5. Luminance fl is inputted to a smoothing filter circuit 7. The value Z fz and the value Z fz of the face defining object are compared by a comparing circuit 8. A selector 9 selects the overlapped number (m) as it is when the gaseous object is at the front face of the face defining object and selects zero or a prescribed value (n) when it is at the rear based on the comparing result. The overlapped number smoothed by a smoothing filter 10 is transformed to a prescribed radioscopy coefficient through a storage element 11 and respectively multiplied by the luminance gl of the gaseous object after smoothing, by the luminance sl of the face defining object in multipliers 12a and 12b. After then, these are added by an adder 13 to obtain a composite image.

Description

【発明の詳細な説明】Detailed Description of the Invention

この発明は自然現象例えば霧、雲などのガス状の形状を
成す物体をコンピュータ・グラフィックスによって3次
元空間内に生成し、動的に可視化するためのハードウェ
ア回路とそのボリュームレンダリングに関するものであ
る。
The present invention relates to a hardware circuit and a volume rendering thereof for dynamically visualizing a natural phenomenon such as a fog or a cloud-like object in a three-dimensional space by computer graphics. .

【0001】[従来の技術]コンピュータ・グラフィッ
クスによって三次元物体を表示する多くの形状モデルは
曲面あるいはソリッドモデルであり、これらの面に対し
て光源あるいは物体間の反射や影を計算することによ
り、リアルな映像を生成している。これらの多くはレイ
トレーシングあるいはラディオシティ法と呼ばれるレン
ダリング技法が用いられる。この曲面モデル等の物体表
示法とは異なり、霧や雲などの自然現象を表現すること
は形状の複雑性、動的な変化、乱反射等の計算を必要と
することから多量の計算時間を要している。またこれら
ガス状物体を曲面モデルと三次元空間内で合成する処理
も必要である。このような観点から、今日までボリュー
ムレンダリングとしてのガス状物体のハードウェアによ
るコンピュータ・グラフィックス表示は特願平7−20
1251に示された回路以外にはほとんど例がなく、ソ
フトウェアによってのみ生成されていた。一方、特願平
7−201251ではガス状物体をブラッシング効果の
様な、よりリアルに表示するための方法として、プリミ
ティブの重なり数、および視点座標値Zをそれぞれ平滑
化フィルタリングした後、面定義物体に対しZ値の判定
を行い、Z値が面物体よりも視点に近いプリミティブの
みに対して輝度と透視率を計算し面定義物体と合成する
方法をとっていた。この方法ではプリミティブの存在が
粗な場合、平滑化後のZ値は著しく減少し、面定義物体
の後方に移動してしまうことになり、幾らかのガス状物
体が面定義物体の前面に存在していても表示されない現
象が生じていた。目的は面定義物体をガス状物体が取り
囲む場合、その密度、位置に応じて連続的且つ適切な透
明感を与えることである。本発明ではこの効果を効果的
に得るために、2つの方法を導入した。一つはガウス分
布をもつガス状物体(プリミティブ)を生成した後、そ
れぞれのプリミティブが持つ座標点に対して、その点を
中心にさらにガウス分布をもつプリミティブを生成す
る。またさらにこうして発生した第二のプリミティブの
点を中心に第三のプリミティブを生成する。以上のよう
な処理を繰り返すことによって階層的な構造をもつガス
状物体図形が構成される。この結果、下位の階層の密度
を上位よりもより上げることによって局所的に高密度を
もつガス状物体のイメージが表現でき、これをフィルタ
リングすることで粒子状の粗なイメージが減少する。他
の手法は従来のようにZ値をフィルタリングすることな
く、まず直接、ガス状および面定義物体とのZ値を比較
し、もしガス状物体のZ値が面定義物体よりも視点に近
い場合には、重なり数値をそのままとし、一方遠い場合
には特定の値、例えばゼロに設定してその後これらの重
なり数をフィルタリングし、この重なり数が存在する位
置にはその重なり数に対応するプリミティブが存在する
ものと見なし、この値と、プリミティブ輝度とを用いて
面定義物体に対する透明度を決定するものである。この
方法は、従来方式と異なり、プリミティブのZ値によっ
てガス状物体の表示の有無を決定するではなく、重なり
数の平均化によってその濃度分布を平均化することを意
味することから、より自然な輝度の変化が得られる特徴
をもつ。これによって、本発明では、Z値を基本とする
表示より、表現力のあるリアルな映像を提供できるよう
になった。
[Prior Art] Many shape models for displaying three-dimensional objects by computer graphics are curved surfaces or solid models. By calculating reflections or shadows between light sources or objects on these surfaces, , Producing realistic images. Most of these use a rendering technique called ray tracing or radiocity method. Unlike the object display method such as this curved surface model, expressing a natural phenomenon such as fog or cloud requires a lot of calculation time because it requires calculation of shape complexity, dynamic change, irregular reflection, etc. doing. It is also necessary to combine these gaseous objects with the curved surface model in three-dimensional space. From this point of view, the computer graphics display by the hardware of the gaseous object as the volume rendering has been applied to Japanese Patent Application No. 7-20.
