Abstract: A tessellation method is described which uses vertex tessellation factors. For a quad patch, the method involves comparing the vertex tessellation factors for each vertex of the quad patch to a threshold value and if none exceed the threshold, the quad is sub-divided into two or four triangles. If at least one of the four vertex tessellation factors exceeds the threshold, a recursive or iterative method is used which considers each vertex of the quad patch and determines how to further tessellate the patch dependent upon the value of the vertex tessellation factor of the selected vertex or dependent upon values of the vertex tessellation factors of the selected vertex and a neighbour vertex. A similar method is described for a triangle patch.
TESSELLATION METHOD
BACKGROUND
[0001] Tessellation is a technique used in computer graphics to divide up a set of
surfaces representing objects in a scene into a number of smaller and simpler pieces,
(referred to as primitives), typically triangles, which are more amenable to rendering.
The resulting tessellated surface is generally an approximation to the original surface,
but the accuracy of this approximation can be improved by increasing the number of
generated primitives, which in turn usually results in the primitives being smaller. The
amount of tessellation/sub-division is usually determined by a level of detail (LOD).
An increased number of primitives is therefore typically used where a higher level of
detail is required, e.g. because an object is closer to the viewer and/or the object has a
more intricate shape. However, use of larger numbers of triangles increases the
processing effort required to render the scene.
[0002] The sub-division into triangle primitives is typically performed on patches
which are square or triangular in shape (i.e. a quad or a triangle)and which may be
curved to fit to the surface of the object they represent (and hence may be referred to
as ‘surface patches’) and/or have displacement mapping applied. The sub-division,
however, is not performed on curved patches but is instead performed in the domain
of the patch (e.g. as if the patch is planar rather than being defined by polynomial
equation) which may be defined in terms of (u,v) parameters and referred to as
‘parametric space’. This means that the tessellation process is independent of any
curvature present in the final surface.
[0003] Tessellation may be performed ahead of time (e.g. to compute a number of
different views of a scene at different levels of detail and/or from different
viewpoints) or may be performed on the fly (e.g. to provide continuous or viewdependent
levels of detail). With some existing tessellation methods, a user can
experience undesirable visual effects where, although the requested level of detail is
changed smoothly, the resulting tessellation changes in a discontinuous fashion and
this may be referred to as ‘popping’.
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[0004] The embodiments described below are provided by way of example only and
are not limiting of implementations which solve any or all of the disadvantages of
known methods and apparatus for performing tessellation.
SUMMARY
[0005] This Summary is provided to introduce a selection of concepts in a simplified
form that are further described below in the Detailed Description. This Summary is
not intended to identify key features or essential features of the claimed subject
matter, nor is it intended to be used as an aid in determining the scope of the claimed
subject matter.
[0006] A tessellation method is described which uses vertex tessellation factors. For
a quad patch, the method involves comparing the vertex tessellation factors for each
vertex of the quad patch to a threshold value and none exceed the threshold, the quad
is sub-divided into two or four triangles (e.g. depending upon whether the patch is a
top level patch or a sub-quad which has been formed by sub-dividing a top level
patch). If at least one of the four vertex tessellation factors exceeds the threshold
(which may be equal to one), a recursive or iterative method is used which considers
each vertex of the quad patch and determines how to further tessellate the patch
dependent upon the value of the vertex tessellation factor of the selected vertex or
dependent upon values of the vertex tessellation factors of the selected vertex and a
neighbour vertex. A similar method is described for a triangle patch.
[0007] A first aspect provides a method of performing tessellation in a computer
graphics system, the method comprising: a)receiving an input comprising four
vertices defining a quad patch, each vertex comprising a domain space coordinate and
a vertex tessellation factor;b)comparing the vertex tessellation factors to a threshold
value;c) in response to determining that all four vertex tessellation factors do
not exceed the threshold dividing the patch into two or four triangles; andd)in
response to determining that at least one of the four vertex tessellation factors exceeds
the threshold:generating a centre vertex to the patch and calculating a vertex
tessellation factor and blend factor for the newly added centre vertex;selecting in turn,
each one of the four received vertices, and for each selected vertex:defining a vertex
based on the selected vertex;in response to determining that the vertex tessellation
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factor of the selected vertex exceeds the threshold value or that the vertex tessellation
factors of both neighbour vertices exceeds the threshold value, adding two new
vertices to sub-divide each edge between the selected vertex and a neighbour vertex,
calculating vertex tessellation factors and blend factors for the new vertices and
providing the four vertices, which define a sub-quad and comprise the defined vertex,
the centre vertex and the two new vertices as a further input to (a); and in response to
determining that the vertex tessellation factor of the selected vertex does not exceed
the threshold value and the vertex tessellation factor of exactly one neighbour vertex
exceeds the threshold, adding a new vertex to sub-divide an edge between the selected
vertex and the neighbour vertex with the vertex tessellation factor which exceeds the
threshold and dividing a sub-quad defined by the defined vertex, the newly added
vertex, the centre vertex and the other neighbour vertex into two triangles by
connecting the defined vertex to a diagonally opposite vertex in the sub-quad.
[0008] A second aspect provides hardware tessellation unit comprising hardware
logic configured to: a) receive an input comprising four vertices defining a quad
patch, each vertex comprising a domain space coordinate and a vertex tessellation
factor; b) compare the vertex tessellation factors to a threshold value; c) in response to
determining that all four vertex tessellation factors do not exceed the threshold divide
the patch into two or four triangles; and d) in response to determining that at least one
of the four vertex tessellation factors exceeds the threshold: generate a centre vertex
to the patch and calculating a vertex tessellation factor and blend factor for the newly
added centre vertex; select in turn, each one of the four received vertices, and for each
selected vertex: define a vertex based on the selected vertex; in response to
determining that the vertex tessellation factor of the selected vertex exceeds the
threshold value or that the vertex tessellation factors of both neighbour vertices
exceeds the threshold value, add two new vertices to sub-divide each edge between
the selected vertex and a neighbour vertex, calculate vertex tessellation factors and
blend factors for the new vertices and provide the four vertices, which define a subquad
and comprise the defined vertex, the centre vertex and the two new vertices as a
further input to (a); and in response to determining that the vertex tessellation factor
of the selected vertex does not exceed the threshold value and the vertex tessellation
factor of exactly one neighbour vertex exceeds the threshold, add a new vertex to sub5
divide an edge between the selected vertex and the neighbour vertex with the vertex
tessellation factor which exceeds the threshold and divide a sub-quad defined by the
defined vertex, the newly added vertex, the centre vertex and the other neighbour
vertex into two triangles by connecting the defined vertex to a diagonally opposite
vertex in the sub-quad.
[0009] Further aspects provide a computer readable storage medium having stored
there on computer executable program code that when executed causes at least one
processor to perform a method as described herein, a graphics processing unit
comprising a hardware tessellation unit as described herein, a computer readable
storage medium having encoded thereon computer readable program code defining
the hardware tessellation unit as described herein and a computer readable storage
medium having encoded thereon computer readable program code defining a
hardware tessellation unit configured to perform the method described herein.
[0010] The preferred features may be combined as appropriate, as would be apparent
to a skilled person, and may be combined with any of the aspects of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0011] Embodiments of the invention will be described, by way of example, with
reference to the following drawings, in which:
[0012] FIG. 1 shows the results of using various known tessellation methods;
[0013] FIG. 2 shows the use of a displacement map with fractional partitioning;
[0014] FIG. 3 is a schematic diagram showing a method of generating a smooth
transition as vertices are introduced;
[0015] FIG. 4 is a schematic diagram showing examples of the different results
obtained using a prior art method with edge tessellation factors and a method
described herein which uses vertex tessellation factors;
[0016] FIG. 5 is a schematic diagram showing further examples of the different
results obtained using edge tessellation factors and vertex tessellation factors in the
quad domain;
[0017] FIG. 6 is a schematic diagram showing further examples of the different
results obtained using edge tessellation factors and vertex tessellation factors in the
triangle domain;
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[0018] FIG. 7 is a flow diagram of an example tessellation method using vertex
tessellation factors as applied to a quad input patch;
[0019] FIG. 8 is a flow diagram of an example tessellation method using vertex
tessellation factors as applied to a triangle input patch;
[0020] FIG. 9 is a schematic diagram illustrating the method of FIG. 7;
[0021] FIG. 10 shows examples of the results obtained using the method of FIG. 7;
[0022] FIG. 11 is a schematic diagram illustrating the method of FIG. 8;
[0023] FIG. 12 shows examples of the results obtained using the methods of FIGs. 7
and 8;
[0024] FIG. 13 is a schematic diagram of an example GPU pipeline;
[0025] FIG. 14 illustrates various components of an exemplary computing-based
device which may be implemented as any form of a computing and/or electronic
device, and which may be configured to implement the tessellation methods of FIGs.
