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Visual programming interface for a three-dimensional animation system for defining real time shaders using a real-time rendering engine application programming interface

机译:三维动画系统的可视化编程界面,用于使用实时渲染引擎应用程序编程界面定义实时着色器

摘要

A visual programming interface allows an artist to create real time shaders using a tree of shader nodes. Each shader node represents an operation that can be performed in real time through the real time rendering engine. The visual interface allows the arbitrary combinations of these shader nodes to be made and allows the parameters of the shaders to be manipulated or animated. The visual programming interface may be activated in an interactive animation environment through a designation that a real time shader is to be applied to a surface. By integrating the visual programming interface with an interactive animation environment, an artist can experiment readily with different custom real time shaders. An artist also has the flexibility to create arbitrary real time shader trees and to view them interactively without requiring a programmer to develop or modify a custom shader. Basic operations represented by such shader nodes include drawing to a frame buffer (which may include a blending operation with the contents of the frame buffer), a transform operation and lighting operations. A tree of shader nodes may be processed in multiple passes. Each drawing operation in the tree defines a separate pass. The result of each pass is blended with the results of prior passes according to parameters defined for the drawing operation.
机译:视觉编程界面允许美术师使用着色器节点树创建实时着色器。每个着色器节点代表可以通过实时渲染引擎实时执行的操作。可视界面允许对这些着色器节点进行任意组合,并允许对着色器的参数进行操作或设置动画。可以通过指定将实时着色器应用于曲面来在交互式动画环境中激活视觉编程界面。通过将可视化编程界面与交互式动画环境集成在一起,艺术家可以轻松地尝试使用不同的自定义实时着色器。美工还可以灵活地创建任意实时着色器树并以交互方式查看它们,而无需程序员开发或修改自定义着色器。由这样的着色器节点表示的基本操作包括绘制到帧缓冲器(其可以包括与帧缓冲器的内容的混合操作),变换操作和照明操作。着色器节点树可以多次处理。树中的每个绘制操作都定义一个单独的过程。根据为绘图操作定义的参数,将各遍的结果与先前遍的结果混合在一起。

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