WO2000011614B1 - Tangent space lighting in a deferred shading architecture - Google Patents

Tangent space lighting in a deferred shading architecture

Info

Publication number
WO2000011614B1
WO2000011614B1 PCT/US1999/019036 US9919036W WO0011614B1 WO 2000011614 B1 WO2000011614 B1 WO 2000011614B1 US 9919036 W US9919036 W US 9919036W WO 0011614 B1 WO0011614 B1 WO 0011614B1
Authority
WO
WIPO (PCT)
Prior art keywords
space
texture
bump
eye
tangent
Prior art date
Application number
PCT/US1999/019036
Other languages
French (fr)
Other versions
WO2000011614A3 (en
WO2000011614A2 (en
Inventor
Jerome F Duluk Jr
Steven L Dodgen
Matthew N Papakipos
Nathan D Tuck
Joseph P Bratt
Richard E Hessel
Original Assignee
Apple Computer
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Apple Computer filed Critical Apple Computer
Priority to AU55765/99A priority Critical patent/AU5576599A/en
Priority to US09/379,144 priority patent/US6577317B1/en
Publication of WO2000011614A2 publication Critical patent/WO2000011614A2/en
Publication of WO2000011614A3 publication Critical patent/WO2000011614A3/en
Publication of WO2000011614B1 publication Critical patent/WO2000011614B1/en

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • G06T15/87Gouraud shading
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/30Clipping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/20Processor architectures; Processor configuration, e.g. pipelining
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/40Filling a planar surface by adding surface attributes, e.g. colour or texture
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/40Hidden part removal
    • G06T15/405Hidden part removal using Z-buffer
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • G06T15/83Phong shading

Abstract

A method for performing tangent space lighting in a deferred shading graphics processor (DSGP) encompassing blocks that preprocess data and a Phong shader that executes all prepocessed fragments. A preprocessor block receives texture maps in a variety of formats and converts those maps to a format useable by the Phong shader. Preprocessor blocks provide the Phong shader with interpolated surface basis vectors, a vector Tb that represents bump data in object space and other data to perform lighting and bump mapping computations for each fragment that needs lighting effects computed. The Phong shader performs all lighting computations in eye space, requiring it to transform bump data from tangent space to eye space by multiplying a matrix M comprising eye space basis vectors derived from surface basis vectors and the vector Tb. The basis vectors are derived by the DSGP preprocessor so the multiplication (M x Tb) gives the perturbed surface normal N' in eye space, reflecting the bump effects. N' is used in lighting computations.

