WO2002052506A1 - A method of rendering a graphics image - Google Patents
A method of rendering a graphics image Download PDFInfo
- Publication number
- WO2002052506A1 WO2002052506A1 PCT/SG2000/000200 SG0000200W WO02052506A1 WO 2002052506 A1 WO2002052506 A1 WO 2002052506A1 SG 0000200 W SG0000200 W SG 0000200W WO 02052506 A1 WO02052506 A1 WO 02052506A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- region
- changed
- buffer
- objects
- rendering
- Prior art date
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Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/20—Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2207/00—Indexing scheme for image analysis or image enhancement
- G06T2207/20—Special algorithmic details
- G06T2207/20112—Image segmentation details
- G06T2207/20132—Image cropping
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/12—Bounding box
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2219/00—Indexing scheme for manipulating 3D models or images for computer graphics
- G06T2219/20—Indexing scheme for editing of 3D models
- G06T2219/2016—Rotation, translation, scaling
Definitions
- This invention relates to the field of three dimensional (3D) computer graphics systems. More particularly, but not exclusively, this invention relates to generation of images in real time for graphics systems with limited fill-rate capabilities.
- a three dimensional computer graphics system generates projections of 3D computer models on a device known as a frame buffer.
- the system In order to generate a projection of a 3D model, the system relies on software and hardware to process the 3D model and calculate the colour of each pixel in the frame buffer.
- this processing of the entire 3D model needs to happen at least 10 times per second. If the model is displayed in an stereoscopic display, two images are required, one per eye, which results in processing speeds of 20 times per second.
- the system needs to ensure that the original high quality and fine detail of the images (CT and/or MRI scans, for example) results in a high quality display.
- This requires a frame buffer that has as many resolvable pixels as possible. Frame buffer sizes of 1280x1024 are common today.
- the hardware that drives the frame buffer is required to calculate the colour of each of the 1 ,310,720 pixels 20 times per second, or 26,214,400 pixel operations per second. This fill-rate operation is one of the key limiting factors of the speed at which a 3D model can be rendered, and therefore imposes a limit on the interactivity that the user can have with the 3D model. If the entire 3D model moves (is rotated or scaled) then the entire frame buffer needs to be recomputed and updated. If the 3D model changes (its components change over time), then the frame buffer also needs complete recomputation and updating.
- image comprising the steps of determining a region of the image that is to be changed and rendering the image only in that region.
- the image including a plurality of objects and the method further comprises the steps of: determining if each object has changed so that the object is required to be displayed differently in a subsequent frame; determining a bounding region of each changed object in the subsequent frame;
- a flag is associated with each object, the flag being set when the object is changed and the change in the object being determined with reference to the flag.
- the bounding regions are rectangular in shape.
- the method uses a double buffering technique having a front buffer and a back buffer and wherein said bounding region of objects changed in a frame prior to the subsequent frame is formed of objects changed two frames prior to the subsequent frame.
- the bounding region of objects changed in a frame prior to the subsequent frame may alternatively be of objects changed one frame prior to the subsequent frame.
- the aggregate regions may be a unitary region encompassing the bounding regions or a simple grouping of the bounding regions.
- the described embodiment of the invention was conceived following the realisation by the inventors that there are many 3D interactive applications in which the user modifies a small part of the 3D model while keeping in view the surrounding part of the model, to provide context and give a visual reference of where other objects are located, relative to the area of interest.
- Examples of this are virtual surgery, where the surgeon concentrates on operating on a small bone or tissue while the entire screen is covered with the anatomical context where the operation is taking place and virtual sculpting, where a fine detail is carved that makes sense as part and proportion to the whole sculpture being developed.
- a further example is in scientific applications, when a 3D structure is being "segmented" out of a larger part (say a tumor out of a brain); while concentrating on the edges of the segment, it is important to realize the position of the edge with respect to the surrounding tissue.
- the described embodiment essentially determines the area within the scene that will be changed and restricts rendering only to that area.
- Figure 1 illustrates the method of the described embodiment of the invention applied to a graphics application framework
- Figure 2 a - f shows the method in operation for rendering a simple scene.