7 and8;
[0026] FIG. 15 shows further examples of the results obtained using the methods of
FIGs. 7 and 8; and
[0027] FIG. 16 is a schematic diagram illustrating how the methods described herein
can be extended to P-sided domains.
[0028] Common reference numerals are used throughout the figures to indicate
similar features.
DETAILED DESCRIPTION
[0029] Embodiments of the present invention are described below by way of example
only. These examples represent the best ways of putting the invention into practice
that are currently known to the Applicant although they are not the only ways in
which this could be achieved. The description sets forth the functions of the example
and the sequence of steps for constructing and operating the example. However, the
same or equivalent functions and sequences may be accomplished by different
examples.
[0030] There are a number of known tessellation methods which use an edge
tessellation factor (TF) which is defined for each edge of a patch (e.g. of a quad or
triangle) and which determine how many times the edge (and hence the patch) should
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be sub-divided. FIG. 1 shows how the resulting triangles differ when using different
edge tessellation factors, but the same tessellation factor for each edge.
[0031] The first five examples (a)-(e) in FIG. 1 show:
(a) Integer partitioning, edge TF=3 for all four edges
(b) Integer partitioning, edge TF=4 for all four edges
(c) Power of two integer partitioning, edge TF=2 for all four edges
(d) Power of two integer partitioning, edge TF=4 for all four edges
(e) Power of two integer partitioning, edge TF=8 for all four edges
[0032] With integer partitioning and power of two integer partitioning, the vertices
along each edge are always evenly spaced; however, unwanted visual artefacts (such
as popping) are very likely to occur where the sub-division level changes and the
triangles are not tiny, but as small polygons incur additional rendering overhead, it is
undesirable to make the polygons this small. The effect is particularly dramatic for
power of two integer partitioning as the step size can be much larger.
[0033] The final four examples (f)-(i) in FIG. 1 show fractional partitioning methods
which (unlike examples (a)-(d)) generate vertices at varying offsets:
e) Odd fractional partitioning, edge TF=3.0 for all four edges
f) Odd fractional partitioning, edge TF=4.0 for all four edges
g) Even fractional partitioning, edge TF=3.0 for all four edges
h) Even fractional partitioning, edge TF=4.0 for all four edges
[0034] Some known systems avoid the ‘popping’ artefacts along the edges by
allowing ‘fractional’ levels of detail (e.g. as shown in examples (f)-(i)), wherein any
new vertices are initially created at the location of an existing vertex and those
vertices gradually “slide” into position as the level of detail increases, as shown in
FIG. 2(a) for just one edge in parameter space. Although the sudden jumps in
representation are largely eliminated, such schemes can suffer from disturbing,
unstable ‘swimming/wobbling’ artefacts, which can be exacerbated by the use of
displacement mapping and this can be described with reference to FIGs. 2(b) and (c).
[0035] FIG. 2(b) shows an example displacement map cross-section and FIG. 2(c)
shows how this cross-section is applied to an edge (e.g. the edges as shown in FIG.
2(a)) as the tessellation factor is changed. The arrows 201-204 show how the
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displacement of a vertex changes as the tessellation factor changes from 4.0 to 5.0
(arrows 201, 202) and from 5.0 to 6.0 (arrows 203, 204).
[0036] Another solution to popping is described in GB patent no. 2388507 and shown
in FIG. 3. In this example, the curve can be considered to be one of the edges of the
patch, with points A and B being two of the corner vertices. If a further sub-division
were performed, this would yield a new point C on the curve, which would
correspond to a possible position of the middle vertex. Conversely, if the number of
sub-divisions were to remain the same, then the curve would be approximated by the
line AB and the middle vertex would lie on the line at point D. In order to achieve a
smooth transition between points C and D as the level of sub-division changes, a new
point E is calculated along the line CD and this is used as the value of the middle
vertex. The position of E may be calculated using:
E = wC + (1-w)D
where w is the weight factor, derived from the fractional parts of the sub-division
ratio, D is a first vertex value derived at a particular sub-division level and C is a
second vertex value derived at a finer sub-division level. By using the equation above
to calculate E, the new middle vertex smoothly transitions between points C and D.
[0037] Other considerations when selecting a tessellation method are not only the
numbers of triangles generated for given combinations of edge tessellation settings,
since the rendering cost of the tessellated model is partially dependent on the number
of triangles, but also the aspect ratio of those triangles. Typically graphics systems
(either software or hardware) will render an ‘equilateral’ triangle of a given screen
area (i.e. screen pixels), which implies a minimum perimeter to area ratio, more
quickly than a (long thin) triangle which has the same area but a higher perimeter to
area ratio. Furthermore, when values, such as the results of shading, are computed at
vertices and then interpolated across triangles, having more equilaterally-shaped
triangles should result in fewer artefacts.
[0038] A further consideration is the complexity of the algorithm used to generate the
pattern of triangles. Some known fractional tessellation schemes (e.g. such as the one
developed by Guardardo and described in ‘Real-Time Rendering’ by Akenine-Möller
and Haines, ISBN 1-56881-182-9, pages 524-525) result in non-uniform tessellation.
If the algorithm can be kept simple and or regular (e.g. without having many ‘special
9
cases’ that need to be handled differently), this can reduce hardware or software
implementation costs.
[0039] A final desirable consideration is rotational/reflective symmetry in the
tessellation pattern. It would be preferable that, for example, a quad patch defined
with vertices, given in, say, clockwise order, ABCD and with appropriate tessellation
factors, produce the same final triangle mesh as the ‘equivalent’ quad with vertices
listed as BCDA. Some existing tessellation schemes do not guarantee this property
(e.g. see the middle square in the ‘odd’ tessellation methods in examples (f) and (g) of
FIG. 1).
[0040] A tessellation method is described below which does not use edge tessellation
factors but instead uses tessellation factors defined for each vertex (or corner) of a
quad or triangle. These tessellation factors are referred to as ‘vertex tessellation
factors’ to distinguish them from the edge tessellation factors used in the known
methods described above.
[0041] In the description a surface patch refers to a, usually finite, N-dimensional
surface (or in the case of an isoline, an N-dimensional curve segment) which is the
result of applying a parametric mapping function to a bounded 2D domain, which is
either a quadrilateral or a triangle, (or in the case of an isoline, a 1D line segment).
The resulting surface or isoline can be considered N-dimensional as it may include
not only 3 (or 4) dimensions for Cartesian (or homogeneous) spatial positioning, but
also other parameters such as texture coordinates. As described above, surface patches
may be curved to fit to the surface of the object they represent and/or have
displacement mapping applied. Tessellation (i.e. the sub-division of patches),
however, is not performed in ‘world space’ (i.e. it is not performed on curved surface
patches) but is instead performed in domain space (which may also be referred to as
parametric space or parameter space) in which any position in the domain can be
described by two coordinates (u,v) known as the domain space coordinates, which
means that the tessellation process is independent of any curvature present in the final
surface (although the user may take this curvature into account when determining the
tessellation factors). When describing this tessellation method the term ‘patch’ is used
to refer to an ordered set of two, three or four vertices (for an isoline, triangle or quad
respectively) which bound a domain. The term ‘vertex’ is used generally to describe
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a location plus other attributes, where these attributes differ depending upon the
context. For example, input control points and output vertices from a domain shader
comprise a 3D position plus other parameters such as the normal, tangent, texture,
etc., whereas the vertices within the tessellator (i.e. those used within the tessellation
method) comprise a domain space coordinate and a vertex tessellation factor. These
vertices within the tessellator are therefore not the same as the input control points or
the resulting N-dimensional vertices that form the final triangles.
[0042] Specifying the TF at the corners of the patch results in fewer abrupt changes in
sizes and shapes of resulting triangles within the tessellated patch, because the
partitioning of an edge is not fixed (i.e. to a value specified by the edge TF) but is
instead determined by the vertex TFs at each end of the edge and varies smoothly not
only along the original edge (in a 1D sense in parameter space) to produce a gradual
transition between levels of sub-division, but also, in combination with the other TFs,
allows it to vary smoothly across the patch in a 2D sense This is shown graphically in
FIG. 4 which shows, in parametric space, the difference between defining the
tessellation factor at the edges (diagram 402) using a known method and defining
tessellation factors at the corners (or vertices, diagram 404). The first diagram 402 is
the result of using power of two defined tessellation factors across the edges in the
case of two quads with edge tessellation factors of 2 and 4. The second diagram 404
uses the method described below and vertex tessellation factors of 2 (for vertices 406,
408) and 4 (for vertices 410-416).