Claims

AMENDED CLAIMS[received by the International Bureau on 16 March 2000 (16.03.00); original claims 2, 3, 6, 7 and 8 amended; original claims 13-19 replaced by new claims 13-34; remaining claims unchanged (8 pages)]
1. A bump mapping method for use in a deferred graphics pipeline processor comprising: receiving for a pixel fragment associated with a surface for which bump effects are to be computed: a surface tangent, binormal and normal defining a tangent space relative to the surface associated with the fragment; and a texture vector representing perturbations to the surface normal in the directions of the surface tangent and binormal caused by the bump effects at the surface position associated with the pixel fragment; computing a set of basis vectors from the surface tangent, binormal and normal that define a transformation from the tangent space to eye space in view of the orientation of the texture vector; computing a perturbed, eye space, surface normal reflecting the bump effects by performing a matrix multiplication in which the texture vector is multiplied by a transformation matrix whose columns comprise the basis vectors, giving a result that is the perturbed, eye space, surface normal; and performing lighting computations for the pixel fragment using the perturbed, eye space, surface normal, giving an apparent color for the pixel fragment that accounts for the bump effects without needing to interpolate and translate light and half-angle vectors (L and H) used in the lighting computations.
2. A variable scale bump mapping method for shading a computer graphics image, the method comprising steps of: receiving for a vertex of polygon associated with a surface to which bump effects are to be mapped geometry vectors (Vs, V„ N) and a texture vector (Tb) in tangent space; separating the geometry vectors into unit basis vectors (6S, D„ ή) and magnitudes (mbs, mbt, mbn), such that the unit basis vectors can be used to form a transform matrix for transforming vectors from tangent space to eye space; multiplying the magnitudes and the texture vector to form a texture-magnitude vector
(mTb'); scaling components of the texture-magnitude vector by a vector s to form a scaled texture-magnitude vector (mTb"); and multiplying the scaled texture-magnitude vector and the transform matrix formed from the unit basis vectors to provide a perturbed unit normal (NT) in eye space for a pixel location.
3. A method according to claim 2 wherein the transformation matrix is computed with floating point arithmetic and converted to a fixed point representation, which enables fixed point multiplication hardware to be used when performing transforms.
4. A method according to claim 2 wherein the step of multiplying the magnitudes and the texture-magnitude vector produces a transformation matrix that defines a transformation from different tangent space coordinates systems to an eye space coordinate system.
5. A method according to claim 4 wherein the different tangent space coordinates systems is selected from a group consisting of Blinn or SGI coordinate systems.
6. A variable scale bump mapping method for shading a computer graphics image, the method comprising steps of: receiving a gray scale image for which bump effects are to be computed; taking derivative s relative to a gray scale intensity for a pixel fragment associated with the gray scale image; programmatically selecting a bump map representation type, the choices for the bump map representation type comprising: tangent space; object space; and derivative of gray scale intensity; computing, from the derivatives, a texture map in accordance with the selected bump map representation type; associating the selected bump map representation type with the bump map so as to indicate how to generate an eye space normal from the texture map; and computing the eye space normal from one or more values in the texture map.
7. A method according to claim 6 wherein the step of computing the eye space normal comprises the step of forming a transformation matrix that defines a transformation from the selected bump map representation type for use in eye space lighting computations.
8. A method for bump mapping for shading a computer graphics image, the method comprising steps of: receiving for a pixel fragment associated with a surface for which bump effects are to be computed: a magnitude vector (m), and a bump vector (Tb) in tangent space; and a unit transformation matrix (M) for transforming bump vectors from tangent space to eye space; multiplying the magnitude vector and the bump vector to form a texture-magnitude vector (mTb'); scaling components of the texture-magnitude vector by a vector s to form a scaled texture-magnitude vector (mTb"); multiplying the scaled texture-magnitude vector and the unit transformation matrix to provide a perturbed normal (NT); re-scaling components of the perturbed normal to form rescaled vector (N"); and normalizing the rescaled vector to provide a unit perturbed normal that is used to perform lighting computations to give the pixel fragment bump effects.
9. A method according to claim 8 wherein the step of scaling the components of the texture- magnitude vector comprises the step of selecting the scalars so the resulting matrix can be represented as a fixed-point vector.
10. A method according to claim 8 wherein the vector s comprises scalars (ss, s„ sn), and wherein the step of scaling the components of the texture-magnitude vector comprises the step of multiplying texture-magnitude vector comprising s as follows: mTb" = (ss x mbshs, s, x mbt h„ sn x mnkn).
11. A method according to claim 8 wherein the unit transformation matrix also comprises fixed-point values, and wherein the step of multiplying the scaled texture-magnitude vector and the unit transformation matrix comprises the step of multiplying using fixed-point multiplication hardware
12. A method according to claim 8 wherein the step of re-scaling components of the perturbed normal comprises the step of multiplying by a reciprocal of vector s (1/(ss, s„ sn)) to re- establish a correct relationship between their values.
13. A bump mapping method for a computer graphics renderer, the renderer generating a rendered image from a plurality of polygons, the method comprising the steps: receiving lighting information in eye coordinates; receiving a texture map representing bumps on a surface, the texture map being associated with an object, the object comprising a plurality of the polygons, each of the polygons comprising a plurality of vertices, each vertex associated with texture coordinates in the texture map, each vertex associated with a surface normal; receiving one of the polygons; transforming the surface normals of the received polygon to eye coordinates; selecting an interpolation location within the received polygon; interpolating the texture coordinates of the received polygon at the interpolation location; selecting bump values from the texture map associated with the interpolated texture coordinates; if the texture map values are in tangent space, transforming the selected bump values from tangent space to eye space; if the texture map values are in object space, transforming the selected bump values from object space to eye space; and perform lighting calculations in eye coordinates.
14. The method of claim 13, further comprising the step: associating a parameter with the texture map, the parameter indicating one of a plurality of types of bump map representations, the parameter used to determine the type of computations needed to generate eye coordinate bump-mapped surface normals, the types of bump map representations comprising: tangent space normals; object space normals; and normal perturbation values.
15. The method of claim 13, further comprising: the polygon vertices further comprising a tangent and binormal; and the transforming step further comprising the transforming of the tangent and the binormal to eye coordinates
16. The method of claim 13, further comprising the step: generating approximations of the tangent and binormal by computing the derivatives of the texture coordinates for the polygon.
17. The method of claim 13, further comprising the step: performing hidden surface removal on the plurality of polygons to eliminate the portions of the polygons that do not contribute to the rendered image, the hidden surface removal being done for an area of the image before any of the lighting calculations are done for the polygons in the area of the image, thereby eliminating some of the lighting calculations.