- Double buffering is a technique for displaying animating computer graphics without artifacts such as tearing or snows. It employs two buffers, one for displaying to the screen (called the front buffer) and another for drawing (called the back buffer). When the drawing is done, the buffers can be switched such that the back buffer has the role of displaying to the screen (becomes the front buffer) and the front buffer becomes the drawing board for any subsequent rendering. This technique is called page flipping. Alternatively, a high speed transfer of the content of the back buffer to the front buffer may be made. This is called bit block transfer (bitblt).
- the front buffer is defined as the display buffer that is currently being displayed on the screen.
- the back buffer is defined as the display buffer that is currently being rendered to (or being changed).
- Buffer swapping is the process by which the content back buffer is displayed, either by page flipping or bitblt.
- Scissoring is the definition of a rectangular area on the screen within which rendering is allowed. Drawing outside the region will be clipped away. When doing a screen clear, only the scissored region will be cleared.
- This step initialises the application's variables and state. In a 3D application, this involves the setting up of the graphics screen (getting the correct resolution and color depth) and context (initialisation of the graphics software).
- Step 2 Input and scene processing
- the scene is made up of a plurality of displayed objects, the term object in this context referring to the abstraction of an object that the application has to process and display.
- This may encapsulate data, functions and hierarchy.
- data would consist of the vertices that define the shape of the object as well as the 3D position, orientation and size.
- Example of a function is SetPosition(). This would change the 3D position of the object.
- Scene processing is usually the result of input processing. For example, if a mouse were to move a cube on the screen, processing the mouse signals would result in the scene being processed (the cube being moved). Input processing can either be in the form of message handling or polling. Step 3 Scene display
- This step involves scene post-processing (such as polygon sorting) and scene realisation (using the graphics software to render the scene on the back buffer).
- scene post-processing such as polygon sorting
- scene realisation using the graphics software to render the scene on the back buffer
- the buffers are swapped to enable the newly processed scene to be displayed.
- Step 5 Loop back (go to step 2)
- This framework runs in an infinite loop (steps 2 - 4), with each loop constituting a frame.
- the unit is in frames per second, meaning the number of loops the application goes through in a second.
- the present method defines the minimum area that the graphics software needs to render so as to reduce the fill rate requirement for an interactive experience.
- This minimum area is hereinafter referred to as the Aggregate Region.
- a flag is added to all objects. This flag, called the _moveFlag, is set if the object has been changed and thus is required to be displayed differently from the previous frame.
- a function is provided that computes the 2D bounding box of the projection of an object to the screen (a rectangular enclosure for the object).
- the method concatenates all the bounding boxes of the objects that have been changed during the processing stage. This resulting area is hereinafter referred to as the Object Region.
- the Object Region constitutes part of the Aggregate Region.
- the Object Region includes the bounding boxes of all the objects which have been changed, the bounding boxes surrounding the new position of the objects.
- the described embodiment uses three Region Buffers (stored rectangular regions in the screen coordinates) termed ARB, ORB and PRB.
- ARB stores the Aggregate Region, the final bounding box against which the graphics software clips the image.
- the ORB will store the current Object Region.
- the PRB will store the Previous Object Region.
- the steps of the method are:
- ORB Set ORB to define no area. Check all the objects again, if the object's _moveFlag has been set, its bounding box is computed and added to ORB. In the end, ORB will contain the Object Region for the next frame.
- a black ball object A which at various positions is denoted by A 1 - A 4 ) appears on the screen and move to four different positions before disappearing.
- FIG. 2a - 2f shows the state of the back buffer and the front buffer during the Render Image step 3 of Figure 1.
- a solid black object indicates an object rendered in the current frame.
- a solid grey object indicates an object rendered two frames previously, which appear on the back buffer due to a previous buffer swap and a box illustrates the position of a bounding box of one or more objects.
- These objects/boxes are shown together on the back buffer for ease of illustration although it will be apparent to one skilled in the art that the images of the objects will not appear physically on the back buffer at the same time, but at different times during the Render Image step and the boxes only illustrate the positions of the bounding boxes held by the relevant buffers.
