IP Library Granted Patent US 7,733,352
Granted Patent B2
US 7,733,352 · App. 11/228,876 · Granted Jun 8, 2010

Efficient bump mapping using height maps

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Quick Facts
Patent No.
US 7,733,352
App. No.
11/228,876
Granted
Jun 8, 2010
Kind
B2
Abstract

A method for generating bump map data substantially in real time for use in a 3-dimensional computer graphics system. Data is received which defines an area to which a texture is to be applied. Texture data to apply to the area is also received. This data includes surface height data. A set of partially overlapping samples of texture data are then filtered and surface tangent vectors derived therefrom. A bump map surface normal is then derived from the tangent vectors.

Claims (23)

1. A method for generating bump map data substantially in real time for use in a 3-dimensional computer graphics system comprising the steps of:

receiving data defining an area to which a texture is to be applied, using a data receiver;

receiving texture data to apply to the area, the texture data including surface height data, using a texture data receiver;

filtering each of a set of partially overlapping samples of the texture data, using a filter, the filtering step including a step of using bi-quadratic B-splines to model height surfaces from the surface height data;

deriving surface tangent vectors from the filtered samples, using a surface tangent vector generator; and

deriving a bump map surface normal from the surface tangent vectors, using a bump map surface normal generator.

2. The method according to claim 1 , wherein the tangent vectors are defined in local tangent space.

3. The method according to claim 1 , wherein the filtering step includes the step of using existing hardware in the color channels of the 3-dimensional graphics system to filter the overlapping samples of the texture data.

4. The method according to claim 1 , wherein the filtering step is modified with blending factors.

5. An apparatus for generating bump map data substantially in real time for use in a 3-dimensional computer graphics system comprising:

means for receiving data defining an area to which a texture is to be applied;

means for receiving texture data to apply to the area, the texture data including surface height data;

means for filtering each of a set of partially overlapping samples of the texture data, including means to use bi-quadratic B-splines to model height surfaces from the surface height data;

means for deriving surface tangent vectors from the filtered samples, with the surface tangent vectors being defined in local tangent space; and

means for deriving a bump map surface normal from the surface tangent vectors.

6. The apparatus according to claim 5 , wherein the filtering means includes means for using existing hardware in color channels of the 3-dimensional graphics system to filter the overlapping samples of the texture data.

7. The apparatus according to claim 5 , wherein the filtering means is modified for filtering with blending factors.

8. A method for generating bump map data for use in a 3-dimensional computer graphics system comprising the steps of:

receiving data defining an area to which a texture is to be applied, using a data receiver;

receiving texture data to apply to the area, the texture data including surface height data, using a texture data receiver;

filtering each of a set of partially overlapping samples of the texture data, using a filter, so as to model a height surface based on the surface height data;

deriving surface tangent vectors from the filtered samples, using a surface tangent vector generator; and

deriving a bump map surface normal from the surface tangent vectors, using a bump map surface normal generator.