WO1999052077A1 - Dispositif et procede de trace d'images, et support associe - Google Patents
Dispositif et procede de trace d'images, et support associe Download PDFInfo
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- WO1999052077A1 WO1999052077A1 PCT/JP1999/001692 JP9901692W WO9952077A1 WO 1999052077 A1 WO1999052077 A1 WO 1999052077A1 JP 9901692 W JP9901692 W JP 9901692W WO 9952077 A1 WO9952077 A1 WO 9952077A1
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- pixel data
- image
- pixel
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Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/001—Texturing; Colouring; Generation of texture or colour
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T5/00—Image enhancement or restoration
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/203—Image generating hardware
Definitions
- the present invention relates to a drawing device, a drawing method, and a providing medium.
- a drawing device for example, in a three-dimensional graphic computer which is a video device using a computer, a special effect device (Effek), a video game machine, etc.
- the present invention relates to a drawing apparatus and a drawing method capable of displaying a high-quality image, and a providing medium. Isha:
- display of a three-dimensional image is performed by performing coordinate transformation, geometry processing such as clipping processing, lighting processing, and the like on polygon data constituting the three-dimensional image.
- perspective projection transformation of the resulting data the data in the three-dimensional space is converted into pixel data on the two-dimensional plane, and this is performed by drawing it.
- Floating point or fixed point Since the position of a polygon represented by a point is converted to an integer to correspond to a pixel at a fixed position on the screen, aliasing occurs, and a step-like jagged shape called jaggy occurs.
- the image quality is lower than that of an image captured by a video camera.
- the aliasing appears as a flicker of the image, and there is a problem that a user watching the image feels annoying.
- the aliasing is not limited to an image, but is a sampling error that occurs when a signal is sampled at a finite number of points and the number of sampling points is too small.
- one pixel is virtually divided into smaller units called sub-pixels, and ray tracing is calculated for each sub-pixel.
- Some of the results are averaged on a pixel-by-pixel basis.
- ray tracing calculations take a considerable amount of time, so even though hardware such as processors and memories have become faster, video It is currently difficult to perform such ray tracing calculations on images in real time.
- a moving image is generally composed of about 20 to 30 frames per second, but at present, ray tracing calculation is performed by sub-pixels per second using a somewhat inexpensive hardware. It is difficult to perform 20 to 30 times on a per-unit basis.
- the ratio of the figure in the pixel is determined, and the figure and the background are so-called "hi" based on the ratio.
- alpha blending the edges of the figure are anti-aliased, but the flickering of the texture attached to the figure and the parts where the three-dimensional shapes intersect (intersecting lines) (for example, However, it has no effect on aliasing that occurs in the case where one of the two balls sinks into the other (where the two balls intersect).
- the present invention has been made in view of such a situation, and aims to reduce the reduction in image quality due to aliasing while minimizing the cost and size of the device as much as possible. . Disclosure of the invention
- a shift amount for setting a plurality of shift amounts for shifting a drawing position when drawing pixel data on the pixel data storage unit with a precision smaller than one pixel Setting means and drawing means for overwriting an image by drawing pixel data at each of the positions corresponding to the plurality of shift amounts set by the shift amount setting means in the pixel data storage means. It is characterized by having.
- the drawing method wherein a shift amount setting for setting a plurality of shift amounts for shifting a drawing position when pixel data is drawn in the pixel data storage unit with a finer precision than one pixel.
- the pixel data is stored in each of the steps and the positions of the pixel data storage means corresponding to the plurality of shift amounts.
- the providing medium according to claim 75 further comprising: a shift amount setting step of setting a plurality of shift amounts for shifting a drawing position when the pixel data is drawn in the memory with a precision smaller than one pixel. And a drawing step of drawing the pixel data at each of the memory positions corresponding to the plurality of shift amounts, thereby providing a drawing step of overwriting the image.
- the shift amount setting means includes a plurality of shifts for shifting a drawing position when drawing pixel data in the pixel data storage means with a finer precision than one pixel. The amount is set, and the drawing unit draws the pixel data at each of the positions corresponding to the plurality of shift amounts set by the shift amount setting unit in the pixel data storage unit so that the image is overwritten. Has been made.
- a plurality of shift amounts are set for shifting the drawing position when the pixel data is drawn in the pixel data storage means with a precision smaller than one pixel. Then, the image is overwritten by drawing the pixel data at each position of the pixel data storage means corresponding to the plurality of shift amounts.
- a plurality of shift amounts for shifting a drawing position when drawing pixel data in the memory with a finer precision than one pixel are set, and the plurality of shift amounts are set.
- a computer program is provided for causing a computer to perform a process of overwriting an image by drawing pixel data at each memory location corresponding to the shift amount.
- FIG. 1 is a plan view showing a configuration example of an embodiment of a video game machine to which the present invention is applied.
- FIG. 2 is a front view of the video game machine of FIG.
- FIG. 3 is a side view of the video game machine of FIG.
- FIG. 4 is a plan view showing CD-ROM51.
- FIG. 5 is a block diagram showing an example of an electrical configuration of the game machine main body 2 of FIG.
- FIG. 6 is a block diagram showing a detailed configuration example of the graphic memory 118 of FIG.
- FIG. 7 is a diagram for explaining overwriting of dots.
- FIG. 8 is a diagram showing a result of overwriting dots.
- FIG. 9 is a diagram showing a pixel composed of 2 ⁇ 2 sub-pixels.
- FIG. 10 is a diagram showing a drawing result when a point is drawn at one time without being overwritten.
- FIG. 11 is a diagram for explaining the overwriting of dots.
- FIG. 12 is a diagram showing the result of overwriting of points.
- FIG. 13 is a diagram for explaining the relationship between the position of a point to be drawn and the result of overwriting.
- FIG. 14 is a diagram for explaining the overwriting of straight lines.
- FIG. 15 is a diagram showing the result of overwriting straight lines.
- FIG. 16 is a diagram for explaining the overwriting of straight lines.
- FIG. 17 is a diagram showing the result of overwriting straight lines.
- FIG. 18 is a flowchart for explaining a polygon drawing process in the game machine main body 2 in FIG.
- FIG. 19 explains the reason for drawing in order from the polygon close to the viewpoint.
- FIG. 20 is a diagram for explaining a case where drawing is performed in order from a polygon far from the viewpoint.
- FIG. 21 is a diagram for explaining a case where drawing is performed in order from a polygon close to the viewpoint.
- FIG. 22 is a flowchart for explaining the process of step SI4 in FIG. 18 in more detail.
- a drawing device is a drawing device that draws an image, and that stores pixel data to be output to a two-dimensional output device that outputs an image. 6) A shift that sets multiple shift amounts to shift the drawing position when drawing pixel data to the pixel data storage means with a precision smaller than one pixel.
- the amount setting means for example, the processing step S6 of the program shown in FIG. 18
- a drawing unit for example, processing step S14 of a program shown in FIG. 18 for overwriting an image by drawing pixel data.
- the drawing apparatus according to claims 3, 14, 25, and 35, wherein the drawing means determines the number of overwriting times at which the drawing means overwrites the image. For example, it is characterized by further including a program processing step S5 shown in FIG. 18).
- the drawing apparatus according to claims 4, 15, 26, and 36, wherein the drawing means estimates a drawing time required for drawing pixel data for one screen in the pixel data storage means.