[0043] As is described below, along with the vertex-based tessellation factors, this
method minimizes (or eliminates) undesirable visual artefacts because in many
embodiments every vertex (e.g. each new vertex which is added as part of the subdivision
into triangles) is either added a) at its final position in world space, b) at the
mid-point of two or three other vertices which are at their final positions in world
space and were the corners of a triangle in the immediately lower range of TF, or c) at
a point which is a linear blend of the previous two options (e.g. by applying the
technique shown in FIG. 3 to blend results between the positions achieved by (a) and
(b)). The result is that vertices do not ‘slide’ across the surface as in some prior art
(e.g. as shown in the examples in FIG. 2 and described above) as the level of detail
(and hence TF) changes, which can cause swimming/wobbling artefacts. Instead
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vertices which are initially introduced at the midpoint of two, three, or four vertices
present in a “lesser” TF, slowly ‘grow out’ to their final position in world space as the
level of detail (LOD) increases (e.g. which may be determined by a viewer moving
closer to an object). The reverse process occurs as the LOD/TF decreases.
[0044] FIGs. 5 and 6 show further comparisons between the results, again shown in
parametric space, obtained using the method described below (which uses vertex
tessellation factors) and the results obtained using other known methods of
tessellation (which use edge tessellation factors). In these examples, in order to
approximately produce the same level of tessellation in the edge-based tessellation
schemes as in the new method, the edge tessellation factors have been set to be the
average of the corresponding corner tessellation factors. The first example 501 in
FIG. 5shows a comparison of the results obtained using odd fractional partitioning
511, even fractional partitioning 512, integer partitioning 513 and power of two
integer partitioning 514 for edge TFs of 3.0 for the top edge, 4.0 for the right edge, 3.0
for the bottom edge and 2.0 for the left edge and results 515 obtained using the
method described below with vertex TFs of 2.0 for the top left vertex, 4.0 for the top
right vertex, 4.0 for the bottom right vertex and 2.0 for the bottom left vertex. It can
be seen that the method described below results in approximately the same number of
sub-divisions as the known techniques; however, the transition between levels of
detail is handled more smoothly, resulting in many fewer long thin triangles which, as
noted earlier, are less desirable when rendering. This is also shown in the second
example 502 in FIG. 5which shows a comparison of the results obtained using odd
fractional partitioning 521, even fractional partitioning 522, integer partitioning 523
and power of two integer partitioning 524 for edge TFs of 3.0 for the top edge, 6.0 for
the right edge, 8.0 for the bottom edge and 5.0 for the left edge and results 525
obtained using the method described below with vertex TFs of 2.0 for the top left
vertex, 4.0 for the top right vertex, 8.0 for the bottom right vertex and 8.0 for the
bottom left vertex.
[0045] FIG. 6 shows the corresponding results for the triangle domain. The first
example 601 in FIG. 6 shows a comparison of the results obtained using odd
fractional partitioning 611, even fractional partitioning 612, integer partitioning 613
and power of two integer partitioning 614 for edge TFs of 3.0 for the left and right
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edges 604, 605 and an edge TF of 4.0 for the bottom edge 606 and results 615
obtained using the method described below with a vertex TF of 2.0 for the top vertex
607 and vertex TFs of 4.0 for the bottom two vertices 608, 609.
[0046] As with the quad domain example of FIG. 5, it can be seen that the method
described below when applied to the triangle domain results in approximately the
same number of sub-divisions as the known techniques; however, the transition
between levels of detail is handled more smoothly, resulting in many fewer long thin
triangles which, as noted earlier, are less desirable when rendering. This is also
shown in the second example 602 in FIG. 6 which shows a comparison of the results
obtained using odd fractional partitioning 621, even fractional partitioning 622,
integer partitioning 623 and power of two integer partitioning 624 for edge TFs of 3.0
for the left edge604, 6.0 for the right edge 605 and 5.0 for the bottom edge 606 and
results 625 obtained using the method described below with a vertex TF of 4.0 for the
top vertex 607, 2.0 for the bottom left vertex 608 and8.0 for the bottom right
vertex609.
[0047] Further, with respect to the second examples 502 and 602 and especially
noticeable with examples 521-523 and 621-623, is the relative complexity of the
schemes. These prior art methods create an inner section, with a relatively regular
NxM tessellation pattern, to which the outer boundary is then ‘stitched’ in a, less then
desirable, semi-irregular fashion. This not only adds complexity to the tessellation
process, which is undesirable, but also results in asymmetrical tessellation and lessevenly
shaped triangles.
[0048] In the examples 515, 525, 615 and 625 in FIGs. 5 and 6 and in subsequent
examples generated with the tessellation method described herein, the images provide
an indication (in parameter space) of the blending that is performed when new
vertices are added (as described in more detail below). The vertices which are shown
as squares in any of the examples are in their “final” location, while progressively
larger circles are used to show the vertices in an interpolated state, i.e. where their
blend factor is in [0.0,1.0).
[0049] The tessellation method which uses vertex tessellation factors can be described
with reference to FIGs. 7 and 8whichare flow diagrams showing the method for quads
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(FIG. 7) and triangles (FIG. 8).A tessellation method may implement either or both of
the methods shown in FIGs. 7 and 8.
[0050] The quad method (of FIG. 7) can be described with reference to the example
quad shown in FIG. 9. The quad method receives four vertices, each comprising a
domain space (i.e. (u,v)) coordinate and a vertex tessellation factor. The four vertices
will be labelled V0, V1, V2 and V3, with corresponding tessellation factors, TF0
through TF3. In addition to the tessellation factors, each vertex will also maintain a
blend factor, BFi∈ [0.0, 1.0] (where i is the vertex index). For top-level patches, these
per-vertex blend factors will be set to 1.0.
[0051] For a quad which is top-level patch, any vertex may be labelled as V0 and then
the remaining vertices are labelled in rotational order i.e. going around the quad in a
clockwise or counter-clockwise order. Whichever direction is used for labelling the
vertices (i.e. clockwise or counter-clockwise), a consistent order must be used
throughout the tessellation method and for the purposes of the following description, a
clockwise labelling convention is adopted. For a sub-quad, the four input vertices
have already effectively been ‘labelled’ as V0 through V3, when these were formed
from the respective parent quad. One skilled in the art may appreciate that there is at
least one other equivalent reordering/relabeling that will maintain symmetry but, for
the sake of simplicity in the examples, the default input labelling is used.
[0052] If all four vertex tessellation factors of a quad are 1.0, this will be referred to
as a ‘terminal quad’.
[0053] If a top level patch (‘Yes’ in block 704), is also a ‘terminal quad’, i.e. all four
vertex tessellation factors equal one (‘Yes’ in block 702), a centre vertex is added
(block 706) and four triangles created by joining each input vertex to the centre vertex
(block 708). The centre vertex which is added (in block 706) is added at a position in
the final N-dimensional space, which is the average of the four vertices’ Ndimensional
locations.
[0054] The term ‘top level patch’ refers to an input patch to the tessellation method
which may be a triangle or quad, although at this point, the determination (in block
704) is only whether the quad (defined by the four input vertices) is a top level patch.
If the quad is not a top level patch it may be referred to as a sub-quad, where a subquad
is formed by the sub-division, at some level, of an input patch, which, as
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described below, may be a quad patch or a triangle patch. The quad or triangle which
is sub-divided at a particular level of sub-division to form a sub-quad is referred to as
the parent of the sub-quad (where the parent may be an input patch or another subquad)
and the sub-quad that results from the sub-division of the parent is referred to as
the child.
[0055] If the quad is a terminal quad, i.e. all four vertex tessellation factors equal one
(‘Yes’ in block 702), and the quad is not a top level patch (‘No’ in block 704), i.e. it is
a sub-quad as formed by the sub-division of a top level quad, a triangle (as described
below) or another sub-quad, a centre vertex is not created, and instead a halftessellated
quad is formed by drawing two triangles by connecting the source vertex
(V0) of the sub-quad to diagonally opposite vertex, (V2), of the sub-quad.. The source
vertex (V0) of the sub-quad is the selected vertex (of the parent quad / triangle) when
the sub-quad was formed. This creation of a half-tessellated quad (in block 710) is
described in more detail below with reference to FIG. 9.
[0056] A reason for identifying a “terminal-quad top level patch” which is then
divided into four triangles, rather than dividing it into only two triangles as with a
‘terminal’ sub-quad, is to have the desirable property of rotational/reflective
symmetry as described earlier. This is not necessary for terminal sub-quads because,
due to the order of selection of source vertex, symmetry is implicitly maintained. If, in
a given embodiment, the guaranteed symmetry of terminal-top-level-patch quads is
not required, a small reduction in triangles can be achieved by dividing a terminal top
level patch in to only two triangles.