There were few examples other than the circuit shown in 1251, and it was generated only by software. On the other hand, in Japanese Patent Application No. 7-201251, as a method for more realistically displaying a gaseous object such as a brushing effect, smoothing filtering is performed on the number of overlapping primitives and the viewpoint coordinate value Z, and then the surface definition object Then, the Z value is determined, and the luminance and the perspective are calculated only for the primitive having the Z value closer to the viewpoint than the surface object, and the primitive and the surface defining object are combined. In this method, when the presence of primitives is coarse, the Z value after smoothing is significantly reduced, and the primitive moves to the back of the surface defining object, and some gaseous objects exist in front of the surface defining object. Even if I was doing it, there was a phenomenon that it was not displayed. The purpose is to provide a continuous and appropriate transparent feeling depending on the density and position of a surface-defining object surrounded by a gaseous object. In the present invention, two methods are introduced in order to effectively obtain this effect. First, after generating a gas-like object (primitive) having a Gaussian distribution, for each coordinate point of each primitive, a primitive having a Gaussian distribution around that point is generated. Furthermore, a third primitive is generated with the point of the second primitive thus generated as the center. By repeating the above processing, a gas-like object figure having a hierarchical structure is constructed. As a result, an image of a gaseous object having a locally high density can be expressed by increasing the density of the lower hierarchy higher than that of the upper hierarchy, and filtering this reduces the coarse particle image. The other method is to directly compare the Z values of a gaseous object and a surface-defining object directly without filtering the Z value as in the conventional method, and if the Z value of the gaseous object is closer to the viewpoint than the surface-defining object. , The overlap value is left as it is, while if it is far away, it is set to a specific value, for example, zero, and then these overlap numbers are filtered.At the position where this overlap number exists, the primitive corresponding to that overlap number is set. It is assumed that it exists, and the transparency for the surface defining object is determined using this value and the primitive brightness. This method is different from the conventional method in that the presence or absence of the display of the gaseous object is not determined by the Z value of the primitive, but the concentration distribution is averaged by averaging the number of overlaps. It has the characteristic that a change in brightness can be obtained. As a result, according to the present invention, it is possible to provide a more realistic and realistic image than the display based on the Z value.