- the processing step S4 of the program shown in FIG. 18 and the number-of-times determining means determines the number of overwriting based on the drawing time estimated by the estimating means. It is characterized by.
- the drawing apparatus described in claims 6, 17, 28, and 38 is a correction device that corrects a shift amount based on the function of a moving image when the image is a moving image. , And processing steps S10 of the program shown in FIG. 18).
- the drawing device when the image is a three-dimensional image defined by a combination of unit figures, rearrangement means for rearranging the unit figures in the depth direction (for example, And the drawing means draws the unit figures in order from the one closest to the viewpoint.
- the drawing device is an operation device operated when giving a predetermined input (for example, the operation device 17 shown in FIG. 1), and is recorded on a recording medium.
- An arithmetic unit for example, a main CPU 111 shown in FIG. 5) for performing a predetermined arithmetic operation based on an input from the operating unit using the data and an arithmetic operation by the arithmetic unit
- Pixel data generating means for obtaining pixel data based on the result (for example, GPU 115 shown in FIG. 5).
- the drawing apparatus wherein the image is a three-dimensional image defined by a combination of unit figures, A conversion means (for example, main CPU 111 shown in Fig. 5) for converting the unit figures constituting the original image into those of the coordinate system of the two-dimensional output device, and a unit figure converted by the conversion means. And a rearrangement means (for example, processing step S7 of the program shown in FIG. 18) for rearranging in the depth direction, and a depth storage means (for example, for storing a value representing the position of the unit figure in the depth direction). , Z buffer 144 shown in FIG. 6, etc.), and the drawing means draws the unit figures in order from the one closest to the viewpoint using the depth storage means.
- a conversion means for example, main CPU 111 shown in Fig. 5
- a unit figure converted by the conversion means for example, main CPU 111 shown in Fig. 5
- a rearrangement means for example, processing step S7 of the program shown in FIG. 18
- a depth storage means for example, for storing
- the drawing device wherein, when the image is a three-dimensional image defined by a combination of unit figures, operating means operated when giving a predetermined input (for example, The operation device 17 shown in the figure, etc.) and the data recorded on the recording medium are read, and the data is used to perform a predetermined operation based on the input from the operation device (for example, the fifth device). And a conversion means for converting a unit figure obtained as a result of the calculation by the calculation means into a coordinate system of a two-dimensional output device (for example, a main CPU 11 shown in FIG. 5). 1) and sorting means for sorting the unit figures converted by the converting means in the depth direction (for example, processing step S7 of the program shown in FIG. 18).
- operating means operated when giving a predetermined input for example, The operation device 17 shown in the figure, etc.
- the data recorded on the recording medium are read, and the data is used to perform a predetermined operation based on the input from the operation device (for example, the fifth device).
- a depth storage means for example, a Z-buffer 144 shown in FIG. 6 for storing unit values, wherein the drawing means uses the depth storage means in order of the unit figures in order from the one closest to the viewpoint. It is characterized by drawing.
- FIG. 1 is a plan view showing a configuration of an embodiment of a video game machine to which the present invention is applied.
- Fig. 2 shows the front view (in Fig. 1,
- Fig. 3 shows a side view of the right side (in Fig. 1, a side view seen from the right).
- the video game machine is connected to the game machine body 2, an operating device 17 having a substantially square connection terminal 26 connected to the game machine body 2, and the same game machine body 2. And a recording device 38.
- the game machine main body 2 is formed in a substantially square shape, and a combination program (including a program for performing rendering (drawing) processing to be described later) and data are recorded at a central position thereof.
- a disk mounting unit 3 for mounting a game recording medium is provided.
- a CD (Compact Disk) -ROM (Read Only Memory) 51 as shown in FIG. 4 is detachably attached to the disk mounting unit 3 as a game recording medium. I have.
- the game recording medium is not limited to a disk.
- connection portions 7A and 7B to which the operation device 17 and the recording device 38 can be connected as a set.
- the connecting portions 7A and 7B are provided so that the two sets of the operating device 17 and the recording device 38 can be connected. It is possible to provide as many sets of operation devices 17 and recording devices 38 as can be connected.
- connection portions 7A and 7B are formed in two stages, and a recording insertion portion 8 connected to the recording device 38 is provided in the upper portion, and the operating device 1 is provided in the lower portion. It has a structure in which a connection terminal input section 12 for connecting to the connection terminal section 26 of 7 is provided.
- the insertion hole of the recording insertion part 8 is formed in a rectangular shape that is long in the horizontal direction, and the lower end corners are rounded more than the upper end corners, and the recording device 38 is reversed. It has a structure that cannot be inserted. Further, the recording input section 8 is provided with a shutter 9 for protecting a connection terminal (not shown) for obtaining an internal electrical connection.
- the shirt 9 is always attached to the outside by an elastic body (not shown) such as a coil-shaped torsion spring. Therefore, when the recording device 38 is inserted, the shirt 9 is opened at the distal end side where the recording device 38 is inserted, and when the recording device 38 is removed, the shirt 9 is returned by the urging force of the elastic body. When it is closed, it serves as a dust proof for the internal connection terminals, and also serves to protect it from external shocks.
- an elastic body such as a coil-shaped torsion spring. Therefore, when the recording device 38 is inserted, the shirt 9 is opened at the distal end side where the recording device 38 is inserted, and when the recording device 38 is removed, the shirt 9 is returned by the urging force of the elastic body. When it is closed, it serves as a dust proof for the internal connection terminals, and also serves to protect it from external shocks.
- connection terminal insertion portion 12 has a rectangular shape that is long in the lateral direction. It has a structure with a rounded shape so that the connection terminal 26 of the operating device 17 does not enter in the opposite direction, and has a different shape of the input hole so that the recording device 38 does not enter. . In this manner, the recording device 38 and the operation device 17 have a structure in which the insertion holes are different in size and shape so that they are not mistakenly inserted into each other.
- the operating device 17 has a structure in which it can be operated by freely moving five fingers while holding it between the palms of both hands, and is formed in a circular shape connected to the left and right objects.
- the third and fourth operation units 24, 25 protruding from the front sides of the first and second operation units 18 and 19, and the select switch 22 and the switch unit 23 provided on the It comprises a connection terminal part 26 for electrically connecting to the game machine body 2 and a cable 27.
- the operation device 17 may be configured to be electrically connected to the game machine main body 2 by, for example, infrared rays without using the connection terminal 26 and the cable 27.
- the operating device 17 can have a built-in device, such as a microphone, for vibrating itself. By vibrating the operation device 17 in accordance with the game scene, it is possible to give the user a more realistic feeling. It should be noted that a plurality of motors having different rotation speeds can be employed as the motors incorporated in the operation device 17. In this case, it becomes possible for the user to enjoy a small vibration or a large vibration suitable for a game, and a vibration obtained by combining them.
- connection terminal part 26 is attached to the tip of a cable 27 for making an electrical connection with the game machine main body 2, and as shown in FIG.
- a grip portion is provided which has a non-slip processing (for example, a single-let processing) in a so-called jagged pattern.
- the grip portion provided on the connection terminal portion 26 forms a so-called insertion / removal portion, and its size, that is, its width W and length L are the same as the grip portion of the recording device 38 described later, for example. It has been.
- the recording device 38 incorporates, for example, a nonvolatile memory such as a flash memory. On both sides, for example, a grip portion (FIG. 3) configured in the same manner as in the connection terminal portion 26 is provided.
