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Rendering Detailed Animated Three Dimensional Characters with Coarse Mesh Instancing and Determining Tesselation Levels for Varying Character Crowd Density
Rendering Detailed Animated Three Dimensional Characters with Coarse Mesh Instancing and Determining Tesselation Levels for Varying Character Crowd Density
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机译:通过粗网格实例化渲染详细的三维动画角色,并确定不同角色人群密度的镶嵌化级别
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摘要
A method carried out by graphics processing circuitry includes generating animated coarse mesh vertex information based on instanced coarse mesh data; and tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. A graphics processing circuitry includes programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to generate animated coarse mesh vertex information based on instanced coarse mesh data; and tessellate instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. Another method carried out by graphics processing circuitry includes determining density of a plurality of three dimensional objects in a current view on a display; setting a tessellation level based on said density; and tessellating said plurality of three dimensional objects.
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