【0002】[課題を解決するための手段]面定義物体
とは多面体によって物体を定義する形状モデルの一つで
ある。特願平7−201251に示されたように、ガス
状物体と面定義物体とを合成するためには透過率を計算
しなければならない。この方法として、まず面定義物体
とガス状物体をそれぞれ画像メモリに記憶し、この際に
それぞれが独立して隠面消去を行う。プリミティブの画
像メモリへの記憶処理においては、メモリへの書き込み
時にその場所にすでに記憶されたプリミティブが存在し
た場合、そのプリミティブのZ値(視点からの距離)を
比較し、視点に近い方の情報を画像メモリに記憶する。
よって画像メモリには常に視点に最も近い一つのプリミ
ティブだけが記憶される。この隠面消去の段階で、すで
にプリミティブが存在し、オーバラップする場合はその
都度、重なり数を計数する。この重なり数により、画像
メモリには最も視点に近い座標値しか記憶されていない
ものの、ガス状物体を構成するプリミティブの視点軸に
対する三次元空間上の密度が分かる。すなわち、重なり
数が多い場合、単位面積(XY面)当りのプリミティブ
数が多いことになり、高密度分布となる。高密度分布で
は面定義物体の前にガス状物体が存在する場合、透過率
は低下することになる。面定義物体とガス状物体との合
成においては、まずガス状物体および面定義物体は個別
に画像メモリに記憶され、それぞれはイメージ(カラー
あるいは輝度)情報とZ値の二種類のデータをもつ。こ
れに加えてガス状物体では、重なり数をそれぞれのプリ
ミティブ(画素)毎にもつことになる。ガス状物体と面
定義物体の描画がそれぞれ終了すると、それぞれの画像
メモリから、イメージとZ値(ガス状物体は重なり数を
含め)が表示装置のための走査手順に乗っ取り、順次読
み出される。これら重なり数をアルファーブレンディン
グのように用いて単純にイメージの合成を行うと、散在
するプリミティブからなるガス状物体では、面定義物体
の曲面上にプリミティブのまだらなスポット状の模様が
できる。これはわずかなプリミティブの場合、特に散在
した状態が強調される結果である。このスポット状をな
くすためには平滑化フィルタリングが必要である。一
方、単純に一つのガウス分布に基づく点群の集まりでは
点の位置づけは粗になりフィルタの効果は余り得られな
い。このため階層的にガウス分布に基づきそれぞれの点
を中心にガウス分布からなる点群を生成して局所的に高
密度をもった状態にした後、フィルタリングすることが
効果的となる。特願平7−201251ではガス状物体
が画像メモリからシリアルデータとして読み出された時
点で3×3の平滑化フィルタリングを輝度、Z値および
重なり数それぞれに対して加えられた。これに対して、
本発明ではZ値に対してはフィルタリングを行わないで
そのまま比較する。もし、プリミティブが面定義物体よ
り視点に近いのであれば、重なり数はそのままフィルタ
回路に与えられる。一方、遠方にある場合には、特定の
より小さい値に変更され、その後フィルタ回路に与えら
れる。この結果、平滑化後の重なり数は、面定義物体と
の視点軸に対する前後関係で変化することになる。すな
わち、面物体の後面に多くのプリミティブが位置する場
合は、重なり数は減少し、手前にある場合は増加する。
本発明では平滑化によって重なり数が存在する(値がゼ
ロではない)すべての投影座標(視点軸に垂直な)には
ガス状プリミティブが存在するものと見なし、この値と
すでに平滑化されたそのプリミティブがもつ輝度とか
ら、面との透過率を考慮したカラーブレンディングを行
う。この方法は従来方式より透過率を制御するのに容易
である。この透過率は重なり数の逆数によって決定され
る。よって、特願平7−201251では視点に対し、
面より遠い位置にある場合にはガス状物体は単純に削除
されたため、面定義物体がガス状物体空間内に位置する
場合、ガス状プリミティブのあるものはそのZ値によっ
て削除、あるものは表示されていたのに対して、本発明
では、プリミティブの存在はZ値の有無とは無関係に平
滑化によって位置づけされる。Z値は重なり数すなわ
ち、透過率を決定するのみに利用される。
[Means for Solving the Problem] A surface defining object is one of shape models that define an object by a polyhedron. As shown in Japanese Patent Application No. 7-201251, the transmissivity must be calculated in order to synthesize a gaseous object and a plane-defining object. As this method, first, the surface defining object and the gas-like object are stored in the image memory, respectively, and at this time, the hidden surface is erased independently. In the process of storing primitives in the image memory, if there is a primitive already stored at that location at the time of writing to the memory, the Z value (distance from the viewpoint) of the primitive is compared, and the information closer to the viewpoint is compared. Is stored in the image memory.
Therefore, only one primitive closest to the viewpoint is always stored in the image memory. At this stage of hidden surface elimination, the number of overlaps is counted each time when a primitive already exists and overlaps. From the number of overlaps, although only the coordinate values closest to the viewpoint are stored in the image memory, the density of the primitives forming the gaseous object in the three-dimensional space with respect to the viewpoint axis can be known. That is, when the number of overlaps is large, the number of primitives per unit area (XY plane) is large, resulting in a high density distribution. In a dense distribution, the permeability will be reduced if a gaseous object is present in front of the surface defining object. In synthesizing a surface-defining