- a grip portion (FIG. 3) configured in the same manner as in the connection terminal portion 26 is provided.
- the game console body 2 It is designed to be easily detachable. For example, when the game is temporarily interrupted, the state at that time is recorded (recorded) in the recording device 38, so that when the game is restarted, the state is recorded. By reading data from the game, the game can be restarted from the state corresponding to the data, that is, the state at the time of interruption.
- the user When playing a game with the video game machine configured as described above, the user connects, for example, the operation device 17 to the game machine main body 2 and further, if necessary, the recording device 3 8 Also connected to the game console body 2. Further, the user operates the disc operation switch 6 to set the CD-ROM 51 as a game recording medium in the disc mounting section 3, and operates the power switch 5 to operate the game machine main body 2. Turn on the power. As a result, the image and sound for the game are reproduced in the game machine main body 2, so that the user operates the operation device 17 to play the game.
- FIG. 5 shows an example of an electrical configuration of the game machine main body 2 of FIG.
- the game machine body 2 has two buses, a main bus 101 and a sub-bus 102, as buses for exchanging data in each block, and the main bus 101
- the sub bus 102 is connected via a path controller 116.
- the main bus 101 includes a bus controller 1 16 as well as a main CPU (Central Processing Unit) 1 11 composed of, for example, a microphone processor, a main memory 1 12 composed of, for example, a RAM (Random Access Memory), and the like.
- Main DMAC Direct Memory Access Controller
- MDEC MPEG (Moving Picture Experts Group) Decoder
- GPU Graphic Processor Unit
- the sub bus 102 includes a GPU 115, for example, a sub CPU 121 configured similarly to the main CPU 111, for example, a sub memory 122 configured similar to the main memory 112, and a sub-DMAC 123 , ROM (Read Only Memory) 124 storing an operating system, etc., SPU (Sound Processing Unit) 125, ATM (Asynchronous Transmission Mode) communication unit 126, auxiliary storage device 127, and I / F (Interface for input device) ) 128 is connected.
- a GPU 115 for example, a sub CPU 121 configured similarly to the main CPU 111, for example, a sub memory 122 configured similar to the main memory 112, and a sub-DMAC 123 , ROM (Read Only Memory) 124 storing an operating system, etc., SPU (Sound Processing Unit) 125, ATM (Asynchronous Transmission Mode) communication unit 126, auxiliary storage device 127, and I / F (Interface for input device) ) 128 is connected.
- SPU Sound Processing Unit
- the main bus 101 exchanges data overnight at a high speed
- the sub bus 102 communicates data overnight at a low speed.
- the sub-bus 102 is used to ensure the high speed of the main bus 101.
- the bus controller 116 is configured to separate the main bus 101 and the sub-bus 102 or to connect the sub-bus 102 to the main bus 101. When the main bus 101 and the sub-bus 102 are disconnected, only the devices connected to the main bus 101 can be accessed from the main bus 101, and the devices connected to the sub-bus can also be accessed from the sub-bus 102. Although only the devices can be accessed, when the sub bus 102 is connected to the main bus 101, any device can be accessed from either the main bus 101 or the sub bus 102. For example, in an initial state such as immediately after the power of the device is turned on, the bus controller 116 is in an open state (a state in which the main bus 101 and the sub bus 102 are connected). ).
- the main CPU 111 is a program stored in the main memory 112. Various processes are performed in accordance with. That is, for example, when the device is started, the main CPU 111 reads the boot program from the ROM 124 on the sub bus 102 (connected to the sub bus 102) via the bus controller 116 and executes the boot program. I do. This allows the main CPU 111 to transfer the application program (here, a game program or a program for performing a drawing process described later) and necessary data from the auxiliary storage device 127 to the main memory 112 or Sub memory 1 12 is loaded. Then, the main CPU 111 executes the program loaded in the main memory 112 in this way.
- the application program here, a game program or a program for performing a drawing process described later
- the main CPU 111 has a built-in GTE (Geometry Transfer Engine) 117, and this GTE 117 has, for example, a parallel operation mechanism that executes a plurality of operations in parallel.
- GTE Global System for Mobile Communications
- this GTE 117 has, for example, a parallel operation mechanism that executes a plurality of operations in parallel.
- high-speed arithmetic processing such as coordinate conversion, geometry calculation such as light source calculation, matrix calculation, and vector calculation is performed.
- the GTE 117 performs the processing (geometry processing) in accordance with the request from the main CPU 111, so that the polygons constituting the three-dimensional image to be displayed (in this specification, Generates a line of polygons having three or more vertices as well as straight lines (lines) and points (hereinafter referred to as polygon lines, as appropriate), and generates the main CPU.
- the main CPU 111 receives the polygon data from the GTE 117, it performs perspective projection conversion and transfers it as data on a two-dimensional plane to the GPU 115 via the main bus 101. I do.
- the main CPU 111 has a built-in cache memory (Cache) 119, and by accessing this cache memory 119 instead of accessing the main memory 112, the processing speed can be increased. It has been done.
- the main memory 112 stores programs and the like, and also stores data required for the processing of the main CPU 111.
- the main DMAC 113 controls DMA transfer for devices on the main bus 101. However, when the bus controller 116 is in the open state, the main DMAC 113 also controls devices on the sub-bus 102.
- the MDEC 114 is an I / O device that can operate in parallel with the main CPU 111, and functions as an image decompression engine. That is, the MDE C 114 decodes the image data that has been compressed by the MDE C encoding.
- the GPU 115 is designed to function as a rendering processor.
- the GPU 115 receives the polygon data transmitted from the main CPU 111, and among the polygon data, for example, the color data of the vertices of the polygon and the depth (depth from the viewpoint) ) Is calculated based on the Z value and the like, and the rendering process is performed to write (draw) the pixel data constituting the polygon into the graphic memory 118. Further, the GPU 115 reads out the pixel data written in the graphic memory 118 and outputs it as a video signal.
- the GPU 115 also receives polygon data from the main DMAC 113 or a device on the sub bus 102 as necessary, and performs rendering processing according to the polygon data.
- the graphic memory 118 is composed of, for example, a DRAM or the like, and has a frame memory 141, a Z buffer 142, and a texture memory 143 as shown in FIG.
- the frame memory 141 stores pixel data to be displayed on the screen for one frame, for example. Have been.
- the Z buffer 142 stores the Z value of the foremost polygon in the image displayed on the screen.
- the Z buffer 142 has a storage capacity capable of storing the Z value of one frame. are doing.
- the texture memory 143 is configured to store the texture data to be pasted on the polygon.
- the GPU 115 performs the rendering process using the frame memory 141, the Z buffer 142, and the texture memory 143. That is, the GPU 115 stores, in the Z buffer 142, the Z value of the foremost polygon among the polygons constituting the three-dimensional image, and stores the pixel value in the frame buffer 141 based on the stored value of the Z buffer 142. Determines whether to draw data. Then, when rendering pixel data, the texture data is read out from the texture memory 143, and pixel data to be rendered is obtained using the data, and is rendered in the frame memory 141. It has been done.
- the GPU 115 is also configured to perform Z-sort in which polygons are rearranged in the depth direction. In this case, rendering is performed in order from the polygon in front.
- the sub CPU 121 reads out and executes a program stored in the sub memory 122 to perform various processes. Similar to the main memory 112, the sub-memory 122 stores programs and necessary data.
