Systems and methods for accurately and realistically rendering a visual effect such as fog, colored liquids, gels, smoke, mists, and the like for which the visual appearance of the effect can change with respect to depth and for which the effect is rendered on a output display so as to be generally contained. Depth values are identified and passed to a visibility function in order to yield corresponding visibility values. An adjusted visibility function blends the obtained visibility values and yields an adjusted visibility value. This process for obtaining an adjusted visibility value is performed for every pixel of a display screen that is used to render the visual effect in order to accurately render the visual effect as it would be perceived in the real world.
Applying Multiple Texture Maps To Objects In Three-Dimensional Imaging Processes
Nicholas R. Baker - Cupertino CA Jeffrey A. Andrews - Sunnyvale CA Mei-Chi M. Liu - Santa Clara CA
Assignee:
WebTV Networks, Inc. - Mountain View CA
International Classification:
G09G 500
US Classification:
345582, 345583, 345584, 345545, 345552
Abstract:
Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline is used that includes one or more (N) physical texture units and one or more associated frame buffers to emulate a rendering pipeline containing more texture units (M) than are actually physically present (N). Multiple rendering passes are performed for each pixel of a frame. During each texture pass for each pixel of a frame, only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer number of passes. The N texture units of the rendering pipeline perform the look-ups on a given pass for the correspondingly bound N texture maps. The texture values obtained during the texture passes for each pixel are blended by complementary texture blenders to provide composite texture values for each of the pixels of the frame. In successive passes, the frame buffers are used to support any necessary extra temporary data and to store the most current composite texture values for all of the pixels of the frame.
System And Method For Parallel Execution Of Data Generation Tasks
Jeffrey A. Andrews - Sunnyvale CA, US Nicholas R. Baker - Cupertino CA, US J. Andrew Goossen - Issaquah WA, US Michael Abrash - Kirkland WA, US
Assignee:
Microsoft Corp. - Redmond WA
International Classification:
G06F015/80
US Classification:
345505, 345557, 345419, 711122, 382233
Abstract:
A CPU module includes a host element configured to perform a high-level host-related task, and one or more data-generating processing elements configured to perform a data-generating task associated with the high-level host-related task. Each data-generating processing element includes logic configured to receive input data, and logic configured to process the input data to produce output data. The amount of output data is greater than an amount of input data, and the ratio of the amount of input data to the amount of output data defines a decompression ratio. In one implementation, the high-level host-related task performed by the host element pertains to a high-level graphics processing task, and the data-generating task pertains to the generation of geometry data (such as triangle vertices) for use within the high-level graphics processing task. The CPU module can transfer the output data to a GPU module via at least one locked set of a cache memory. The GPU retrieves the output data from the locked set, and periodically forwards a tail pointer to a cacheable location within the data-generating elements that informs the data-generating elements of its progress in retrieving the output data.
Applying Multiple Texture Maps To Objects In Three-Dimensional Imaging Processes
Nicholas R. Baker - Cupertino CA, US Jeffrey A. Andrews - Sunnyvale CA, US Mei-Chi M. Liu - Santa Clara CA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G09G005/00
US Classification:
345582, 345583, 345584, 345545, 345552
Abstract:
Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline that includes (N) physical texture units and one or more associated buffers emulates a rendering pipeline containing more texture units (M) than are physically present (N). Multiple rendering passes are performed for each pixel. During each texture pass only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer. The N texture units of the rendering pipeline perform look-ups on a given pass for the corresponding N texture maps. The texture values obtained during the texture passes are blended by texture blenders to provide composite texture values. In successive passes, the buffers are used for temporary data and the most current composite texture values. The process is repeated until all desired texture maps are applied.
Methods and systems for transparent depth sorting are described. In accordance with one embodiment, multiple depth buffers are utilized to sort depth data associated with multiple transparent pixels that overlie one another. The sorting of the depth data enables identification of an individual transparent pixel that lies closest to an associated opaque pixel. With the closest individual transparent pixel being identified, the transparency effect of the identified pixel relative to the associated opaque pixel is computed. If additional overlying transparent pixels remain, a next closest transparent pixel relative to the opaque pixel is identified and for the next closest pixel, the transparency effect is computed relative to the transparency effect that was just computed.
Applying Multiple Texture Maps To Objects In Three-Dimensional Imaging Processes
Nicholas R. Baker - Cupertino CA, US Jeffrey A. Andrews - Sunnyvale CA, US Mei-Chi M. Liu - Santa Clara CA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G09G 5/00
US Classification:
345582, 345583, 345584, 345545, 345552
Abstract:
Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline that includes (N) physical texture units and one or more associated buffers emulates a rendering pipeline containing more texture units (M) than are physically present (N). Multiple rendering passes are performed for each pixel. During each texture pass only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer. The N texture units of the rendering pipeline perform look-ups on a given pass for the corresponding N texture maps. The texture values obtained during the texture passes are blended by texture blenders to provide composite texture values. In successive passes, the buffers are used for temporary data and the most current composite texture values. The process is repeated until all desired texture maps are applied.