18. The method of claim 13, the method further comprising the step: generating a tangent-space-to-eye-space transform matrix by transforming object space normal, tangent, and binormal vectors to eye coordinates and using the transformed vectors as rows or columns in the tangent-space-to-eye-space transform matrix.
19. A bump mapping device for a computer graphics pipeline, the pipeline generating a rendered image from a plurality of polygons, the device comprising: logic receiving lighting information in eye coordinates; a memory storing a texture map representing bumps on a surface, the texture map being associated with an object, the object comprising a plurality of the polygons, receiving one of the polygons, the polygon comprising a plurality of vertices, each vertex associated with texture coordinates in the texture map, each vertex associated with a surface normal; logic transforming the surface normals of the received polygon to eye coordinates; logic selecting an interpolation location within the received polygon; logic interpolating the texture coordinates of the received polygon at the interpolation location; logic reading bump values from the texture map associated with the interpolated texture coordinates; logic transforming the selected bump values from tangent space to eye space if the texture map values are in tangent space,; logic transforming the selected bump values from object space to eye space if the texture map values are in object space; and logic perform lighting calculations in eye coordinates.
20. The device of claim 19, further comprising: logic associating a parameter with the texture map, the parameter indicating one of a plurality of types of bump map representations, the parameter used to determine the type of computations needed to generate eye coordinate bump-mapped surface normals, the types of bump map representations comprising: tangent space normals; object space normals; and normal perturbation values.
21. The method of claim 19, further comprising: logic receiving a tangent and binormal for each of the vertices of the received polygon; and logic transforming of the tangent and the binormal to eye coordinates.
22. The method of claim 19, further comprising: logic generating approximations of the tangent and binormal by computing the derivatives of the texture coordinates for the polygon.
23. The method of claim 19, further comprising: logic performing hidden surface removal on the plurality of polygons to eliminate the portions of the polygons that do not contribute to the rendered image, the hidden surface removal being done for an area of the image before any of the lighting calculations are done for the polygons in the area of the image, thereby eliminating some of the lighting calculations.
24. The device of the claim 19, further comprising: logic generating a tangent-space-to-eye-space transform matrix by transforming object space normal, tangent, and binormal vectors to eye coordinates and using the transformed vectors as rows or columns in the tangent-space-to-eye-space transform matrix.
25. A computer program for use in conjunction with a computer system, the computer program comprising a computer program mechanism embedded therein, the computer program mechanism, comprising: a program module that directs the rendering of a graphics image from a plurality of polygons, to function in a specified manner, the program module including instructions for: receiving lighting information in eye coordinates; receiving a texture map representing bumps on a surface, the texture map being associated with an object, the object comprising a plurality of the polygons, each of the polygons comprising a plurality of vertices, each vertex associated with texture coordinates in the texture map, each vertex associated with a surface normal; receiving one of the polygons; transforming the surface normals of the received polygon to eye coordinates; selecting an interpolation location within the received polygon; interpolating the texture coordinates of the received polygon at the interpolation location; selecting bump values from the texture map associated with the interpolated texture coordinates; if the texture map values are in tangent space, transforming the selected bump values from tangent space to eye space; if the texture map values are in object space, transforming the selected bump values from object space to eye space; and perform lighting calculations in eye coordinates.
26. The computer program of claim 25, further comprising a computer readable storage medium wherein the computer program product is stored on the computer readable storage medium.
27. The computer program of claim 25, the program module further including instructions for: associating a parameter with the texture map, the parameter indicating one of a plurality of types of bump map representations, the parameter used to determine the type of computations needed to generate eye coordinate bump-mapped surface normals, the types of bump map representations comprising: tangent space normals, object space normals, and normal perturbation values.
28. The computer program of claim 25, the program module further including instructions for: receiving a tangent and binormal associated with each of the vertices of the received polygon; and the transforming instructions further comprising instructions for transforming of the tangent and the binormal to eye coordinates.
29. The computer program of claim 25, the program module further including instructions for: generating approximations of the tangent and binormal by computing the derivatives of the texture coordinates for the polygon.
30. The computer program of claim 25, the program module further including instructions for: performing hidden surface removal on the plurality of polygons to eliminate the portions of the polygons that do not contribute to the rendered image, the hidden surface removal being done for an area of the image before any of the lighting calculations are done for the polygons in the area of the image, thereby eliminating some of the lighting calculations.
31. The computer program of claim 25, the program module further including instructions for: generating a tangent-space-to-eye-space transform matrix by transforming object space normal, tangent, and binormal vectors, to eye coordinates and using the transformed vectors as rows or columns in the tangent-space-to-eye-space transform matrix.
32. A computing system for three-dimensional (3-D) graphics rendering, the system generating a rendered image from a plurality of polygons, the system comprising: a general-purpose computer; and a 3-D graphics processor coupled to the general purpose computer; the 3-D graphics processor comprising: a bump mapping device comprising: logic receiving lighting information in eye coordinates; a memory storing a texture map representing bumps on a surface, the texture map being associated with an object, the object comprising a plurality of the polygons; receiving one of the polygons, the polygon comprising a plurality of vertices, each vertex associated with texture coordinates in the texture map, each vertex associated with a surface normal; logic transforming the surface normals of the received polygon to eye coordinates; logic selecting an interpolation location within the received polygon; logic interpolating the texture coordinates of the received polygon at the interpolation location; logic reading bump values from the texture map associated with the interpolated texture coordinates; logic transforming the selected bump values from tangent space to eye space if the texture map values are in tangent space; logic transforming the selected bump values from object space to eye space if the texture map values are in object space; and logic perform lighting calculations in eye coordinates.
33. The system of claim 32, the 3-D graphics processor further comprising: a culling device comprising: logic performing hidden surface removal on the plurality of polygons to eliminate the portions of the polygons that do not contribute to the rendered image, the hidden surface removal being done for one of a plurality of tile areas of the image before any of the lighting calculations are done for the polygons in the one tile area of the image, thereby eliminating some of the lighting calculations.
34. The system of claim 33, the 3-D graphics processor further comprising: a sort unit comprising: logic spatially sorting the plurality of polygons according the tile areas; and logic outputting the spatially sorted polygons according to their spatial sorting.
PCT/US1999/019036 1998-08-20 1999-08-20 Tangent space lighting in a deferred shading architecture WO2000011614A2 (en)