- the sub DMAC 123 controls the DMA transfer for devices on the sub bus 102. It should be noted that the sub DMAC 123 acquires the bus right only when the bus controller 116 is in the closed state (when the main bus 101 and the sub bus 102 are separated).
- ROM 124 is bootable as described above. It stores programs and operating systems.
- the ROM 124 stores programs for both the main CPU 11 1 and the sub CPU 121. Here, the ROM 124 has a low access speed, and is therefore provided on the sub-bus 102.
- the SPU 125 receives a bucket transmitted from the sub CPU 121 or the sub DMA C 123, and reads out audio data from the sound memory 129 according to a sound command arranged in the bucket. ing. Then, the SPU 125 supplies the read audio data to a speaker (not shown) and outputs it.
- the ATM communication unit 126 controls communication (control of ATM communication) performed via, for example, a public line (not shown). As a result, the user of the video game machine can exchange data with other video game machine users directly or via the Internet connection center, so-called personal computer communication center. It is designed to allow you to compete.
- the auxiliary storage device 127 reproduces information (programs, data) stored in a CD-ROM 51 (FIGS. 1 and 4) by, for example, a disk drive.
- the auxiliary storage device 127 also records and reads information from and to the storage device 38 (FIG. 1).
- the input device I / F 128 is an input for receiving a signal corresponding to the operation of the operation device 17 (FIG. 1) as a control pad and an external input such as an image or sound reproduced by another device. At the evening festival, a signal corresponding to an external input is output on the sub-bus 102.
- the sound memory 129 stores audio data (audio data).
- the boot program is read out from the ROM 24 and executed by the main CPU 111, so that the auxiliary program is executed.
- the program and the data are read out from the CD-ROM 51 (FIG. 4) set in the storage device 127, and are expanded in the main memory 112 and the sub memory 122.
- the program expanded in the main memory 112 or the sub memory 122 is executed, so that an image of the game (here, a moving image is referred to as a moving image). Audio).
- polygon data for drawing polygons constituting a predetermined three-dimensional image is generated according to the data stored in the main memory 112.
- the polygon data is converted into a bucket, for example, and supplied to the GPU 115 via the main bus 101.
- the GPU 115 When the GPU 115 receives the packet from the main CPU 111, it performs Z-sorting and draws in the frame memory 141 using the Z buffer 142 in order from the polygon in front. The drawing result for the frame memory 141 is appropriately read out by the GPU 115 and output as a video signal. Thus, a three-dimensional image for a game is displayed on a two-dimensional screen on a display (not shown) as a two-dimensional output device.
- the sub CPU 121 generates a sound command instructing the generation of a voice according to the data stored in the sub memory 122.
- This sound command is packetized and supplied to the SPU 125 via the sub bus 102.
- the SPU 125 sends audio data from the sound memory 129 according to the sound command from the sub CPU 121. Is read and output. As a result, the background music of the game and other sounds are output.
- the GPU 115 of the game console 2 draws the pixel data of the polygon with respect to the frame buffer 141.
- the drawing position of the pixel data is determined with a precision smaller than one pixel. For example, a plurality of shift amounts for shifting with sub-pixel accuracy are set, and pixel data is drawn at each position (memory cell) of the frame buffer 141 corresponding to the plurality of shift amounts. As a result, polygons and 3D images composed of polygons are overwritten.
- the point (X, y, z) Is subjected to a geometric process based on viewpoint information and the like, and is further subjected to perspective transformation, so that it is on a screen coordinate system (a coordinate system corresponding to a display screen for displaying a three-dimensional image) which is a two-dimensional plane.
- a screen coordinate system a coordinate system corresponding to a display screen for displaying a three-dimensional image
- X, y, z, X, Z, and Z are values expressed in floating point or fixed point.
- Z representing a point (X, ⁇ , Z) on the screen coordinate system represents the position of the point in the depth direction from the viewpoint.
- the GPU 115 obtains R, G, B signals (Ri, Gi, Bi) and others as color information of the point at the point (X, Y, ⁇ ⁇ ⁇ ) from the viewpoint, the light source, the texture, and the like.
- i in Ri, Gi, B i represents an integer value
- Ri, Gi, B i are represented by, for example, 8 bits each. Take the value of Then, for example, the number of overwriting is set to four times, and as shown in FIG.
- dX, dY) is, for example, twice as large as the sub-pixel (here, 1/2 of one pixel) (0, 0, 0.0), (0.5, 0.0), Set to (0.5, 0.5) and (0.0, 0.5).
- the rightward direction or the upward direction is the X axis or the Y axis (the positive direction of).
- the CPU I 15 shifts the drawing position according to the shift amount (dX, d Y) and draws a point.
- the GPU 115 shifts the point (X, Y, Z) by (0.0, 0.0) and shifts the shifted point (X, ⁇ , ⁇ ) to Convert to subpixel accuracy points (Xs, Ys, Zs) (hereinafter referred to as subpixel accuracy as appropriate).
- subpixel accuracy a value of sub-pixel accuracy.
- s in Xs, Ys, and Zs represents a value of sub-pixel accuracy.
- the color information (R i, G i, B i) corresponding to the point (X s, Y s, Z s) is added to the position of the pixel including the sub-pixel corresponding to the point (X s, Y s, Z s).
- a value divided by the number of overwrites is written in the color information (pixel data). Specifically, here, since the number of times of overwriting is four, (R i / 4, Gi / 4, Bi / 4) is written as the color information. Be included.
- the X or Y coordinate of the point (X, Y, Z) to be drawn is 1.6 or 1.3, respectively
- the point (1. 6, 1.3, Z) is shifted by (0.0, 0.0)
- the shifted point (1.6, 1.3, Z) is shown in Figure 7 (A).
- the position (1, 1) of the pixel including the subpixel corresponding to the point (1.5, 1.25, Zs) obtained by subpixel-precision conversion of () is obtained as shown in Fig. 7 (A).
- the color information of 1Z4 of the color information that should be written (the part shown by the vertical dotted line in (A) in the figure) is written.
- GPU I 15 shifts the point ( ⁇ , ⁇ , Z) by (0.5, 0.0) and subdivides the shifted point into a point (Xs, Ys, Zs). Increase pixel accuracy. Then, the color information (Ri, Gi, Bi) that is 1/4 is overwritten at the pixel position including the sub-pixel corresponding to the point (Xs, Ys, Zs).
- the third and fourth renderings are performed in a similar manner. That is, for example, Now, if the X or ⁇ coordinates of the point to be drawn (X, ⁇ , ⁇ ) are 1.6 or 1.3, respectively, the point (1.6, 1.3, ⁇ ) Is shifted by (0.5, 0.5), and the shifted point (2.1, 1.8, ⁇ ) (indicated by the mark in Fig. 7 (C)) is converted to sub-pixel accuracy. As shown in Fig. 7 (C), the position of the pixel (2, 1) including the sub-vicel corresponding to the point (2.0, 1.75, Zs) is calculated as shown in Fig. 7 (C).
- the color information (the part shown by the dotted line rising to the right in (C) in the same figure) is overwritten. Specifically, 1/4 of the color information that should be written is added to the already written color information at pixel (2, 1), and the added value is written to pixel (2, 1). It is.