object and a gas-like object, first, the gas-like object and the surface-defining object are individually stored in an image memory, and each has two kinds of data (image (color or brightness) information and Z value). In addition to this, the gaseous object has an overlapping number for each primitive (pixel). When the drawing of the gaseous object and the surface-defined object is completed, the image and the Z value (including the number of overlaps of the gaseous object) are taken over from the respective image memories by the scanning procedure for the display device and sequentially read. When these images are simply combined by using the number of overlaps like alpha blending, a mottled spot-like pattern of primitives is formed on the curved surface of the surface-defining object in a gas-like object consisting of scattered primitives. This is a result in which the scattered state is emphasized in the case of a few primitives. Smoothing filtering is necessary to eliminate this spot shape. On the other hand, in a group of point groups simply based on one Gaussian distribution, the positioning of the points becomes coarse, and the effect of the filter cannot be obtained so much. Therefore, it is effective to generate a point group having a Gaussian distribution centered on each point based on the Gaussian distribution hierarchically to make it locally high density, and then perform filtering. In Japanese Patent Application No. 7-201251, 3 × 3 smoothing filtering is applied to each of luminance, Z value and the number of overlaps when a gaseous object is read out as serial data from an image memory. On the contrary,
In the present invention, the Z value is directly compared without filtering. If the primitive is closer to the viewpoint than the surface defining object, the number of overlaps is given to the filter circuit as it is. On the other hand, if it is far away, it is changed to a specific smaller value and then given to the filter circuit. As a result, the number of overlaps after smoothing changes depending on the anteroposterior relationship with the view axis with respect to the surface defining object. That is, the number of overlaps decreases when many primitives are located on the rear surface of the surface object, and increases when the primitives are in front.
The present invention considers that there is a gaseous primitive at every projected coordinate (perpendicular to the view axis) for which there is an overlap number due to smoothing (value is not zero), and this value and its already smoothed Color blending is performed by taking into consideration the transmittance with respect to the surface based on the brightness of the primitive. This method is easier to control the transmittance than the conventional method. This transmittance is determined by the reciprocal of the overlap number. Therefore, in Japanese Patent Application No. 7-201251,
When the surface definition object is located in the gaseous object space, some of the gaseous primitives are deleted by their Z value, and some are displayed because the gaseous object is simply deleted when it is far from the surface. Whereas, in the present invention, the presence of primitives is located by smoothing regardless of the presence or absence of Z values. The Z value is used only to determine the number of overlaps, ie the transmittance.

