Graphics texture mapping
Sampling a texture using anisotropic filtering, comprising: for a sampling position in the texture having coordinates x and y, determining the square root of the coefficient F for an ellipse defined by the equation Ax2 + Bxy + Cy2 = F, the ellipse corresponding to the projection of the sampling posi...
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creator | Dominic Hugo Symes Edvard Fielding |
description | Sampling a texture using anisotropic filtering, comprising: for a sampling position in the texture having coordinates x and y, determining the square root of the coefficient F for an ellipse defined by the equation Ax2 + Bxy + Cy2 = F, the ellipse corresponding to the projection of the sampling position on to the surface to which the texture is applied, and using the square root of F to determine a number of positions to sample the texture along an anisotropy direction; taking the samples and using them to determine an output sampled texture value for the sampling position. Also disclosed: using mipmaps to represent the texture at different levels of detail and using a log2 operation on the square root of F to determine the level of detail at which to sample the texture. Also disclosed: selecting between two different levels of detail. Also disclosed is determining an anisotropy direction by: determining X and Y components of a vector corresponding to the major axis of the elliptical projection of the sampling position and normalising them to provide X and Y components for a corresponding unit vector; using the unit vector components to determine the anisotropy direction. |
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Also disclosed: using mipmaps to represent the texture at different levels of detail and using a log2 operation on the square root of F to determine the level of detail at which to sample the texture. Also disclosed: selecting between two different levels of detail. Also disclosed is determining an anisotropy direction by: determining X and Y components of a vector corresponding to the major axis of the elliptical projection of the sampling position and normalising them to provide X and Y components for a corresponding unit vector; using the unit vector components to determine the anisotropy direction.</description><language>eng</language><subject>CALCULATING ; COMPUTING ; COUNTING ; IMAGE DATA PROCESSING OR GENERATION, IN GENERAL ; PHYSICS</subject><creationdate>2022</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20220810&DB=EPODOC&CC=GB&NR=2603560A$$EHTML$$P50$$Gepo$$Hfree_for_read</linktohtml><link.rule.ids>230,308,780,885,25563,76318</link.rule.ids><linktorsrc>$$Uhttps://worldwide.espacenet.com/publicationDetails/biblio?FT=D&date=20220810&DB=EPODOC&CC=GB&NR=2603560A$$EView_record_in_European_Patent_Office$$FView_record_in_$$GEuropean_Patent_Office$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Dominic Hugo Symes</creatorcontrib><creatorcontrib>Edvard Fielding</creatorcontrib><title>Graphics texture mapping</title><description>Sampling a texture using anisotropic filtering, comprising: for a sampling position in the texture having coordinates x and y, determining the square root of the coefficient F for an ellipse defined by the equation Ax2 + Bxy + Cy2 = F, the ellipse corresponding to the projection of the sampling position on to the surface to which the texture is applied, and using the square root of F to determine a number of positions to sample the texture along an anisotropy direction; taking the samples and using them to determine an output sampled texture value for the sampling position. Also disclosed: using mipmaps to represent the texture at different levels of detail and using a log2 operation on the square root of F to determine the level of detail at which to sample the texture. Also disclosed: selecting between two different levels of detail. Also disclosed is determining an anisotropy direction by: determining X and Y components of a vector corresponding to the major axis of the elliptical projection of the sampling position and normalising them to provide X and Y components for a corresponding unit vector; using the unit vector components to determine the anisotropy direction.</description><subject>CALCULATING</subject><subject>COMPUTING</subject><subject>COUNTING</subject><subject>IMAGE DATA PROCESSING OR GENERATION, IN GENERAL</subject><subject>PHYSICS</subject><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2022</creationdate><recordtype>patent</recordtype><sourceid>EVB</sourceid><recordid>eNrjZJBwL0osyMhMLlYoSa0oKS1KVchNLCjIzEvnYWBNS8wpTuWF0twM8m6uIc4euqkF-fGpxQWJyal5qSXx7k5GZgbGpmYGjsaEVQAAf7AhhQ</recordid><startdate>20220810</startdate><enddate>20220810</enddate><creator>Dominic Hugo Symes</creator><creator>Edvard Fielding</creator><scope>EVB</scope></search><sort><creationdate>20220810</creationdate><title>Graphics texture mapping</title><author>Dominic Hugo Symes ; Edvard Fielding</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-epo_espacenet_GB2603560A3</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2022</creationdate><topic>CALCULATING</topic><topic>COMPUTING</topic><topic>COUNTING</topic><topic>IMAGE DATA PROCESSING OR GENERATION, IN GENERAL</topic><topic>PHYSICS</topic><toplevel>online_resources</toplevel><creatorcontrib>Dominic Hugo Symes</creatorcontrib><creatorcontrib>Edvard Fielding</creatorcontrib><collection>esp@cenet</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Dominic Hugo Symes</au><au>Edvard Fielding</au><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>Graphics texture mapping</title><date>2022-08-10</date><risdate>2022</risdate><abstract>Sampling a texture using anisotropic filtering, comprising: for a sampling position in the texture having coordinates x and y, determining the square root of the coefficient F for an ellipse defined by the equation Ax2 + Bxy + Cy2 = F, the ellipse corresponding to the projection of the sampling position on to the surface to which the texture is applied, and using the square root of F to determine a number of positions to sample the texture along an anisotropy direction; taking the samples and using them to determine an output sampled texture value for the sampling position. Also disclosed: using mipmaps to represent the texture at different levels of detail and using a log2 operation on the square root of F to determine the level of detail at which to sample the texture. Also disclosed: selecting between two different levels of detail. Also disclosed is determining an anisotropy direction by: determining X and Y components of a vector corresponding to the major axis of the elliptical projection of the sampling position and normalising them to provide X and Y components for a corresponding unit vector; using the unit vector components to determine the anisotropy direction.</abstract><oa>free_for_read</oa></addata></record> |
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subjects | CALCULATING COMPUTING COUNTING IMAGE DATA PROCESSING OR GENERATION, IN GENERAL PHYSICS |
title | Graphics texture mapping |
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