- the point (1.6, 1.3, ⁇ ) is shifted by (0.0, 0.5), and the shifted point (1.6, 1.8, ⁇ ) ) (Indicated by Hata in Fig. 7 (D)) is a subpixel-accurate point (1.5, 1.75, Zs). Then, as shown in FIG. 7 (D), 1/4 of the color information to be originally written (the portion indicated by the dotted line rising to the left in FIG. 7 (D)) is overwritten. Specifically, 1/4 of the originally written color information is added to the already written color information for pixel (1,1), and the added value is written to pixel (1,1,1). It is.
- the resolution can be substantially quadrupled, and as a result, anti-aliasing can be performed.
- the shift amount (dX, dY) in each of the four drawing operations is, as described above, (0.0, 0.0), (0.5, 0.0) , (0.5, 0.5), (0.0, 0.5) Since the position of the shifted point may move to the upper right from the original position, the shift amount (dX, dY) may be set to (-0 25,-0.25), (0.25, -0.25), (0.25, 0.25), (-0.25, 0.25), etc. (shift amount dX or dY It is also possible to make the average value of each of them 0).
- FIGS. 7 and 8 16 sub-pixels are assumed for one pixel.
- the GPU 115 uses the GPU 115 as a shift amount (dX, dY) of the drawing position in the screen coordinate system at the time of the first to fourth drawing.
- the sub-pixel accuracy (here, half the accuracy of one pixel) is (0.0, 0.0), (0.5, 0.0), (0.0, 0.5), ( 0.5, 0.5) are set respectively.
- the point (1.6, 2.2) is shifted by (0.0, 0.0).
- the shifted point (1.6, 2.2) is subpixel-accurately converted to a point (1.5, 2.0) as indicated by the reference mark in Fig. 11 (A). You. And include the subpixel corresponding to the point (1.5, 2.0).
- 1/4 of the color information to be originally written is written at the pixel position (1, 2).
- the point (1.6, 2.2) is shifted by (0.5, 0.0). Further, the shifted point (2.1, 2.2) is converted to sub-pixel accuracy, and is converted to a point (2.0, 2.0) as shown by the reference mark in Fig. 11 (B). You. Then, at the pixel position (2, 2) including the subpixel corresponding to the point (2.0, 2.0), the original writing is performed as shown by the horizontal dotted line in FIG. 11 (B). Color information of 1/4 of the power color information is overwritten.
- the point (1.6, 2.2) is shifted by (0.0, 0.5). Furthermore, the shifted point (1.6, 2.7) is converted to sub-pixel accuracy, and the point (1.5, 2.
- the point (1.6, 2.2) is shifted by (0.5, 0.5). Furthermore, the shifted point (2.1, 2.7) is converted to sub-pixel accuracy, and is marked as a point (2.0, 2.5) as indicated by a circle in Fig. 11 (D). You. Then, for the pixel position (2, 2) including the sub-pixel corresponding to the point (2.0, 2.5), as shown by the dotted line rising to the left in Fig. 11 (D), 1/4 of the color information to be written is overwritten.
- the accuracy of the sub-pixel is different between the case in FIG. 7 and the case in FIG. 11 (in FIG. 7, the accuracy is 1/16 of the pixel, and in FIG. This does not affect the image quality due to the overwriting. (In the case of performing the overwriting four times, the accuracy of the sub-pixel is 1/4 or 1/16. However, “by overwriting” has no effect on the improvement of the image quality. If overwriting is not considered, the higher the subpixel accuracy, the better the image quality.)
- the number of times of overwriting is set to four, and the shift amount during the four drawing operations is (0.0, 0.0), (0.5, 0.0), (0.0) , 0.5), (0.5, 0.5), the X or Y coordinates of the point (X, Y) are, for example, 1.5 or more and less than 2.0 or 2.5 or more 3
- the coordinates (1, 2,), (2, 2), (1, 3,), (2, 3) are obtained by the first to fourth drawing.
- Each of the pixels represented is drawn.
- the pixels represented by the coordinates (1, 2), (2, 2), (1, 2), (2, 2) are respectively drawn.
- the color information of 1/4 of the color information to be written is overwritten twice each.
- the luminance is represented by 8 bits and the luminance of the point (X, Y) is the maximum value of 255, it is represented by the coordinates (1, 2) and (2, 2).
- the X or Y coordinate of the point (X, Y) is, for example, 1.0 or more and less than 1.5 or 2.5 or more and less than 3.0, respectively, as shown in FIG.
- the pixels represented by the coordinates (1, 2), (1, 3), (1, 2), and (1, 3) are rendered, respectively.
- 1/4 of the color information to be written is overwritten twice each. Therefore, if the luminance is now represented by 8 bits and the luminance of the point (X, Y) is the maximum value of 255, the coordinates (1, 2) and (1, 3)
- the luminance of each pixel is 128, as in the case of FIG. 13 (B).
- the X or Y coordinate of the point (X, Y) is, for example, 1.0 or more and less than 1.5 or 2.0 or more and less than 2.5, respectively, as shown in FIG.
- the rendering of the pixel represented by the coordinates (1, 2) is performed.
- the start point or end point of the line segment to be drawn is represented as (xl, yl, z1) or (x2, y2, z2), respectively. It is assumed that the start point and the end point are points on the screen coordinate system after the perspective transformation (perspective projection transformation). For example, suppose that the number of overwrites is four, and as shown in Fig. 14, the horizontal and vertical lengths of one pixel are each divided into four equal parts. Assuming that the number of subpixels is assumed, the GPU 115 calculates the shift amount (dX, dY) of the drawing position in the screen coordinate system at the time of drawing the first to fourth line segments, for example, (0.0, 0. 0), (0.5, 0. 0), (0.5, 0.5), (0. Set to 0, 0.5) respectively.
- the CPU I15 draws a line segment by shifting the drawing position according to the shift amount (dX, dY).
- GPU 115 sets the starting points (X 1, y 1, z 1) and (x2, y 2, z 2) to (0.0, 0.0) Shifting, and a DDA (Digital Differential Analyze) operation to be described later interpolates between the shifted starting point and the ending point to obtain a sub-pixel accuracy point and color information at the point.
- DDA Digital Differential Analyze
- pixels including two or more sub-pixels corresponding to the sub-vicel accuracy points forming the line segment are to be drawn.
- the pixels to be drawn have color information, for example, The average value (1Z4) of the color information of the sub pixel contained in the pixel is written.
- the second and fourth renderings are also 1 except that the amount of displacement is (0.5, 0.0), (0.5, 0.5), (0.0, 0.5). It is performed in the same manner as in the case of the second drawing.
- the starting point or the ending point of the line segment to be drawn is, for example, a point (1.6, 1.3, z1) or a point (4.6, 4.3, z2), respectively.
- the pixel drawn in the area indicated by the vertical dotted line in Fig. 14 (A) is drawn, and in the second drawing, the pixel is drawn in the horizontal dotted line in Fig. 14 (B).
- the pixel drawing of the portion indicated by the dotted line rising to the right in FIG. 14 (C) is drawn, and in the fourth drawing, the pixel drawing in the left drawing is shown in FIG. 14 (D). Drawing of the pixels indicated by the dotted lines is performed respectively.
- FIGS. 14 and 15 16 sub-pixels are assumed for one pixel.
- FIG. 16 for example, as shown in FIG.
- the point (1.6, 1.3, z1) or the point (4.6, 4.3, z2) is set to the starting point or the ending point, respectively, by overwriting four times.
