Abstract:
A method of rendering an image comprising at least one light source, a first, shadow-casting object with a second, shadow-receiving object located on the side of the first shadow-casting object remote from said at least one light source, the method comprising: generating a shadow mask which identifies for each of a plurality of pixels on the shadow receiving surface a grey level representing the intensity of shadow in each pixel, the intensity being determined utilising the distance between the shadow-casting object and the shadow-receiving object.
Abstract:
A geometric processing stage (111b) for a pipelined engine for processing video signals and generating processed video signal in space coordinates (S) adapted for display on a screen. The geometric processing stage (111b) includes:
a model view module (201) for generating projection coordinates of primitives of the video signals in a view space, said primitives including visible and non-visible primitives, a back face culling module (309) arranged downstream of the model view module (201) for at least partially eliminating the non visible primitives, a projection transform module (204) for transforming the coordinates of the video signals from view space coordinates into normalized projection coordinates (P), and a perspective divide module (208) for transforming the coordinates of the video signals from normalized projection (P) coordinates into screen space coordinates (S).
The back face culling module (309) is arranged downstream the projection transform module (204) and operates on normalized projection (P) coordinates of said primitives. The perspective divide module (208) is arranged downstream the back face culling module (309) for transforming the coordinates of the video signals from normalized projection (P) coordinates into screen space coordinates (S). A circuit (10) in the back face culling module can be shared with a standard three dimension back face culling operation when necessary. A preferred application is in graphic engines using standard graphics language like OpenGL and NokiaGL.