Methods and systems for transparent depth sorting are described. In accordance with one embodiment, multiple depth buffers are utilized to sort depth data associated with multiple transparent pixels that overlie one another. The sorting of the depth data enables identification of an individual transparent pixel that lies closest to an associated opaque pixel. With the closest individual transparent pixel being identified, the transparency effect of the identified pixel relative to the associated opaque pixel is computed. If additional overlying transparent pixels remain, a next closest transparent pixel relative to the opaque pixel is identified and, for the next closest pixel, the transparency effect is computed relative to the transparency effect that was just computed.
System And Method For Parallel Execution Of Data Generation Tasks
Jeffrey A. Andrews - Sunnyvale CA, US Nicholas R. Baker - Cupertino CA, US J. Andrew Goossen - Issaquah WA, US Michael Abrash - Kirkland WA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G06F 15/16 G06F 12/00 G09G 5/36
US Classification:
345503, 345557, 711118
Abstract:
A CPU module includes a host element configured to perform a high-level host-related task, and one or more data-generating processing elements configured to perform a data-generating task associated with the high-level host-related task. Each data-generating processing element includes logic configured to receive input data, and logic configured to process the input data to produce output data. The amount of output data is greater than an amount of input data, and the ratio of the amount of input data to the amount of output data defines a decompression ratio. In one implementation, the high-level host-related task performed by the host element pertains to a high-level graphics processing task, and the data-generating task pertains to the generation of geometry data (such as triangle vertices) for use within the high-level graphics processing task. The CPU module can transfer the output data to a GPU module via at least one locked set of a cache memory. The GPU retrieves the output data from the locked set, and periodically forwards a tail pointer to a cacheable location within the data-generating elements that informs the data-generating elements of its progress in retrieving the output data.
Isbn (Books And Publications)
Fundamentals of WiMAX: Understanding Broadband Wireless Networking
Jeffrey Andrews, a social worker of Indian descent who was born and raised in Hong Kong, was known more for his work helping members of ethnic minority groups than for fiery slogans. Mr. Andrews ran in the primary and finished last in his race.
Date: Jan 06, 2021
Category: Headlines
Source: Google
Death and Medicine: Why Lethal Injection Is Getting Harder
"Patients should never confuse the death chamber with the operating room, lethal doses of execution drugs with anesthetic drugs, or the executioner with the anesthesiologist," J. Jeffrey Andrews, the secretary of the ABA, wrote in a commentary in May 2014. "Physicians should not be expected t
Date: Jun 30, 2015
Category: U.S.
Source: Google
'Strikingly Geometric' Shapes Hidden on Moon's Surface
"GRAIL has revealed features on the moon that no one anticipated before we had this data in hand," said lead study author Jeffrey Andrews-Hanna, a planetary scientist at the Colorado School of Mines in Golden. "One can only wonder what might lie hidden beneath the surfaces of all of the other
Date: Oct 01, 2014
Category: Sci/Tech
Source: Google
Ancient magma plumbing found buried below moon's largest dark spot
Were realizing that the early moon was a much more dynamic place than we thought, says Jeffrey Andrews-Hanna, a planetary scientist at the Colorado School of Mines in Golden and lead author of a new study of the Procellarums geology. The discovery also casts doubt on the decades-old theory that
Everything that has mass exerts some degree of gravitational pull on the objects around it, explains study lead author Jeffrey Andrews-Hannah, who runs the Planetary Geophysics Lab at Colorado School of Mines in Golden, Colo. On an object as large as our moon, variations in density and topography ca
of underground gravity variation GRAIL saw was in large part due to a network of enormous subsurface cracks up to 300 miles (483 km) long and up to 25 miles (40 km) wide. Theyre amazingly straight, says Jeffrey Andrews-Hanna of the Colorado School of Mines, lead author of the second paper. Weve
Date: Dec 06, 2012
Source: Google
Twin Gravity-Mapping Probes Peer Into the Moon's Secrets
As the interior expands, the crust fractures, and that allows magma to well up into those cracks, said planetary geophysicist Jeffrey Andrews-Hanna of the Colorado School of Mines. Thats actually the opposite of whats been happening for most of the lunar history. For the past 3.5 billion years,
Date: Dec 05, 2012
Category: Sci/Tech
Source: Google
Youtube
Geoffrey Andrews - You Raise Me Up (Cover)
PURCHASE THIS SONG AT: itunes.apple.com
Category:
Entertainment
Uploaded:
06 Apr, 2011
Duration:
4m 2s
Geoffrey Andrews Performs Anthem from Chess
This was from when I competed in Dallas.
Category:
Entertainment
Uploaded:
16 Feb, 2011
Duration:
3m 20s
The Search For Jake Wilson
Jeffrey Parody The Battery's Down/ Andrews Blog in This Fun Adventure ...
Category:
Comedy
Uploaded:
27 Aug, 2008
Duration:
7m 42s
Hallelujah Cover - Geoffrey Andrews
This is me singing Hallelujah, as made famous by Jeff Buckley.
Category:
Music
Uploaded:
21 Apr, 2011
Duration:
2m 51s
Kirk Green and Crystal Rose Band [It's Time]
Kirk Green and Crystal Rose Band Waterfront Park Portland, Oregon Back...
Category:
Music
Uploaded:
28 Dec, 2009
Duration:
8m 6s
Kirk Green and Crystal Rose Band- If You Beli...
Kirk Green and Crystal Rose -Band -If You Believe- Patrick Lamb sax Ki...