- a shift amount (dX, dY) of the drawing position in the screen coordinate system at the time of the first to fourth drawing for example, a sub-pixel accuracy (here, one pixel (0,0,0), (0,5,0), (0,0,5), (0,5,0.5) are If it is set, in the first drawing, the drawing of the pixel indicated by the dotted vertical line in Fig. 16 (A) is drawn, and in the second drawing, the pixel in the horizontal direction is drawn in Fig. 1 (B). In the third drawing, the drawing of the pixel indicated by the dotted line is shown in FIG. 16 (C). The drawing of the pixel indicated by the dotted line rising to the right is shown in FIG. 16 (C). The pixel drawn in the area indicated by the rising dotted line It has been carried out.
- a sub-pixel accuracy here, one pixel (0,0,0), (0,5,0), (0,0,5), (0,5,0.5
- pixels that include one or more subpixels corresponding to the sub-pixel accuracy points constituting the line segment are to be drawn, and pixels that include a plurality of such subpixels are color-coded.
- the information for example, the average value (1/4) of the color information of the sub pixel contained in the pixel is written.
- step S1 the main CPU 111 executes, for example, a process for drawing polygons constituting a three-dimensional image of one frame via the main bus 101. , Read from the main memory 112 and supply it to the GTE 111.
- GTE 111 in step S2, each polygon in the three-dimensional space is subjected to a geometry process based on the viewpoint, and further, the data after the geometry process is perspective-transformed.
- the viewpoint is given, for example, by the user operating the operation device 17 (FIG. 1).
- step S3 the main CPU 111 calculates the brightness and the texture address of the polygon in the screen coordinate system after the perspective transformation, thereby obtaining the polygon data, and the main bus. It is supplied to GPU 1 15 through 10 1.
- examples of the polygon data include X, Y, Z, R, G, B, hi, S, T, Q, and F.
- X, ⁇ , Z, R, G, B, a, S, T, Q of X, ⁇ , Z, X, Y, Z are the X, ⁇ , Z coordinates of each of the three vertices of the triangular polygon.
- R, G, and B represent the luminance values of red (Red), green (Green), and blue (Blue) at each of the three vertices.
- the blending coefficient represents the blending ratio when the RGB value of the pixel to be drawn and the RGB value of the pixel already drawn are blended.
- the pixel value (R GB value) of the pixel to be drawn is F c
- the pixel value of the pixel already drawn is B c
- the pixel value c c as a result of these blending is given by, for example, the following equation.
- S, T, and Q represent the texture coordinates (homogeneous coordinates for the texture) at each of the three vertices of the triangular polygon. That is, here, a pattern (texture) is applied to the surface of the object by texture mapping (texture mapping), and S, T, and Q are used in this texture mapping.
- the value obtained by multiplying S / Q and T / Q by the texture size is the texture address.
- F is a fog value indicating the degree of blurring when a pixel to be drawn is blurred. For example, the larger this value is, the more blurry the image is displayed.
- step S4 the main CPU 111 estimates the drawing time of one frame. That is, the main CPU 111 draws one frame, for example, only once, based on the number of polygons read out in step S1, ie, the number of polygons drawn in one frame. Estimate the drawing time. Then, in step S5, the main CPU 111 determines the number N of overwrites based on the drawing time estimated in step S4, and supplies it to the GPU 115 via the main bus 101.
- the number of overwrites is a fixed value of 4 times, but if the number of overwrites is a fixed value, polygons constituting one frame
- the number of is large, the drawing may not be completed in one frame time, and the processing may fail.
- the dynamic range of RGB values and the accuracy of sub-pixels must be considered.
- the overwriting is performed as many times as possible as long as the processing does not break down (here, the frame rate can be maintained).
- the number N of overwriting is determined adaptively based on the drawing time of the frame.
- the number of times of overwriting may be a fixed value so that the processing is not broken.
- the effect of improving image quality by overwriting is theoretically maximum when overwriting is performed the same number of times as the number of sub-pixels constituting one pixel, and overwriting is performed more times than the number of overwriting.
- no further effect can be obtained. Therefore, even if the processing capacity of the device is sufficient and the number of overwrites is equal to or greater than the number of subpixels constituting one pixel, if the processing does not fail, the number of overwrites can be called a useless process.
- the number of sub-pixels constituting one pixel be equal to the number of sub-pixels so as to avoid the necessity. For the same reason, when the number of overwrites is determined appropriately as described above, if the number of times exceeds the number of sub-pixels forming one pixel, the number of sub-pixels forming one pixel It is desirable to limit to the number.
- step S6 the shift amount (dX, dY) used for each drawing when the main CPU 111 draws the number N of overwrites is determined. It is set and supplied to the GPU 115 via the main bus 101. It is desirable that the shift amount be equal to or higher than the sub-pixel accuracy and smaller than the accuracy of one pixel.
- the GPU 115 When the GPU 115 receives the one-frame polygon data supplied from the main CPU 111 as described above, the number of overwrites N, and the shift amount for the number of overwrites, the GPU 115 proceeds to step S7. In the Z sort By doing so, the polygons that make up one frame are rearranged in the depth direction.
- the details of the Z sort are disclosed in, for example, Japanese Patent Application Laid-Open No. 7-114654.
- step S8 the GPU 115 clears the frame buffer 141 to, for example, ⁇ , proceeds to step S9, and initializes a variable n for controlling the number of times of drawing to 1, for example. Then, the process proceeds to step S10, where the GPU 115 corrects the shift amount used for the n-th drawing of each polygon based on the movement.
- the polygon data includes a polygon motion vector in addition to the data described above.
- the motion vector of a polygon is (vx, vy) and (dXn, d Yn) is set as the shift amount used for the nth drawing of the polygon
- the shift amount (dXn , D Yn) is corrected to, for example, (dXn + vx / N, dYn + vy / N).
- the effect of motion blur can be obtained by correcting the amount of displacement in this way and drawing.
- step S11 the GPU 115 shifts the coordinates of the vertices of each polygon by the corrected shift amount, and then proceeds to step S12.
- step S12 in the GPU 115, the Z buffer 142 is initialized to, for example, + ⁇ (here, it is assumed that the Z value increases toward the back of the screen), and the process proceeds to step S13.
- step S13 the coordinates of the vertices of the polygon are converted to sub-pixel accuracy, and the DDA operation is performed with sub-pixel accuracy, thereby obtaining the RGB values and the like of the sub-pixels forming the sides and inside of the polygon.
- the DDA operation is an operation for obtaining each value (such as an RGB value) of a pixel constituting a line segment connecting the two points by linear interpolation between the two points. That is, for example, with one of the two points as the starting point, If the other is the end point and the start point and end point are given a certain value, the difference between the value given to the end point and the value given to the start point is the difference between the start point and the end point. By dividing by the number of pixels, the amount of change (rate of change) of the values given to the start point and the end point is obtained, and this is calculated as the value given to the start point as it progresses from the start point to the end point.
- each value such as an RGB value
- step S14 the GPU 1 15 performs an overwriting process of writing the RGB values of the pixels constituting the polygon into the frame buffer 141 using the Z buffer 142.
- the final RGB value to be written into the frame buffer 141 in step S14 is determined in the GPU 115 as follows, for example.
- the GPU 1 15 performs texture mapping based on the polygon data X, Y, Z, R, G, B, a, S, T, and Q for each subpixel constituting the polygon, which is the result of the DDA operation. I do.