- the region buffers PRB and ORB are set to the full screen area (the default) at block 100.
- the program then enters main loop 5.
- the region buffer ARB is set to PRB (this is done at an intermediate point in time referred to as ARB'), and the region buffer PRB is then set to ORB, so at this point, all three buffers are full screen.
- the buffer ORB is then reset to define no area, at step 110.
- the image is then updated and at step 120 it is determined if the object flag has been set for each object and if so, a bounding box for that object is computed and added to ORB.
- ORB is then added to ARB and a scissoring function Set Region (ARB) is then invoked to limited subsequent rendering to the region defined by region buffer ARB at step 130.
- ARB scissoring function Set Region
- the rendering is then performed for all objects within the scissored region.
- the buffers at this point are shown in figure 2a.
- the front buffer is blank (the initialisation default).
- the buffer PRB and ARB are full screen size.
- Object A 1 since its object flag was set, has a bounding box which is added to ORB. Since ORB is fully enclosed within ARB, the full screen is rendered in this first step.
- the buffers are then swapped at step 4 so that the object A 1 now appears on the front buffer.
- the program then follows the main loop and, again, at step 110 ARB' is set to PRB, which is still the full screen area.
- the buffer PRB is set to ORB, so that is now contains the region buffer of the object A 1 which was processed in the previous frame and which now appear on the front buffer.
- ORB is then reset and the images then updated. This time the position of object A 2 has moved to the right and " its object flag is consequently set and the bounding box for the object is established and added to ORB at step 120.
- ORB is added to ARB' at step 130 to form ARB but, again, since ARB is still the full screen area, this does not yet reduce the size of ARB.
- Rendering then takes place again at step 3 for the full screen area leading to the position shown in figure 2b in which the front buffer contain the current image A 1 and the back buffer contain the next image A 2 .
- ARB' is now set to PRB which, with reference to figure 2b is at the position of object A 1 swapped from the front buffer.
- PRB is set to ORB, the position of object A 2 , and ORB is reset.
- Object A then moves to a position denoted by A 3 and since the object flag is set, a bounding box is calculated and added to ORB.
- ORB is added to ARB' to form the final ARB, shown in phantom lines as an enlarged bounding box including ARB' and ORB. Rendering is now performed within the region ARB only, to remove of image A 1 from the back buffer and add image A 3 as shown in fig. 2c.
- the buffers are then swapped so that image A 3 appear on the front buffer.
- the buffer ARB' is then set, initially, to PRB (shown in figure 2c).
- PRB is then set to ORB and ORB is reset.
- the object A now moves to position denoted by A 4 at the bottom right hand corner of the screen. Its flag is set and thus a bounding box is computed which becomes ORB.
- ORB is then added to ARB' to form the final ARB as shown by phantom lines. Rendering is then performed for all objects within area ARB to remove the previous image A 2 and add the new image A 4 as shown in fig. 2d.
- ARB' is set to PRB.
- PRB is set to ORB and ORB is reset at step 110. This time the object disappears. Although its object flag is set, since the object has disappears there is no bounding box and thus nothing is added to ORB.
- ARB is thus equal to ARB' and this region is set at step 130. Rendering then take place only for the smaller region ARB to remove the image A 3 as shown in fig. 2e.
- ARB' is set initially to PRB. No new objects are added or moved so at step 120 no object flag is set.
- ORB since ORB is 0, nothing is added to ARB' to form ARB and rendering is then performed to remove the image A 4 to leave the back buffer blank as shown in Figure 2f.
- the described embodiment is not to be constituted as limitative.
- the method has been described with reference to a graphics rendering framework which uses a double buffering technique, the invention is equally applicable to use with graphics software which displays graphics images using a single buffer.
- the previous region buffer PRB stores detail of images changed in the current frame, rather than the previous frame.
- bounding regions computed in the method are bounding boxes, that is to say of generally rectangular configuration, this is not to be constituted as limitative and bounding regions of any configuration may be used, for example ones which follow more closely the boundary of the objects enclosed.