[0057] If a finer granularity of tessellation is required throughout the patch, an
alternative embodiment may opt to always tessellate ‘terminal-quad’ sub-quads into
four triangles, however this will approximately double the number of generated
triangles.
[0058] If at least one of the four vertex tessellation factors does not equal one (‘No’ in
block 702), i.e. at least one of the four vertex tessellation factors is greater than one, a
centre vertex, VCentre is generated for the quad, which includes computation of
tessellation and blend factors (block 712).The centre vertex which is generated (in
block 712) has a position, which, in order to avoid popping artefacts, is a weighted
blend of (i) either, for ‘top level patches’, the average of the positions of all four
15
corner vertices in N-dimensional space, or, for ‘sub quad’ patches, of just two
vertices, V0 and its diagonal opposite V2and ii) computing the average of the locations
in domain space and mapping that to N-dimensional space. The weight of the blend,
which is a value in the range [0.0, 1.0], is determined as a function of the vertex
tessellation factors, where a weight of zero returns case (i), a weight of one returns
case (ii), and intermediate values are weighted sum. To avoid popping, the blend
weight function must be continuous and as the tessellation factors of all the vertices
approach 1.0, i.e. the quad approaches a “terminal quad”, the computed blend weight
must approach zero. In this example, the blend weight function is chosen to be
Equation 1: BlendWeightFunc (TF0, …TF3).=MAXi=0..3( MIN(TFi – 1, 1))
[0059] The vertex tessellation factor of the centre vertex is calculated as a function of
the four vertex tessellation factors such that function is continuous, preferably
symmetric, and produces a result that is, initially, bounded by the minimum and
maximum input tessellation factors. In this example, the function is chosen to be:
Equation 2:
=
− 1 − 1 − 1 − 1 + 1
Because the quad will be subdivided, this initial TF is ‘halved’ with the following
approach, to produce the TF and BW (or blend factor) for the centre.
IF InitialTFcentre< 2.0
TFcentre := 1.0
BWcentre := BlendWeightFunc (TF0, TF1, TF2, TF3)
ELSE
TFcentre:= InitialTFcentre/ 2
BWcentre:= 1.0
ENDIF
[0060] Those skilled in the art will appreciate that calculation costs can be reduced if
the tessellation factors are pre-modified (i.e. are pre-offset by -1.0). Further savings
will be obtained by using (base two) logarithms, reducing the cost of the
multiplications and roots.
[0061] Having determined the centre vertex (in block 712), each input vertex, V0, V1,
V2, and V3, is processed. In the example these will be done in the default sequential
16
order, but it should soon be apparent that the order of processing these vertices is not
critical and that they may be processed sequentially or in parallel.
[0062] A first input vertex Vi is selected (block 714 from { V0, V1, V2, V3} and this
is used to define a vertex Wi
0 (block 716).The (u,v) coordinates of Vi are duplicated to
Wi
0, and a corresponding tessellation factor, WTFi
0 and blend weight, WBWi
0, are
derived from the input TFi and BWias follows:
IF TFi= 1.0
WTFi
0 := 1.0
WBWi
0 := BWi
ELSE IF TFi< 2.0
WTFi
0 := 1.0
WBWi
0:= TFi - 1.0
ELSE
WTFi
0 := TFi / 2
WBWi
0:= 1.0
[0063] There are then three different actions which occur dependent upon the value of
the input vertex TFi and the values of the vertex TFs of the next and previous
neighbouring vertices, i.e. TF (i+1)mod4 and TF(i-1)mod4 (as defined by the decisions in
blocks 720-724). For example, as the vertices are labelled going around the quad a
rotational order, if the selected vertex is V0, i.e. i=0, the next and previous
neighbouring vertices are V1 and V3respectively.
[0064] If input TFi is greater than one or if both neighbours have a vertex TF greater
than one, i.e. (TFi> 1) OR ((TF (i+1)mod4 >1) AND (TF(i-1)mod4> 1)) is TRUE(‘Yes’ in
block 720), then each incoming edge (i.e. each edge between the selected vertex and a
neighbour vertex) is sub-divided by the addition of new vertices, Wi
1and Wi
3, the
former subdividing edge !!!!!!!!!!!!!!!and the latter edge " !!!!!!!!!!!!!!!, and the vertex
tessellation factor and blend factors for each newly added vertex is calculated (block
726). The sub-quad (i.e. the four vertices comprising Wi
0, Wi
1 , VCentre (which can be
considered to be Wi
2), and Wi
3) is then input back into the method shown in FIG. 7
(block 728 and as indicated by the dotted arrow back to block 702).
[0065] The position and tessellation factor data for the new vertices, i.e. Wi
1and Wi
3,
are determined as follows. For brevity, let VM refer to a new vertex and let VA and VB
17
refer to the vertices on either end of the edge that VM is subdividing. The vertex
tessellation factor and blend weight of the VM, i.e. TFM and BWM, are determined in
an analogous way to the centre point, except that only two input vertices, rather than
four, are used, i.e.
Equation 3: # = $ − 1% & − 1 + 1
IF InitialTFM< 2.0
TFM := 1.0
BWM := MAX(MIN(TFA-1, 1), MIN(TFB-1, 1))
ELSE
TFM := InitialTFM / 2
BWM := 1.0
ENDIF
[0066] The (u,v) position in domain space of VMis set to the average of (u,v)
coordinates of VA and VB. To prevent popping, the position in N-dimensional space
of VM is given as a weighted blend, using BWMas the weight, of (i) the average of the
N-dimensional positions of VA and VB and (ii) the final, N-dimensional position of
mapped (U,V) coordinates of VM. As before if BWM=0.0, the blend should return (i),
else if BWM=1.0. it should return (ii), and values in between are interpolated
accordingly.
[0067] Referring to the quad 900 shown in FIG. 9, with vertex TFs of TF0=1.5 (vertex
902), TF1=1.0 (vertex 904), TF2=1.0 (vertex 906) and TF3=1.0 (vertex 908), as at least
one vertex TFis not equal to one (‘No’ in block 702), a centre vertex 910 is added (in
block 712) and its initial vertex TF (before the ‘halving’) is calculated to be 1.0
(= '√0.5 × 0 × 0 × 0 - + 1), and post ‘halving’ set to “1.0”, (i.e. TFcentre := 1.0), with
a blend factor, BFcentre, set to 0.5.As the centre vertex may form the ‘3rd’ vertex in the
sub-quad, it will also be referred to as WV0
2,
[0068] Vertex V0 is selected (in block 714) and used to define a vertex W0
0 (block
716). As the input vertex TF = 1.5, the defined vertex will have WTF0
0 =1.0 and
WBW0
0 = 0.5.As the input vertex TF is greater than one (‘Yes’ in block 720), both
incoming edges are sub-divided by the addition of two new vertices 912, 914 which
form the remaining two vertices of the sub-quad (W0
1 and W0
3 respectively) and their
vertex TFs are calculated using equation 2 above (block 726), such that WTF0
1=1.0
18
and WBW0
1=0.5 (vertex 912) and that WTF0
3=1.0 and WBW0
3=0.5 (vertex 914). The
sub-quad, as defined by vertices 902, 912, 910 and 914 with their vertex TFs of
WTF0
0=1.0 (vertex 902), WTF0
1=1.0 (vertex 912), WTF0
2=1.0 (vertex 910)and
WTF0
3=1.0 (vertex 914) are then fed back into the start of the method, thus the subquad’s
W0 becomes a “V0”, W1 becomes V1 etc.
[0069] Considering this new sub-quad, all the vertex TFs are equal to one (‘Yes’ in
block 702) and the quad is not a top level patch (‘No’ in block 704) and so the quad is
half-tessellated by dividing it into two triangles (block 710), i.e. two triangles are
drawn, one which is formed by vertices 902, 912 and 910 and the other which is
formed by vertices 902, 910 and 914.The edge which is common to both triangles
connects V0 and V2, which was the centre vertex of the parent quad (vertex 910).
[0070] Returning to the previous parent processing, if ((TFi> 1) OR ((TF (i+1)mod4 >1)
AND (TF(i-1)mod4> 1))) is FALSE) (‘No’ in block 720), then the TFi must be equal to
one. If the vertex TFs of both neighbours are also equal to one (‘Yes’ in block 722)
the selected vertex is skipped and the next vertex in turn is selected (block 730) as any
required tessellation will be implemented when other vertices in the quad are selected.
This condition shown in the quad 900 of FIG. 9 when vertex 906 is the selected
vertex: its vertex TF is not greater than one and both neighbour vertices (vertices 904
and 908) have vertex TFs equal to one.