- the CPU 115 calculates the texture addresses U (S / Q) and V (T / Q) by, for example, dividing each of S and T by Q, and if necessary, X and Y coordinates of each sub-pixel by performing various filtering processes Is calculated. That is, the GPU 115 reads out texture color data (Texture Color Data) corresponding to the texture addresses U and V from the texture memory 143.
- texture color data Textture Color Data
- the GPU 115 performs various filtering processes on the RGB value as the texture data and the RGB value as the DDA operation result, that is, for example, the two are processed at a predetermined ratio. It mixes and then mixes the preset colors according to the fog value F to calculate the final RGB value of each sub-vicel that makes up the polygon.
- step S14 the RGB values obtained as described above are written to the frame buffer 141.
- writing to the frame buffer 141 is performed in principle from polygons rearranged in the depth direction by Z-sort in step S7, starting from the one closest to the viewpoint. The reason for this will be described later.
- the RGB value of that sub-pixel corresponds to the pixel in the frame buffer 141 that includes the sub-pixel. If more than one of the sub-pixels that make up one pixel is to be rendered, the RGB values of the sub-pixels, for example, the average value, are written.
- step S14 when the writing of the RGB values for one frame to the frame buffer 141 is completed, the process proceeds to step S15, where it is determined whether or not the variable n is greater than the number N of overwrites. If determined, the process proceeds to step S16, the variable n is incremented by 1, and the process returns to step S19. Then, in step S10, the GPU 115 uses the shift amount used for the n-th drawing of each polygon as the movement thereof. Thereafter, the processing of steps S 19 to S 16 is repeated until it is determined in step SI 5 that the variable n is larger than the number N of overwriting. As a result, overwriting is performed.
- step S15 if it is determined in step S15 that the variable n is larger than the number N of overwriting, that is, if N overwriting is performed for one frame, the GPU 115 1 Read out the RGB values for one frame stored in 1 and output them to the display, then return to step S1. Then, in step S 1, the main CPU 111 transmits the data for drawing the polygons constituting the next one-frame three-dimensional image to the main memory 111 via the main bus 101. , And the same processing is repeated thereafter, thereby displaying the work image. Next, as described above, the polygons rearranged in the depth direction by Z-sorting are written in order from the viewpoint closer to the viewpoint, as described above. As described later, the writing of the RGB values of the image data is added to the RGB values already written in the frame buffer 141 so that the data is overwritten.
- the Z buffer 144 is cleared in step S12 before the overwriting process is performed in step S14, so that the frame buffer 1 4 In 1, all of frame C
- the Z buffer 142 enters the state where the value corresponding to infinity (the deepest side) has been written as the Z value, as shown in Fig. 19 (B). ing.
- polygon B on the back side of polygon A or B is written first, and then polygon A on the front side is written, then when polygon B is drawn, Z Since the Z value stored in buffer 144 represents infinity, polygon B is drawn using Z buffer 144, that is, the RGB values of polygon B are already stored in frame buffer. By adding to the RGB value stored in 141, the polygon B part of frame C already drawn in frame buffer 141 overlaps as shown in Fig. 20 (A). Written. In this case, the Z value of polygon B is written in the portion corresponding to polygon B of Z buffer 144.
- the polygons are drawn by the Z-sorted polygons rearranged in the depth direction. Are performed in order from the one closest to the viewpoint.
- the polygon A on the near side is written first, and then the polygon B on the back side is written.
- the Z value stored in the Z buffer 144 represents infinity, so that the polygon A is drawn by using the Z buffer 144, That is, by adding the RGB value of polygon A to the RGB value already stored in frame buffer 141, as shown in FIG. 21 (A), it is already stored in frame buffer 144.
- the polygon A portion of the drawn frame C is overwritten.
- the Z value of polygon A is written in the portion corresponding to polygon A in Z buffer 144.
- the hidden surface removal when overwriting is performed by Z sort and Z
- a buffer similar to the frame buffer 141 hereinafter, appropriately referred to as a second frame buffer. That is, drawing may be performed on the second frame buffer using the Z buffer 142, and the drawing result of the second frame buffer may be overwritten on the frame buffer 141.
- it is not necessary to perform the Z sort but it is necessary to provide a second frame buffer having the same capacity as the frame buffer 141.
- the combination of Z-sort and Z-buffer 14 4 2 can be used in addition to hidden surface removal when performing overwriting, for example, when drawing semi-transparent polygons, drawing shadows, etc. It can be used to generate natural images when rendering with blending.
- the processing using the combination of Z-sorting and Z-buffer is different when performing hidden surface removal during overwriting or when rendering semi-transparent polygons. It is necessary to switch according to.
- step S14 in FIG. 18 will be described with reference to the flowchart in FIG. Note that, here, for simplicity of explanation, it is assumed that sub-pixels are not considered, and that a Z value or an RGB value has already been given in pixel units.
- the pixel at the Xth position from the left and the yth position from the top is represented as p (X, y)
- the Z value of the pixel p (x, y) is represented as Z (x, y).
- the stored value corresponding to the pixel p (x, y) stored in the Z buffer 142 is represented as depth (x, y), respectively.
- the stored value of the position corresponding to the pixel P (X, y) in the frame buffer 141 is represented by n (x, y).
- n (x, y) the stored value of the position corresponding to the pixel P (X, y) in the frame buffer 141.
- a predetermined pixel p (x, y) of the pixels constituting the frame to be drawn is set as a target pixel, and the target pixel p ( It is determined whether the Z value Z (x, y) of x, y) is equal to or less than the stored value depth (x, y) of the Z buffer 142.
- step S21 when it is determined that the Z value Z (X, y) is not less than the stored value depth (X, y), that is, from the polygon including the target pixel p (X, y), If there is a polygon in the foreground and has already been written to the frame buffer 141, the process returns to step S21, and a pixel that has not yet been set as a target pixel is newly set as a target pixel. Is repeated.
- step S21 If it is determined in step S21 that the Z value Z (X, y) is equal to or smaller than the stored value depth (x, y), the process proceeds to step S22, where a luminance reduction process is performed. That is, when the RGB value of the pixel of interest p (X, y) is M (X, y), the RGB value M (x, y) is divided by the number of overwrites N, and the divided value (here, Will be rounded down to the nearest decimal point) as the RGB value m (X, y) to be overwritten.
- M (x, y) / N is an integer, but if it contains decimals, the brightness will decrease. That is, for example, when the maximum value of the luminance value is 255, and drawing of the luminance value of the maximum value of 255 is performed by overwriting four times, the luminance reduction processing is performed by one time.
- step S23 the stored value n (x, y) corresponding to the pixel of interest p (x, y) is read from the frame buffer 141, and the process proceeds to step S24 to reduce the brightness. It is overwritten by adding to the processed RGB value m (X, Y). Here, this addition result is represented as V (X, y).
- step S25 the addition result in step S24, that is, the overwriting result V (X, y), is stored in the frame buffer 141 at the position where n (X, y) was stored (pixel of interest p (X, y The position corresponding to) is overwritten.
- This V (X, y) will be read out as the stored value n (, y) the next time the pixel p (x, y) is drawn.
- step S25 the stored value depth (x, y) of the Z buffer 142 is rewritten to the Z value Z (x, y), and the process proceeds to step S26, where all the pixels constituting the frame to be drawn are set. Is determined as the pixel of interest.