【0003】[実施例]本発明のガス状物体発生回路例
を図1に示す。図1においてガス状物体は乱数およびガ
ウス分布回路1によって所定の数のプリミティブが生成
され、この段階においてはプリミティブは3次元座標点
で構成される。回路2は回路1と同様に乱数およびガウ
ス分布回路である。回路3も同様である。回路1から出
力される第一のプリミティブの座標値Aは参照点P0と
加算器4aによって加算された後、回路2から出力され
るプリミティブ座標値Bのベース値(中心点)となり、
加算器4bで第二のプリミティブがP0+A+Bに位置
づれられる。またこの値は回路3から出力されるプリミ
ティブ座標値Cに加算器4cで加算される。よって3階
層においてはプリミティブの位置はP0+A+B+Cと
なる。1から3までのそれぞれの回路において分布率お
よび密度を独立に定義することにより局所性を持った点
群が構成できる。図2は本発明に関する回路である。図
1において生成されたプリミティブは所定の処理の後、
輝度および3次元座標値として画像メモリ5に記憶され
る。この画像メモリ5に対するデータの書き込みの際、
隠面消去および重なり数が隠面消去回路6で計数され
る。画像メモリ5に記憶された輝度(fl)、Z値(f
z)および重なり数(m)は表示装置のビディオ周波数
に同期して走査手順で読み出される。このデータのうち
輝度(fl)は平滑化フィルター回路7に入力して平滑
化される。またZ値(fz)は面定義物体とのZ値(s
z)の比較が比較回路8において画素ごとに行われ、比
較結果は、セレクタ9に与えられる。セレクタ9では比
較結果に基づきガス状物体が面定義物体前面にある場合
には重なり数(m)をそのままに、一方、後面にある場
合にはゼロあるいは所定の値(n)を選択する。この選
択された重なり数は第二の平滑化フィルタ10に加えら
れる。平滑化された重なり数は記憶素子11を通して所
定の透視係数に変換され、それぞれ平滑化後のガス状物
体の輝度(gl)と面定義物体の輝度(sl)と乗算器
12aおよび12bで乗算された後、これらが加算器1
3で加算されて、合成イメージを得る。
[Embodiment] FIG. 1 shows an example of a gaseous substance generating circuit of the present invention. In FIG. 1, a random number and a Gaussian distribution circuit 1 generate a predetermined number of primitives for a gaseous object, and at this stage the primitives are composed of three-dimensional coordinate points. The circuit 2 is a random number and Gaussian distribution circuit like the circuit 1. The circuit 3 is also the same. The coordinate value A of the first primitive output from the circuit 1 becomes the base value (center point) of the primitive coordinate value B output from the circuit 2 after being added by the reference point P0 and the adder 4a,
The adder 4b positions the second primitive at P0 + A + B. This value is added to the primitive coordinate value C output from the circuit 3 by the adder 4c. Therefore, the position of the primitive is P0 + A + B + C in the three layers. A point group having locality can be configured by independently defining the distribution ratio and the density in each of the circuits 1 to 3. FIG. 2 is a circuit related to the present invention. The primitive generated in FIG.
It is stored in the image memory 5 as brightness and three-dimensional coordinate values. When writing data to the image memory 5,
The hidden surface removal and the number of overlaps are counted by the hidden surface removal circuit 6. The brightness (fl) and the Z value (f stored in the image memory 5
z) and the number of overlaps (m) are read in the scanning procedure in synchronization with the video frequency of the display device. The luminance (fl) of this data is input to the smoothing filter circuit 7 and smoothed. The Z value (fz) is the Z value (s
z) is compared for each pixel in the comparison circuit 8, and the comparison result is given to the selector 9. Based on the comparison result, the selector 9 selects the zero or a predetermined value (n) when the gaseous object is on the front surface of the surface-defining object while keeping the overlapping number (m) as it is. This selected number of overlaps is added to the second smoothing filter 10. The smoothed overlap number is converted into a predetermined perspective coefficient through the storage element 11, and is multiplied by the brightness (gl) of the smoothed gaseous object and the brightness (sl) of the surface defining object by the multipliers 12a and 12b, respectively. After these, adder 1
3 is added to obtain the composite image.