[0071] If the input vertex TF is equal to one and both neighbours do not have vertex
TFs that are also equal to one (‘No’ in both blocks 720 and 722) then exactly one
neighbour must have a vertex TF which is greater than one (‘Yes’ in block 724),
although, as this is guaranteed as a result of the ‘No’ in both blocks 720 and 722, it is
not necessary to test for this condition and block 724 can be omitted. When exactly
one neighbour has a vertex TF which is greater than one, there are two possibilities:
either it is the next neighbour (‘Yes’ in block 732) or the previous neighbour (‘No’ in
block 732).
[0072] In the event that it is the next neighbour that has a vertex TF which is greater
than one (‘Yes’ in block 732), the edge between the selected vertex and the next
neighbour is sub-divided (block 734) using the same expressions used to create a VM
case as described previously, i.e. by the addition of a new vertex at a position in
domain space which is given by the mean of the positions of the selected vertex and
19
the next neighbour vertex, and with TF, BW and N-dimensional positions as
described previously (see equation 3 and following text). This forms a sub-quad
comprising the selected vertex, the newly added vertex, the centre vertex and the
previous vertex. This sub-quad is half-tessellated by connecting the selected vertex to
the diagonally opposite vertex (block 736). The method then selects the next vertex
in the parent quad (block 730), e.g. V1, and the method repeats (as indicated by the
arrow back to block 716).
[0073] This is shown in the quad 900 of FIG. 9 when vertex 908 is the selected
vertex. The selected vertex 908 has a vertex TF of one, the previous vertex (vertex
906) also has a vertex TF of one and the next vertex (vertex 902) has a vertex TF
greater than one (‘No’ in blocks 720 and 722 and ‘Yes’ in blocks 724 and 732).
Consequently, the edge to the next vertex is sub-divided by the addition of vertex 914
and a half-tessellated sub-quad (defined by vertices 908, 914, 910, 906) is formed by
drawing two triangles: one which is formed by vertices 908, 914 and 910 and the
other which is formed by vertices 908, 910 and 906. The edge which is common to
both triangles connects the selected vertex (vertex 908) and the centre vertex of the
parent quad (vertex 910).
[0074] In the event that it is the previous neighbour that has a vertex TF which is
greater than one (‘No’ in block 732), the edge between the selected vertex and the
previous neighbour is sub-divided (block 738) using the same expressions used to
create a VM case as described previously, i.e. by the addition of a new vertex at a
position in domain space which is given by the mean of the positions of the selected
vertex and the previous neighbour vertex, and with TF, BW and N-dimensional
positions as described previously (see equation 3 and following text). This forms a
sub-quad comprising the selected vertex, the next vertex, the centre vertex and the
newly added vertex. This sub-quad is half-tessellated by connecting the selected
vertex to the diagonally opposite vertex (block 736). The method then selects the
next vertex in the parent quad (block 730), e.g. V1, and the method repeats (as
indicated by the arrow back to block 716).
[0075] This is shown in the quad 900 of FIG. 9 when vertex 904 is the selected
vertex. The selected vertex 904 has a vertex TF of one, the next vertex (vertex 906)
also has a vertex TF of one and the previous vertex (vertex 902) has a vertex TF
20
greater than one (‘No’ in blocks 720 and 722, ‘Yes’ in block 724 and ‘No’ in block
732). Consequently, the edge to the previous vertex is sub-divided by the addition of
vertex 912 and a half-tessellated sub-quad (defined by vertices 904, 906, 910, 912) is
formed by drawing two triangles: one which is formed by vertices 904, 910 and 912
and the other which is formed by vertices 904, 906 and 910. The edge which is
common to both triangles connects the selected vertex (vertex 904) and the centre
vertex of the parent quad (vertex 910).
[0076] FIG. 10 shows three examples of tessellated quads obtained using the method
shown in FIG. 7. The first example 1001 shows vertex tessellation factors of TF0=1,
TF1=2, TF2=2, TF3=1. The second example 1002 shows vertex tessellation factors of
TF0=2, TF1=4, TF2=8, TF3=8. The third example 1003 shows vertex tessellation
factors of TF0=3, TF1=5, TF2=32, TF3=32.
[0077] It should be apparent to one skilled in the art that, although the examples
previously may have described, as the quad vertices are selected in turn, computing
‘new vertices’ that subdivide edges, each newly added vertex may be shared between
2 sub-quads of a parent quad and thus computation can be reduced by computing
these before iterating through the parent quad’s children. For example, referring to
the third example 1003 in FIG. 10, the vertices which divide each edge of the top
level quad may be computed before iterating through the top level quad’s children –
the top-left sub-quad (which is ultimately divided into two triangles), top-right subquad
(which is ultimately divided into 26 triangles), bottom-right sub-quad and
bottom-left sub-quad.
[0078] Further savings can be made where two parent quads share the same edge and
thus may both compute the same ‘subdividing new vertices’. A simple cache / buffer /
addressable memory indexed with, for example, the (u,v) parameters may be used to
store the vertex data and hence reduce re-computation overhead. Where such a store
of vertex data is used, it may be checked prior to calculating the new TF and BW for a
newly added vertex and if a vertex with the same (u,v) parameters is stored, the TF
and BW for that stored vertex may be used instead of re-calculating the values. In
various examples, the store of vertex data may only store a limited number of vertices
(rather than all previously added vertices) and even in such examples, the amount of
recomputation may be significantly reduced.
21
[0079] The triangle method (of FIG. 8) can be described with reference to the
example triangles 1101-1104 shown in FIG. 11. The triangle method receives three
vertices, each comprising a domain space (i.e. (u,v)) coordinate and a vertex
tessellation factor. If all three vertex tessellation factors equal one (‘Yes’ in block
802), then no sub-division is performed. This is shown in the first example triangle
1101 in FIG. 1.
[0080] If at least one of the three vertex tessellation factors does not equal one (‘No’
in block 802), i.e. at least one of the three vertex tessellation factors is greater than
one, a centre vertex is added to the triangle and a vertex tessellation factor is
calculated for the newly added centre vertex (block 804). The centre vertex which is
added (in block 804) is added at a position in domain space which is the mean of the
three vertices. The vertex tessellation factor of the centre vertex is calculated in a
similar fashion to the quad case, except adapted to 3 vertices i.e.
Equation 4:
= − 1. − 1. − 1 . + 1
IF InitialTFcentre< 2.0
TFcentre := 1.0
BWcentre := BlendWeightFunc (TF0, TF1, TF2)
ELSE
TFcentre := InitialTFcentre / 2
BWcentre := 1.0
ENDIF
where the three vertices are denoted V0-V2 and their vertex tessellation factors are
denoted TF0-TF2.
[0081] Having created the centre vertex (in block 804), a first vertex Vi (e.g. V0) is
selected (block 806). For a triangle (which is always an input patch), any vertex may
be labelled as V0 and then the remaining vertices are labelled in order going around
the triangle in a clockwise or counter-clockwise order. Whichever direction is used
for labelling the vertices (i.e. clockwise or counter-clockwise), the same order must be
used throughout the tessellation method and for the purposes of the following
description, a clockwise labelling convention is adopted.
22
The selected vertex Vi is used to define a vertex Wi
0 (block 808) in a similar manner
to the quad method described above. The (u,v) coordinates of Vi are duplicated to
Wi
0, and a corresponding tessellation factor, WTFi
0 and blend weight, WBWi
0, are
derived from the input TFi and BWi as follows:
IF TFi = 1.0
WTFi
0 := 1.0
WBWi
0 := BWi
ELSE IF TFi< 2.0
WTFi
0 := 1.0
WBWi
0 := TFi - 1.0
ELSE
WTFi
0 := TFi / 2
WBWi
0 := 1.0
[0082] In a similar manner to the quad method of FIG. 7, there are then three different
actions which occur dependent upon the value of the input vertex TFi and the values
of the vertex TFs of the next and previous neighbouring vertices i.e. TF (i+1)mod3 and
TF(i-1)mod3(as defined by the decisions in blocks 812-816). As the vertices are labelled
going around the triangle in a rotational order, if the selected vertex is V0 (such that
i=0), the neighbouring vertices are the next vertex, V1, and the previous vertex V2.
[0083] If the input vertex TFi is greater than one (‘Yes’ in block 812), then each
incoming edge (i.e. each edge between the selected vertex and a neighbour vertex) is
sub-divided by the addition of a new vertices, Wi
1and Wi
3, the former subdividing
edge !!!!!!!!!!!!!!! and the latter edge " !!!!!!!!!!!!!!!, and the vertex tessellation factor
and blend factors for each newly added vertex is calculated (block 818). The subquad
(i.e. the four vertices comprising Wi
0, Wi
1 , VCentre (which can be considered to
be Wi
2), and Wi
3) is then input to the quad method shown in FIG. 7 (block 820 i.e.
starting at block 702).