- step S26 the drawing target If it is determined that all the pixels constituting the frame have not yet been set as the target pixel, the process returns to step S21, and a pixel that has not been set as the target pixel is newly set as the target pixel. repeat.
- step S26 if it is determined in step S26 that all pixels constituting the frame to be drawn have been set as the target pixel, the process returns.
- the luminance reduction processing can be performed by using the blending.
- N times of I NT [h xM (x, y)] is smaller than the original RGB value M (x, y)
- N times of INT [h xM (x, y)] becomes A is corrected so that the RGB value of M is equal to or more than M (X, y).
- A is added to 32 corresponding to 1/4, for example, 1 is added. It should be corrected to 33.
- a plurality of shift amounts are set to shift the drawing position when drawing the RGB values of each pixel to the frame buffer 141 with a precision smaller than one pixel, and the plurality of shift amounts are set.
- the image is overwritten by drawing the RGB values at the corresponding positions of the frame buffer 1 4 1, respectively, so it is effective without using a large-capacity, high-speed frame buffer or Z buffer.
- Anti-aliasing can be applied.
- the effect of anti-aliasing by overwriting as described above extends not only to the edges of polygons, but also to the interior of polygons and to the parts where three-dimensional shapes intersect. It is possible to improve not only the image quality but also the image quality of the entire image.
- the present invention can also be applied to a device that performs graphics processing such as effect effects for giving a special effect to an image or CAD. is there.
- the present invention is also applicable to, for example, a recording / reproducing device or a transmission device which encodes and records / reproduces a natural image captured by a video camera or the like, or transmits / receives the natural image.
- a recording / reproducing device or a transmission device which encodes and records / reproduces a natural image captured by a video camera or the like, or transmits / receives the natural image.
- the drawing process is performed in units of frames.
- the drawing process may be performed in units of fields.
- the present invention is applicable to drawing of both moving images and still images.
- the present invention is also applicable to, for example, rendering of two-dimensional graphics.
- the shift amount is not limited to the sub-pixel accuracy, and may be larger or smaller.
- the combination program for performing the above-described drawing processing is recorded on the CD-ROM 51 and provided.
- the combination program is provided by a CD-ROM or a magneto-optical disk.
- a disc or other recording medium it is also possible to use, for example, the Internet, a satellite line, or another transmission medium.
- the drawing process can be performed not only by causing the processor to execute a program for viewing the program, but also by a dedicated hardware.
- a three-dimensional image is displayed on a display.
- the present invention is also applicable to a case where a three-dimensional image is printed by a printer (two-dimensional output device). It is possible.
- the drawing of the image of one frame is performed while being shifted in both the X direction and the Y direction, but it is also possible to shift the image in only one of the directions. That is, the shift amount (dX, dY) is, for example, (0.0, -0.2), (0.0, -0.1), (0.0, 0.1), (0. 0, 0.2) etc. Further, the shift amount (dX, dY) can be determined in advance, for example, by the number of overwrites.
- the higher the number of overwrites the higher the resolution can be improved, but as the number of overwrites increases, the RGB value drawn at one time by the brightness reduction process Since the number of bits for expressing is reduced, the gradation of the image is degraded. Therefore, it is desirable to determine the number of overwrites not only from the viewpoint of resolution but also considering the gradation.
- a plurality of shift amounts for shifting the drawing position when drawing pixel data in the pixel data storage means with a finer precision than one pixel are set.
- the image is overwritten by drawing the pixel data at each position of the pixel data storage means corresponding to the shift amount.
- the drawing apparatus, the drawing method, and the providing medium according to the present invention include, for example, a three-dimensional graphic computer, which is a video device using a computer, and a special effect device (F Kikuyo).
- a three-dimensional graphic computer which is a video device using a computer
- a special effect device F Kikuyo
- the effect of anti-aliasing extends not only to the edges of polygons, but also to the interior of polygons and to the parts where three-dimensional shapes intersect.
- the image quality of the entire image can be improved, it is suitable for displaying a high-quality image.
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Priority Applications (5)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
AU30547/99A AU3054799A (en) | 1998-03-31 | 1999-03-31 | Image drawing device, image drawing method, and providing medium |
KR1019997011012A KR100574786B1 (ko) | 1998-03-31 | 1999-03-31 | 묘화장치, 묘화방법 및 기록매체 |
CA002292508A CA2292508A1 (en) | 1998-03-31 | 1999-03-31 | Image drawing device, image drawing method, and providing medium |
BR9904893-0A BR9904893A (pt) | 1998-03-31 | 1999-03-31 | Dispositivo, método e meio de distribuição para desenhar as imagens a serem exibidas em aparelhos de imagem |
EP99912079A EP1024458B1 (en) | 1998-03-31 | 1999-03-31 | Image drawing device, image drawing method, and providing medium |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP08537598A JP3639108B2 (ja) | 1998-03-31 | 1998-03-31 | 描画装置および描画方法、並びに提供媒体 |
JP10/85375 | 1998-03-31 |
Publications (1)
Publication Number | Publication Date |
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WO1999052077A1 true WO1999052077A1 (fr) | 1999-10-14 |
Family
ID=13856986
Family Applications (1)
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PCT/JP1999/001692 WO1999052077A1 (fr) | 1998-03-31 | 1999-03-31 | Dispositif et procede de trace d'images, et support associe |
Country Status (15)
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---|---|
US (1) | US6411290B1 (ja) |
EP (1) | EP1024458B1 (ja) |
JP (1) | JP3639108B2 (ja) |
KR (1) | KR100574786B1 (ja) |
CN (1) | CN1207690C (ja) |
AR (1) | AR017483A1 (ja) |
AU (1) | AU3054799A (ja) |
BR (1) | BR9904893A (ja) |
CA (1) | CA2292508A1 (ja) |
CO (1) | CO4840548A1 (ja) |
DZ (1) | DZ2749A1 (ja) |
RU (1) | RU2213373C2 (ja) |
TW (1) | TW430771B (ja) |
WO (1) | WO1999052077A1 (ja) |
ZA (1) | ZA992485B (ja) |
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US10406446B2 (en) | 2010-08-13 | 2019-09-10 | Interactive Games Llc | Multi-process communication regarding gaming information |
JP2012044505A (ja) * | 2010-08-20 | 2012-03-01 | Seiko Epson Corp | 映像処理装置、及び映像表示装置 |
Also Published As
Publication number | Publication date |
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EP1024458A1 (en) | 2000-08-02 |
CN1207690C (zh) | 2005-06-22 |
CN1272194A (zh) | 2000-11-01 |
TW430771B (en) | 2001-04-21 |
BR9904893A (pt) | 2000-10-17 |
DZ2749A1 (fr) | 2003-09-15 |
US6411290B1 (en) | 2002-06-25 |
RU2213373C2 (ru) | 2003-09-27 |
ZA992485B (en) | 1999-10-07 |
AR017483A1 (es) | 2001-09-05 |
EP1024458B1 (en) | 2011-11-23 |
KR20010013036A (ko) | 2001-02-26 |
JPH11283041A (ja) | 1999-10-15 |
KR100574786B1 (ko) | 2006-04-28 |
AU3054799A (en) | 1999-10-25 |
CA2292508A1 (en) | 1999-10-14 |
CO4840548A1 (es) | 1999-09-27 |
JP3639108B2 (ja) | 2005-04-20 |
EP1024458A4 (en) | 2004-05-06 |
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