The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Jun. 14, 2005

Filed:

Jan. 28, 2000
Applicants:

Xin LI, Issaquah, WA (US);

Samir Abou-samra, Vancouver, CA;

Robert Champagne, Redmond, WA (US);

Claude Comair, Vancouver, CA;

Sun Tjen Fam, Vancouver, CA;

Prasanna Ghali, Vancouver, CA;

Jun Pan, Bellevue, WA (US);

Inventors:

Xin Li, Issaquah, WA (US);

Samir Abou-Samra, Vancouver, CA;

Robert Champagne, Redmond, WA (US);

Claude Comair, Vancouver, CA;

Sun Tjen Fam, Vancouver, CA;

Prasanna Ghali, Vancouver, CA;

Jun Pan, Bellevue, WA (US);

Assignee:

Nintendo Co., Ltd., Kyoto, JP;

Attorney:
Primary Examiner:
Assistant Examiner:
Int. Cl.
CPC ...
G09G005/00 ;
U.S. Cl.
CPC ...
Abstract

A fast, texture morphing algorithm for real-time computer simulation and video games dynamically generates objects 'on the fly' by simplifying and reducing the computational load required for a texture morphing/blending process. Incremental interpolation techniques compute a morph parameter based on previous value and morph change rate. Precomputed initial and incremental morph parameter values for each texel component are applied during real-time morphing procedures using integer arithmetic. Approximation errors are reduced by incrementing/decrementing by an extra integer value when the number of morph iterations is a multiple of a frame counter. The frame counter avoids over-runs, and the morphing procedure is 'snapped' the texel value to the precise texture target value to prevent under-runs and corresponding artifacts. Interlacing (applying interpolation to a subset of the texels each frame) significantly reduces computational load without introducing significant image artifacts. The morph texture buffer data structure is initially decomposed off-line to reduce the number of real-time calculations required to manipulate texel component data.


Find Patent Forward Citations

Loading…