Nova Patents
EP0507548A2

Texture for real time image generation.

Abstract

Texture data for a gaming area may be stored in a bulk memory storage device. A computer image generation (CIG) system dynamically updates a working memory from the bulk memory device so that a texture processor can continuously generate texture information for the portion of the gaming area to be displayed. The working memory is updated based on factors such as vehicle position in the gaming area, vehicle direction, speed and range of sight. The texture data may be stored in a hierarchy wherein at a first texture resolution for a first area a predetermined amount of data, or number of cells, are used, while at a next coarser texture resolution, the same predetermined amount of data, or number of cells are used for a second area, wherein the second area is larger than the fist area. This pattern may be repeated for as many layers of texture data as are desired. Localized islands, or specified areas, within the gaming area may be represented by texture data having a higher resolution than immediately surrounding areas of the gaming area. Layers may lack texture information in predetermined areas, so that texture data at the next highest available resolution for those areas may be used.

EP0507548A2, drawing sheet 1
Sheet 1 of 4

Term

Term ended

Projected expiry passed 31 March 2012, 14.5 years ago.

  1. Priority
  2. Filed
  3. Published
  4. Projected expiry
  5. Today

12 claims: 4 independent, 8 dependent

  1. 1
    In a real time computer image generation system, apparatus for generating texture of an image of a predetermined portion of a gaming area to be displayed in response to the position of a vehicle within the gaming area, comprising:first memory storage means for storing texture data representing the gaming area, and having an output;second memory storage means having an input coupled to the output of the first memory means, and an output, the second memory means for storing a predetermined portion of the texture data;third memory storage means having an input coupled to the output of the second memory means and an output, the third memory means for storing at least a part of the predetermined portion of the texture data;and    processing means having an input coupled to the output of the third memory means, the processing means for generating the texture of the image from the at least a part of the predetermined portion of the texture data.
  2. 3
    In a real time computer image generation system, a method for storing data representative of texture of an object to be displayed, comprising:storing a predetermined number of texture cells including first data for describing texture at a first resolution for a predetermined first area;and    storing the predetermined number of texture cells including second data for describing texture at a second resolution for a predetermined second area, wherein the first area is less than the second area.
  3. 6
    In a real time computer image generation system, a method for dynamically updating texture data memory so that texture of an image of a predetermined portion of a gaming area may be determined, comprising:storing in the texture data memory texture data for at least a part of the predetermined portion of the gaming area in response to predetermined characteristics of a reference point, the stored data for generating texture of an image to be displayed;and    updating the texture data stored in the texture data memory in response to predetermined characteristics of the reference point when the reference point moves with respect to the gaming area, whereby dynamic update of texture data memory is obtained.
  4. 11
    In a real time computer image generation system, a method for generating display data from at least a portion of texture data for a gaming area, wherein the texture data are available at a plurality of predetermined levels of detail having respective corresponding resolutions and further wherein texture data for a predetermined area of at least one of the levels of detail is not available for generating the display data, comprising:selecting texture data from a first level of detail having first predetermined resolution in response to predetermined characteristics of a reference point with respect to the gaming area;selecting texture data from a second level of detail having a second predetermined resolution, the second predetermined resolution being the next highest resolution that is less than the first predetermined resolution for the predetermined area;and    processing the selected texture data for generating the display data.