Priority Applications (2)

Application Number Priority Date Filing Date Title
AU55765/99A AU5576599A (en) 1998-08-20 1999-08-20 How to do tangent space lighting in a deferred shading architecture
US09/379,144 US6577317B1 (en) 1998-08-20 1999-08-20 Apparatus and method for geometry operations in a 3D-graphics pipeline

Applications Claiming Priority (4)

Application Number Priority Date Filing Date Title
US9733698P 1998-08-20 1998-08-20
US60/097,336 1998-08-20
US09/213,990 US6771264B1 (en) 1998-08-20 1998-12-17 Method and apparatus for performing tangent space lighting and bump mapping in a deferred shading graphics processor
US09/213,990 1998-12-17

Publications (3)

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WO2000011614A2 WO2000011614A2 (en) 2000-03-02
WO2000011614A3 WO2000011614A3 (en) 2000-06-15
WO2000011614B1 true WO2000011614B1 (en) 2000-07-27

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PCT/US1999/019241 WO2000011604A2 (en) 1998-08-20 1999-08-20 Apparatus and method for geometry operations in a 3d-graphics pipeline
PCT/US1999/019190 WO2000011613A2 (en) 1998-08-20 1999-08-20 Performing hidden surface removal in a graphics processor with deferred shading
PCT/US1999/019036 WO2000011614A2 (en) 1998-08-20 1999-08-20 Tangent space lighting in a deferred shading architecture
PCT/US1999/018971 WO2000030040A1 (en) 1998-08-20 1999-08-20 Advanced deferred shading graphics pipeline processor
PCT/US1999/019254 WO2000019377A1 (en) 1998-08-20 1999-08-20 Graphics processor with deferred shading
PCT/US1999/019363 WO2000011605A2 (en) 1998-08-20 1999-08-20 Fragment operations in a 3d-graphics pipeline

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PCT/US1999/019241 WO2000011604A2 (en) 1998-08-20 1999-08-20 Apparatus and method for geometry operations in a 3d-graphics pipeline
PCT/US1999/019190 WO2000011613A2 (en) 1998-08-20 1999-08-20 Performing hidden surface removal in a graphics processor with deferred shading

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PCT/US1999/018971 WO2000030040A1 (en) 1998-08-20 1999-08-20 Advanced deferred shading graphics pipeline processor
PCT/US1999/019254 WO2000019377A1 (en) 1998-08-20 1999-08-20 Graphics processor with deferred shading
PCT/US1999/019363 WO2000011605A2 (en) 1998-08-20 1999-08-20 Fragment operations in a 3d-graphics pipeline

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US (5) US6771264B1 (en)
EP (2) EP1105844A1 (en)
JP (3) JP3657519B2 (en)
KR (2) KR100478767B1 (en)
AU (6) AU5782599A (en)
WO (6) WO2000011604A2 (en)

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