- bounding regions of individual objects before and after a change need not be combined into a unitary aggregate bounding region but may be a group of discrete regions, with the rendering then being carried out on the group thus reducing rendering area further.
- class RegionBuffer ⁇ public- integer Jeft; integer _right; integer _bottom; integer _top; // ... constructors, destructors etc
- Jeft MINIMUMCJeft, b.Jeft);
- ORB + object._boundingBox2D;
Abstract
Description
Claims
Priority Applications (6)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/SG2000/000200 WO2002052506A1 (en) | 2000-12-22 | 2000-12-22 | A method of rendering a graphics image |
US10/451,485 US7289131B2 (en) | 2000-12-22 | 2000-12-22 | Method of rendering a graphics image |
JP2002553729A JP2005504363A (en) | 2000-12-22 | 2000-12-22 | How to render graphic images |
CA002469050A CA2469050A1 (en) | 2000-12-22 | 2000-12-22 | A method of rendering a graphics image |
EP00990894A EP1412922A1 (en) | 2000-12-22 | 2000-12-22 | A method of rendering a graphics image |
TW090129314A TWI245232B (en) | 2000-12-22 | 2001-11-27 | A method of rendering a graphics image |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
PCT/SG2000/000200 WO2002052506A1 (en) | 2000-12-22 | 2000-12-22 | A method of rendering a graphics image |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2002052506A1 true WO2002052506A1 (en) | 2002-07-04 |
Family
ID=20428892
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/SG2000/000200 WO2002052506A1 (en) | 2000-12-22 | 2000-12-22 | A method of rendering a graphics image |
Country Status (6)
Country | Link |
---|---|
US (1) | US7289131B2 (en) |
EP (1) | EP1412922A1 (en) |
JP (1) | JP2005504363A (en) |
CA (1) | CA2469050A1 (en) |
TW (1) | TWI245232B (en) |
WO (1) | WO2002052506A1 (en) |
Cited By (4)
Publication number | Priority date | Publication date | Assignee | Title |
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EP2425322A2 (en) * | 2009-04-30 | 2012-03-07 | Synaptics Incorporated | Control circuitry and method |
EP2728551A1 (en) * | 2012-11-05 | 2014-05-07 | Rightware Oy | Image rendering method and system |
GB2517250A (en) * | 2013-06-03 | 2015-02-18 | Advanced Risc Mach Ltd | A method of and apparatus for controlling frame buffer operations |
WO2017019172A1 (en) * | 2015-07-29 | 2017-02-02 | Qualcomm Incorporated | Updating image regions during composition |
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US7168038B2 (en) * | 2001-08-01 | 2007-01-23 | Microsoft Corporation | System and method for scaling and repositioning drawings |
US20060274088A1 (en) * | 2005-06-04 | 2006-12-07 | Network I/O, Inc. | Method for drawing graphics in a web browser or web application |
KR101661931B1 (en) | 2010-02-12 | 2016-10-10 | 삼성전자주식회사 | Method and Apparatus For Rendering 3D Graphics |
KR101308102B1 (en) * | 2012-02-24 | 2013-09-12 | (주)유브릿지 | Portable terminal and control method thereof |
US9129581B2 (en) | 2012-11-06 | 2015-09-08 | Aspeed Technology Inc. | Method and apparatus for displaying images |
TWI484472B (en) * | 2013-01-16 | 2015-05-11 | Aspeed Technology Inc | Method and apparatus for displaying images |
US9471956B2 (en) | 2014-08-29 | 2016-10-18 | Aspeed Technology Inc. | Graphic remoting system with masked DMA and graphic processing method |
US9466089B2 (en) | 2014-10-07 | 2016-10-11 | Aspeed Technology Inc. | Apparatus and method for combining video frame and graphics frame |
US10446118B2 (en) * | 2015-06-02 | 2019-10-15 | Intel Corporation | Apparatus and method using subdivided swapchains for improved virtual reality implementations |
SG10202105794YA (en) * | 2021-06-01 | 2021-10-28 | Garena Online Private Ltd | Method for rendering an environment in an electronic game |