[0084] The position and tessellation factor data for the new vertices, i.e. Wi
1and Wi
3 ,
are determined as described above for the quad case, i.e.:
Equation 3: # = $ − 1% & − 1 + 1
IF InitialTFM< 2.0
TFM := 1.0
23
BWM := MAX(MIN(TFA-1, 1), MIN(TFB-1, 1))
ELSE
TFM := InitialTFM / 2
BWM := 1.0
ENDIF
[0085] The (u,v) position in domain space of VMis set to the average of (u,v)
coordinates of VA and VB. To prevent popping, the position in N-dimensional space
of VM is given as a weighted blend, using BWMas the weight, of (i) the average of the
N-dimensional positions of VA and VB and (ii) the final, N-dimensional position of
mapped (U,V) coordinates of VM. As before if BWM=0.0, the blend should return (i),
else if BWM=1.0. it should return (ii), and values in between are interpolated
accordingly.
[0086] This can be illustrated with reference to the second example triangle 1102 in
FIG. 11, with vertex TFs of TF0>1.0 (vertex 1106), TF1=1.0 (vertex 1108), and
TF2=1.0 (vertex 1110). All the vertex TFs are not equal to one (‘No’ in block 802),
so a centre vertex 1112 is generated (in block 804) and its vertex TF and blend factor
is calculated using equation 4 above. Vertex V0 is selected (in block 806) and a
vertex Wi
0is defined (in block 808). As the input vertex TF is greater than one (‘Yes’
in block 812), both incoming edges are sub-divided by the addition of two new
vertices 1114, 1116 and their vertex TFs and blend factors are calculated as described
above (block 818). The sub-quad, as defined by vertices 1106, 1114, 1112 and 1116
with their vertex TFs and blend factors(as calculated in blocks 808 and 818) are then
fed into the quad method (block 820, i.e. into block 702 of FIG. 7).
[0087] Returning to the previous parent processing, if the input vertex TF is not
greater than one (‘No’ in block 812), then the input vertex TF must be equal to one. If
the vertex TFs of both neighbours are both greater than one (‘Yes’ in block 814), each
incoming edge is sub-divided (i.e. each edge between the selected vertex and a
neighbour vertex) by the addition of a new vertex (block 822) using the same
expressions used to create a VM case as described previously, i.e. by the addition of a
new vertex at a position in domain space which is given by the mean of the positions
of the selected vertex and the next neighbour vertex, and with TF, BW and Ndimensional
positions as described previously (see equation 3 and following text).
24
This forms a sub-quad comprising the selected vertex, the newly added vertex
between the selected vertex and the next vertex, the centre vertex and the newly added
vertex between the selected vertex and the previous vertex. This sub-quad is halftessellated
by connecting the selected vertex to the diagonally opposite vertex (block
824). The method then selects the next vertex in the parent triangle (block 826), e.g.
V1, and the method repeats (as indicated by the arrow back to block 808).
[0088] This can be illustrated with reference to the third example triangle 1103 in
FIG. 11, with vertex TFs of TF0=1.0 (vertex 1120), TF1>1.0 (vertex 1122), and
TF2>1.0 (vertex 1124). All the vertex TFs are not equal to one (‘No’ in block 802),
so a centre vertex 1126 is generated (in block 804) and its vertex TF and blend factors
are calculated using equation 4 above. Vertex V0 is selected (in block 806) and used
to generate a vertex Wi
0(in block 808). As the input vertex TF is not greater than one
(‘No’ in block 812) but the vertex TFs of both neighbours are greater than one (‘Yes’
in block 814), both incoming edges are sub-divided by the addition of two new
vertices 1128, 1130 which form the remaining two vertices of the sub-quad (Wi
1and
Wi
3 respectively). The sub-quad, as defined by vertices 1120, 1128, 1126 and 1130 is
half-tessellated by drawing two triangles (in block 824): one which is formed by
vertices 1120, 1128 and 1126 and the other which is formed by vertices 1120, 1126
and 1130. The edge which is common to both triangles connects Wi
0 (vertex 1120)
and Wi2 which is the centre vertex of the triangle (vertex 1126).
[0089] If the input vertex TF is equal to one and both neighbours do not have vertex
TFs that are greater than one (‘No’ in both blocks 812 and 814) then exactly one
neighbour must have a vertex TF which is greater than one (‘Yes’ in block 816),
although, as this is guaranteed as a result of the ‘No’ in both blocks 812 and 814, it is
not necessary to test for this condition and block 816 can be omitted. When exactly
one neighbour has a vertex TF which is greater than one, there are two possibilities:
either it is the next neighbour (‘Yes’ in block 828) or the previous neighbour (‘No’ in
block 828).
[0090] In the event that it is the next neighbour that has a vertex TF which is greater
than one (‘Yes’ in block 828), the edge between the selected vertex and the next
neighbour is sub-divided (block 830) using the same expressions used to create a VM
case as described previously, i.e. by the addition of a new vertex at a position in
25
domain space which is given by the mean of the positions of the selected vertex and
the next neighbour vertex, and with TF, BW and N-dimensional positions as
described previously (see equation 3 and following text). . A single triangle is then
formed, the triangle comprising the selected vertex, the newly added vertex and the
centre vertex (block 832). The method then selects the next vertex in the triangle
(block 826), e.g. V1, and the method repeats (as indicated by the arrow back to block
808).
[0091] This is shown in the second example triangle 1102 in FIG. 11 when vertex
1110 is the selected vertex. The selected vertex 1110 has a vertex TF of one, the
previous vertex (vertex 1108) also has a vertex TF of one and the next vertex (vertex
1106) has a vertex TF greater than one (‘No’ in blocks 812 and 814 and ‘Yes’ in
blocks 816 and 828). Consequently, the edge to the next vertex is sub-divided by the
addition of vertex 1116 and a single triangle is formed by vertices 1110, 1116 and
1112 (the centre vertex, added in block 804).
[0092] In the event that it is the previous neighbour that has a vertex TF which is
greater than one (‘No’ in block 828), the edge between the selected vertex and the
previous neighbour is sub-divided (block 834) using the same expressions used to
create a VM case as described previously, i.e. by the addition of a new vertex at a
position in domain space which is given by the mean of the positions of the selected
vertex and the previous neighbour vertex, and with TF, BW and N-dimensional
positions as described previously (see equation 3 and following text). This forms a
sub-quad comprising the selected vertex, the next vertex, the centre vertex and the
newly added vertex. This sub-quad is half-tessellated by connecting the selected
vertex to the diagonally opposite vertex (block 836). The method then selects the
next vertex in the parent quad (block 826), e.g. V1, and the method repeats (as
indicated by the arrow back to block 808).
[0093] This is shown in the second example triangle 1102 in FIG. 11 when vertex
1108 is the selected vertex. The selected vertex 1108 has a vertex TF of one, the next
vertex (vertex 1110) also has a vertex TF of one and the previous vertex (vertex 1106)
has a vertex TF greater than one (‘No’ in blocks 812 and 814, ‘Yes’ in block 816 and
‘No’ in block 828). Consequently, the edge to the previous vertex is sub-divided by
the addition of vertex 1114 and a half-tessellated sub-quad (defined by vertices 1108,
26
1110, 1112, 1114) is formed by drawing two triangles: one which is formed by
vertices 1108, 1112 and 1114 and the other which is formed by vertices 1108, 1110
and 1112. The edge which is common to both triangles connects the selected vertex
(vertex 1108) and the centre vertex of the triangle (vertex 1112).
[0094] FIG. 12 shows three examples of tessellated triangles obtained using the
methods shown in FIGs. 7 and 8. The first example 1201 shows vertex tessellation
factors of TF0=1, TF1=100, TF2=1. The second example 1202 shows vertex
tessellation factors of TF0=1, TF1=100, TF2=10. The third example 1203 shows
vertex tessellation factors of TF0=50, TF1=10, TF2=30. Further examples are shown
in FIG. 15 which comprises a sequence of wireframe tessellations in 3D (it will be
appreciated that the final tessellation system described herein can be applied to N
dimensions). The examples shown in FIG. 15 show the changes as the vertex
tessellation factors change from (1,1,1,1) through to approximately (26.5,16.7, 8.8,
4.9).
[0095] Although the tessellation method is described above (and shown in FIGs. 7
and 8) as involving comparisons between vertex tessellation factors and a value of
one (in blocks 702, 720-724, 730, 802, 812-816 and 828), in a variation on the
methods described the comparisons may be performed with respect to a different
threshold value (i.e. for a threshold which is not equal to one, in which case the tests
to determine if further subdivision is required may be based on whether the
tessellation factor is strictly greater than the threshold). This variation may be chosen
in order to reduce the number of triangles generated in the tessellation process but can
reduce the smoothness of animation as LODs change.