【0004】[効果]本発明のハードウエア化により、
ガス状物体と面定義物体が3次元空間内で高速に合成で
き、仮想現実システムの描画に不可欠なリアルタイム表
示が可能と成る。
[Effect] By implementing the hardware of the present invention,
Gaseous objects and surface-defining objects can be synthesized at high speed in three-dimensional space, enabling real-time display, which is essential for drawing virtual reality systems.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明のプリミティブ発生回路FIG. 1 is a primitive generation circuit of the present invention.

【図2】本発明のガス状物体表示回路FIG. 2 is a circuit diagram showing a gaseous object display of the present invention.

【符号の説明】[Explanation of symbols]

1−3 乱数およびガウス分布回路 4a−4c 加算器 5 画像メモリ 6 隠面消去回路 7 平滑化フィルタ回路 8 比較回路 9 セレクタ 10 平滑化フィルタ回路 11 記憶素子 12 乗算回路 13 加算回路 1-3 random number and Gaussian distribution circuit 4a-4c adder 5 image memory 6 hidden surface removal circuit 7 smoothing filter circuit 8 comparison circuit 9 selector 10 smoothing filter circuit 11 storage element 12 multiplication circuit 13 addition circuit

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】ガス状の形状から成る自然現象物体を、コ
ンピュータグラフィック画像として生成し、これを面定
義物体との3次元空間内での合成を行う回路に関して、
ガス状物体を表現する最小図形要素をプリミティブと定
義し、このプリミティブは3次元座標値と輝度から成
り、第一の乱数と確率分布関数回路を用いて生成すると
共に、このプリミティブが持つ座標点を参照点として、
さらに第二の乱数と確率分布関数回路によってプリミテ
ィブを生成させるこの階層的プロセスを少なくとも2レ
ベル以上もつ第一の手段と、それぞれの階層における確
率分布関数の密度および分布率をそれぞれ独立に定義し
てガス状物体の形状を生成する第二の手段と、プリミテ
ィブを画像メモリに記憶する際、陰面消去処理と、同一
視点座標軸上で重なり合うプリミティブがある場合には
これを計数する手段において、画像メモリに記憶された
プリミティブ情報のうち、プリミティブ輝度は平滑化フ
ィルタに加えて平滑化する一方、プリミティブと面定義
物体の視点軸座標値をそれぞれ比較し、プリミティブの
もつ座標値が視点に対し、面定義物体より遠方あるいは
前方のそれぞれに対して、前記プリミティブの重なり数
を所定の値に設定した後、平滑フィルタリングする第三
の手段と、前記処理によって得た平滑化重なり数から面
定義物体に対する透明度値を決定し、これら透明度値を
それぞれプリミティブおよび面定義物体輝度に乗算した
後、それぞれを加算して面定義物体とガス状物体とを合
成する第四の手段を有する画像合成回路。
1. A circuit for generating a natural phenomenon object having a gas-like shape as a computer graphic image and synthesizing the same with a surface defining object in a three-dimensional space,
The minimum graphic element that represents a gaseous object is defined as a primitive. This primitive consists of three-dimensional coordinate values and brightness, and is generated using the first random number and probability distribution function circuit. As a reference point
Furthermore, the first means having at least two levels of this hierarchical process for generating the primitive by the second random number and the probability distribution function circuit, and the density and distribution rate of the probability distribution function in each hierarchy are defined independently. The second means for generating the shape of the gaseous object and the hidden surface removal processing when storing the primitives in the image memory, and the means for counting the overlapping primitives on the same viewpoint coordinate axis, in the image memory Of the stored primitive information, the primitive brightness is smoothed by adding a smoothing filter, while the viewpoint axis coordinate values of the primitive and the surface definition object are compared, and the coordinate value of the primitive is the surface definition object for the viewpoint. Set the number of overlaps of the primitives to a predetermined value for each farther or forward After that, the third means for smooth filtering, and the transparency value for the surface defining object is determined from the number of smoothing overlaps obtained by the above processing, and after the transparency value is multiplied by the brightness of the primitive and the surface defining object, respectively. An image synthesizing circuit having a fourth means for synthesizing to add a surface defining object and a gaseous object.
JP12211696A 1995-07-03 1996-04-09 Image composition circuit Expired - Lifetime JP3733493B2 (en)

Priority Applications (3)

Application Number Priority Date Filing Date Title
JP12211696A JP3733493B2 (en) 1996-04-09 1996-04-09 Image composition circuit
PCT/JP1996/001837 WO1997002546A1 (en) 1995-07-03 1996-07-03 Computer graphics circuit
US08/793,680 US5864344A (en) 1995-07-03 1996-07-03 Computer graphics circuit

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP12211696A JP3733493B2 (en) 1996-04-09 1996-04-09 Image composition circuit

Publications (2)

Publication Number Publication Date
JPH09282484A true JPH09282484A (en) 1997-10-31
JP3733493B2 JP3733493B2 (en) 2006-01-11

Family

ID=14828032

Family Applications (1)

Application Number Title Priority Date Filing Date
JP12211696A Expired - Lifetime JP3733493B2 (en) 1995-07-03 1996-04-09 Image composition circuit

Country Status (1)

Country Link
JP (1) JP3733493B2 (en)

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019046080A (en) * 2017-08-31 2019-03-22 Kddi株式会社 Information processing apparatus, method, and program

Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2019046080A (en) * 2017-08-31 2019-03-22 Kddi株式会社 Information processing apparatus, method, and program

Also Published As

Publication number Publication date
JP3733493B2 (en) 2006-01-11

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