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US6075532A (en) * | 1998-03-23 | 2000-06-13 | Microsoft Corporation | Efficient redrawing of animated windows |
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JP3466951B2 (en) * | 1999-03-30 | 2003-11-17 | 株式会社東芝 | Liquid crystal display |
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2000
- 2000-12-22 US US10/451,485 patent/US7289131B2/en not_active Expired - Lifetime
- 2000-12-22 WO PCT/SG2000/000200 patent/WO2002052506A1/en active Application Filing
- 2000-12-22 JP JP2002553729A patent/JP2005504363A/en active Pending
- 2000-12-22 CA CA002469050A patent/CA2469050A1/en not_active Abandoned
- 2000-12-22 EP EP00990894A patent/EP1412922A1/en not_active Withdrawn
-
2001
- 2001-11-27 TW TW090129314A patent/TWI245232B/en not_active IP Right Cessation
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US5864639A (en) * | 1995-03-27 | 1999-01-26 | Digital Processing Systems, Inc. | Method and apparatus of rendering a video image |
US5694532A (en) * | 1996-01-26 | 1997-12-02 | Silicon Graphics, Inc. | Method for selecting a three-dimensional object from a graphical user interface |
WO2000028477A1 (en) * | 1998-11-06 | 2000-05-18 | Imagination Technologies Limited | Image processing apparatus |
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US9703411B2 (en) | 2009-04-30 | 2017-07-11 | Synaptics Incorporated | Reduction in latency between user input and visual feedback |
EP2425319A2 (en) * | 2009-04-30 | 2012-03-07 | Synaptics, Incorporated | Operating a touch screen control system according to a plurality of rule sets |
EP2425322A4 (en) * | 2009-04-30 | 2013-11-13 | Synaptics Inc | Control circuitry and method |
EP2425319A4 (en) * | 2009-04-30 | 2013-11-13 | Synaptics Inc | Operating a touch screen control system according to a plurality of rule sets |
EP3629139A1 (en) * | 2009-04-30 | 2020-04-01 | Wacom Co., Ltd. | Operating a touch screen control system according to a plurality of rule sets |
US9052764B2 (en) | 2009-04-30 | 2015-06-09 | Synaptics Incorporated | Operating a touch screen control system according to a plurality of rule sets |
US9304619B2 (en) | 2009-04-30 | 2016-04-05 | Synaptics Incorporated | Operating a touch screen control system according to a plurality of rule sets |
EP2425322A2 (en) * | 2009-04-30 | 2012-03-07 | Synaptics Incorporated | Control circuitry and method |
EP3627299A1 (en) * | 2009-04-30 | 2020-03-25 | Wacom Co., Ltd. | Control circuitry and method |
US10254878B2 (en) | 2009-04-30 | 2019-04-09 | Synaptics Incorporated | Operating a touch screen control system according to a plurality of rule sets |
EP2728551A1 (en) * | 2012-11-05 | 2014-05-07 | Rightware Oy | Image rendering method and system |
GB2517250B (en) * | 2013-06-03 | 2016-12-14 | Advanced Risc Mach Ltd | A method of and apparatus for controlling frame buffer operations |
US9640148B2 (en) | 2013-06-03 | 2017-05-02 | Arm Limited | Method of and apparatus for controlling frame buffer operations |
GB2517250A (en) * | 2013-06-03 | 2015-02-18 | Advanced Risc Mach Ltd | A method of and apparatus for controlling frame buffer operations |
US9953620B2 (en) | 2015-07-29 | 2018-04-24 | Qualcomm Incorporated | Updating image regions during composition |
WO2017019172A1 (en) * | 2015-07-29 | 2017-02-02 | Qualcomm Incorporated | Updating image regions during composition |
Also Published As
Publication number | Publication date |
---|---|
JP2005504363A (en) | 2005-02-10 |
US20040075657A1 (en) | 2004-04-22 |
CA2469050A1 (en) | 2002-07-04 |
US7289131B2 (en) | 2007-10-30 |
TWI245232B (en) | 2005-12-11 |
EP1412922A1 (en) | 2004-04-28 |
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