[0096] Furthermore, although particular equations are used above to calculate values
of tessellation factors and blend factors for newly added vertices, in other examples,
different equations may be used. For example, instead of using equation 2, the
following equation may be used:
Equation 2A:
= . . .
And instead of using equation 3, the following equation may be used:
Equation 3A:
/ 1 ≠ 1 3
14567
≠ 1, ℎ: # =
'1.
14567
& -
2
27
/ 1 = 1 <=
14567
= 1, ℎ: # = 1
And instead of using equation 4, the following equation may be used:
Equation 4A:
= . .
.
[0097] As shown in the examples provided, by using the tessellation method
described above which uses vertex TFs instead of edge TFs, the resulting triangles are
more evenly sized and T-junctions (which can cause cracks in the resultant rendered
image) are avoided. Where the level of detail changes within a scene, the transition is
handled smoothly (e.g. with the size of triangles and spacing of vertices changing
gradually) and abrupt transitions (which can cause unwanted visual artefacts) are
avoided. Similarly, where the level of detail changes over time (e.g. as an object gets
closer or further away from the viewpoint), the transitions are smooth and the
likelihood of unwanted visual artefacts due to the moving of vertices is avoided as
each vertex is created at its final position in parametric space. Known techniques can
be used in the depth (or height) direction (e.g. blending) to gradually introduce these
new vertices (e.g. so that they appear to ‘grow out’ of a surface gradually).
[0098] The methods of tessellating quads and triangles (as shown in FIGs. 7 and 8)
are rotationally invariant, such that a patch will be sub-divided into triangles in the
same way irrespective of its orientation within the scene. This may, for example, be
particularly important so that a rotating object in the scene does not produce unwanted
visual artefacts when rendered. Furthermore, it is not important which vertex of an
input patch (e.g. quad or triangle) the method starts with because the same result is
achieved in all cases.
[0099] The vertex TFs that are input to the tessellation method may be generated by a
separate application (e.g. based on the distance of the viewer from each vertex, for
example the vertex TF for a vertex may be proportional to the reciprocal of the
distance of the vertex from the eye). In various examples, an API may be provided
which converts edge TFs into vertex TFs (e.g. by taking averages of all the edge TFs
for edges which meet at the vertex) before inputting them into the methods described
herein.
[00100] Although the description of the tessellation method above refers to the
use of recursion, it will be appreciated that the method may alternatively be
28
implemented iteratively and/or in parallel instead of recursively and any reference to
‘recursion’ or ‘iteration’ in the description is by way of example only.
[00101] The tessellation methods described above have been applied to
triangular and quadrilateral domains, but, as the initial domain subdivision involved
traversing the 3 or 4-sided polygonal domain a vertex at time to produce sub-quads,
one skilled in the art will appreciate that the process can be applied equally well to
any N-sided domain, e.g. pentagonal or hexagonal, to create sub-quads and,
thereafter, continue recursively with any generated sub-quads.
[00102] With reference to FIG. 16, consider a P-sided domain, where P≥ 4. If
the tessellation factors, TFi, for all P vertices are equal to 1(as in the first example
1601) then in a similar fashion to the quad case, a centre vertex 1603 is added at a
position in the final N-dimensional space, which is the average of the P vertices’ Ndimensional
locations. P triangles are then generated by connecting Vi, Vi+1modP and
the added centre vertex, for each i, 0 ≤ i :3?:@ℎAB = CDE1F..G"'CH1 − 1, 1-
b) The function for the initial TF for the centre (in equation 2 above) is generalised to:
= − 1 − 1…G" − 1 J + 1
c) The indexing of previous and next vertices becomes, 1" #KL G and1 #KL G
respectively.
[00104] For example, following the method for the quad described above (and
shown in FIG. 7), if the selected vertex, Vi, has a tessellation factor, TFi, > 1.0 (e.g.
vertex 1604), then the two incoming edges are subdivided to create two additional
vertices, and a sub-quad 1606 defined from the updated selected vertex, one of the
additional vertices, the centre vertex and the remaining additional vertex. This sub29
quad can then be provided as a further input to the method of FIG. 7 (e.g. as an input
to block 702).
[00105] The tessellation methods described above which use vertex tessellation
factors (e.g. as described with reference to FIGs. 7 and 8) may be used to perform
tessellation on-the-fly (e.g. as the viewpoint changes within a 3D scene) or
alternatively the methods may be used offline to pre-compute triangles for a number
of different viewpoints.
[00106] The tessellation methods described above which use vertex tessellation
factors (e.g. as described with reference to FIGs. 7 and 8) may be implemented in
hardware. In various examples, the methods may be implemented in a hardware
tessellation unit within a graphics processing unit (GPU) as shown in FIG. 13. FIG.
13 shows a schematic diagram of an example GPU pipeline 1300 which may be
implemented in hardware within a GPU. As shown in FIG. 13, the pipeline 1300
comprises a vertex shader 1302 which is responsible for performing per-vertex
calculations, including calculating vertex tessellation factors for all of these vertices
(e.g. as a function of the vertex’s position from the camera). Prior to calculating the
vertex TF the vertex shader transforms the vertex into world space and may apply one
or more other linear transforms. The vertex shader 1302 has no knowledge of the
mesh topology and only knows the current vertex that has been fed into it.
[00107] Between the vertex shader 1302 and the hardware tessellation unit (or
tessellator) 1304 (or between the vertex shader and an optional hull shader, not shown
in FIG. 13, where the pipeline 1300 comprises one or more optional Hull Shaders
between the vertex shader 1302 and the tessellator 1304) a patch (i.e. an ordered set of
vertices) is built using the Topology. This patch information is passed to the hull
shader (where provided). The tessellator 1304, however, only takes the vertex TFs
and the rest of the patch information is passed onto the domain shader 1306.
[00108] The hardware tessellation unit (or tessellator) 1304 comprises
hardware logic to implement the methods described above (e.g. as shown in FIGs. 7
and8) using the received vertex TFs. Unlike the vertex shader, the hardware
tessellation unit (and any optional Hull Shaders) operates per-patch and not pervertex.
In order to simplify the hardware required to implement the equations for
calculating new vertex TFs (e.g. in blocks 718 and 810), the calculations may be
30
performed in log2 and so can be implemented as additions and subtractions (otherwise
multiplications and divisions would be used). The hardware tessellation unit 1304
may be configured to perform aspects of the methods described above in parallel (e.g.
the recursions on different patches). The hardware tessellation unit 1304 outputs the
domain space coordinate for each new vertex and passes it onto the domain shader
1306 (e.g. by storing, in a buffer, details of every triangle formed).
[00109] The domain shader 1306 acts as a second vertex shader for vertices
produced by the tessellator 1304 and is executed once per vertex generated by the
tessellator. The domain shader supplies a domain space location (u,v) and gives all
patch information and outputs a full vertex structure. The domain shader uses the
patch control points and the domain space coordinates to build the new vertices and
applies any displacement mapping (e.g. by sampling some bump or height map
encoded in a texture).
[00110] After the domain shader 1306 has run for each generated vertex of
each patch, the vertices are passed on to the rasterizer (not shown in FIG. 13). In
tandem, primitives (in the form of index buffers) are passed from the tessellator to the
rasterizer.
[00111] The GPU pipeline 1300 of FIG. 13 is shown by way of example only
and the tessellation method described herein which uses vertex TFs can be used in any
GPU architecture. It will also be appreciated that the hardware tessellation unit 1304
may be used in a GPU pipeline which comprises other shaders in addition to, or
instead of, a vertex shader 1302, an optional hull shader and a domain shader 1306.
[00112] The tessellation methods described above which use vertex tessellation
factors (e.g. as described with reference to FIGs. 7 and 8) may alternatively be
implemented in software (or a combination of software and hardware). FIG. 14
illustrates various components of an exemplary computing-based device 1400 which
may be implemented as any form of a computing and/or electronic device, and which
may be configured to implement the tessellation methods described above.
[00113] Computing-based device 1400 comprises one or more processors 1402
which may be microprocessors, controllers or any other suitable type of processors for
processing computer executable instructions to control the operation of the device in
order to perform the tessellation methods described above (e.g. as described with
31
reference to FIGs. 7 and 8). In some examples, for example where a system on a chip
architecture is used, the processors 1402 may include one or more fixed function
blocks (also referred to as accelerators) which implement a part of the method of
tessellation in hardware (rather than software or firmware). Platform software
comprising an operating system 1404 or any other suitable platform software may be
provided at the computing-based device to enable application software 1406 to be
executed on the device and the application software may include a tessellation module
1408.
[00114] The computer executable instructions may be provided using any
computer-readable media that is accessible by computing based device 1400.
Computer-readable media may include, for example, computer storage media such as
memory 1410 and communications media. Computer storage media (i.e. nontransitory
machine readable media), such as memory 1410, includes volatile and nonvolatile,
removable and non-removable media implemented in any method or
technology for storage of information such as computer readable instructions, data
structures, program modules or other data. Computer storage media includes, but is
not limited to, RAM, ROM, EPROM, EEPROM, flash memory or other memory
technology, CD-ROM, digital versatile disks (DVD) or other optical storage,
magnetic cassettes, magnetic tape, magnetic disk storage or other magnetic storage
devices, or any other non-transmission medium that can be used to store information
for access by a computing device. In contrast, communication media may embody
computer readable instructions, data structures, program modules, or other data in a
modulated data signal, such as a carrier wave, or other transport mechanism. As
defined herein, computer storage media does not include communication media.
Although the computer storage media (i.e. non-transitory machine readable media,
e.g. memory 1410) is shown within the computing-based device 1400 it will be
appreciated that the storage may be distributed or located remotely and accessed via a
network or other communication link (e.g. using communication interface 1412).
[00115] Although not shown in FIG. 14, the memory 1410 (or a separate
memory element not shown in FIG. 14) may be used to store vertex data for newly
added vertices in order to reduce computational overheads caused by re-computing
the same vertex for different (but adjacent) parent quads.
32
[00116] The computing-based device 1400 may also comprise an input/output
controller arranged to output display information to a display device which may be
separate from or integral to the computing-based device 1400. The display
information may provide a graphical user interface. The input/output controller may
also be arranged to receive and process input from one or more devices, such as a user
input device (e.g. a mouse or a keyboard). In an embodiment the display device may
also act as the user input device if it is a touch sensitive display device. The
input/output controller may also output data to devices other than the display device,
e.g. a locally connected printing device.
[00117] The term 'processor' and 'computer' are used herein to refer to any
device, or portion thereof, with processing capability such that it can execute
instructions. The term ‘processor’ may, for example, include central processing units
(CPUs), graphics processing units (GPUs or VPUs), physics processing units (PPUs),
radio processing units (RPUs), digital signal processors (DSPs), general purpose
processors (e.g. a general purpose GPU), microprocessors, any processing unit which
is designed to accelerate tasks outside of a CPU, etc. Those skilled in the art will
realize that such processing capabilities are incorporated into many different devices
and therefore the term 'computer' includes set top boxes, media players, digital radios,
PCs, servers, mobile telephones, personal digital assistants and many other devices.
[00118] Those skilled in the art will realize that storage devices utilized to store
program instructions can be distributed across a network. For example, a remote
computer may store an example of the process described as software. A local or
terminal computer may access the remote computer and download a part or all of the
software to run the program. Alternatively, the local computer may download pieces
of the software as needed, or execute some software instructions at the local terminal
and some at the remote computer (or computer network). Those skilled in the art will
also realize that by utilizing conventional techniques known to those skilled in the art
that all, or a portion of the software instructions may be carried out by a dedicated
circuit, such as a DSP, programmable logic array, or the like.
[00119] The methods described herein may be performed by a computer
configured with software in machine readable form stored on a tangible storage
medium e.g. in the form of a computer program comprising computer readable
33
program code for configuring a computer to perform the constituent portions of
described methods or in the form of a computer program comprising computer
program code means adapted to perform all the steps of any of the methods described
herein when the program is run on a computer and where the computer program may
be embodied on a computer readable storage medium. Examples of tangible (or nontransitory)
storage media include disks, thumb drives, memory cards etc. and do not
include propagated signals. The software can be suitable for execution on a parallel
processor or a serial processor such that the method steps may be carried out in any
suitable order, or simultaneously.
[00120] The hardware components described herein may be generated by a
non-transitory computer readable storage medium having encoded thereon computer
readable program code.
[00121] It is also intended to encompass software which “describes” or defines
the configuration of hardware that implements a module, functionality, component or
logic described above, such as HDL (hardware description language) software, as is
used for designing integrated circuits, or for configuring programmable chips, to carry
out desired functions. That is, there may be provided a computer readable storage
medium having encoded thereon computer readable program code for generating a
processing unit configured to perform any of the methods described herein, or for
generating a processing unit comprising any apparatus described herein. That is, a
computer system may be configured to generate a representation of a digital circuit
from definitions of circuit elements and data defining rules for combining those
circuit elements, wherein a non-transitory computer readable storage medium may
have stored thereon processor executable instructions that when executed at such a
computer system, cause the computer system to generate a processing unit as
described herein. For example, a non-transitory computer readable storage medium
may have stored thereon computer readable instructions that, when processed at a
computer system for generating a manifestation of an integrated circuit, cause the
computer system to generate a manifestation of a processor of a receiver as described
in the examples herein or to generate a manifestation of a processor configured to
perform a method as described in the examples herein. The manifestation of a
34
processor could be the processor itself, or a representation of the processor (e.g. a
mask) which can be used to generate the processor.
[00122] Memories storing machine executable data for use in implementing
disclosed aspects can be non-transitory media. Non-transitory media can be volatile
or non-volatile. Examples of volatile non-transitory media include semiconductorbased
memory, such as SRAM or DRAM. Examples of technologies that can be used
to implement non-volatile memory include optical and magnetic memory
technologies, flash memory, phase change memory, resistive RAM.
[00123] A particular reference to “logic” refers to structure that performs a
function or functions. An example of logic includes circuitry that is arranged to
perform those function(s). For example, such circuitry may include transistors and/or
other hardware elements available in a manufacturing process. Such transistors
and/or other elements may be used to form circuitry or structures that implement
and/or contain memory, such as registers, flip flops, or latches, logical operators, such
as Boolean operations, mathematical operators, such as adders, multipliers, or shifters,
and interconnect, by way of example. Such elements may be provided as custom
circuits or standard cell libraries, macros, or at other levels of abstraction. Such
elements may be interconnected in a specific arrangement. Logic may include
circuitry that is fixed function and circuitry can be programmed to perform a function
or functions; such programming may be provided from a firmware or software update
or control mechanism. Logic identified to perform one function may also include
logic that implements a constituent function or sub-process. In an example, hardware
logic has circuitry that implements a fixed function operation, or operations, state
machine or process.
[00124] Any range or device value given herein may be extended or altered
without losing the effect sought, as will be apparent to the skilled person.
[00125] It will be understood that the benefits and advantages described above
may relate to one embodiment or may relate to several embodiments. The
embodiments are not limited to those that solve any or all of the stated problems or
those that have any or all of the stated benefits and advantages.
[00126] Any reference to 'an' item refers to one or more of those items. The
term 'comprising' is used herein to mean including the method blocks or elements
35
identified, but that such blocks or elements do not comprise an exclusive list and an
apparatus may contain additional blocks or elements and a method may contain
additional operations or elements.Furthermore, the blocks, elements and operations
are themselves not impliedly closed.
[00127] The steps of the methods described herein may be carried out in any
suitable order, or simultaneously where appropriate. The arrows between boxes in the
figures show one example sequence of method steps but are not intended to exclude
other sequences or the performance of multiple steps in parallel. Additionally,
individual blocks may be deleted from any of the methods without departing from the
spirit and scope of the subject matter described herein. Aspects of any of the
examples described above may be combined with aspects of any of the other
examples described to form further examples without losing the effect sought. Where
elements of the figures are shown connected by arrows, it will be appreciated that
these arrows show just one example flow of communications (including data and
control messages) between elements. The flow between elements may be in either
direction or in both directions.
[00128] It will be understood that the above description of a preferred
embodiment is given by way of example only and that various modifications may be
made by those skilled in the art. Although various embodiments have been described
above with a certain degree of particularity, or with reference to one or more
individual embodiments, those skilled in the art could make numerous alterations to
the disclosed embodiments without departing from the spirit or scope of this
invention.
FOR Imagination Technologies Limited
Tarun Khurana
Regd. Patent Agent [INPA-1325]
Dated: 30th May, 2016
36
We Claim:
1. A hardware tessellation unit comprising hardware logic configured to:
a) receive an input comprising four vertices defining a quad patch, each
vertex comprising a domain space coordinate and a vertex tessellation factor;
b) compare the vertex tessellation factors to a threshold value (702);
c) in response to determining that all four vertex tessellation factors are
less than or equal to the threshold divide the patch into two or four triangles (704-
710); and
d) in response to determining that at least one of the four vertex
tessellation factors exceeds the threshold:
generate a centre vertex to the patch and calculating a vertex
tessellation factor and blend factor for the newly added centre vertex (712);
select in turn, each one of the four received vertices, and for each
selected vertex:
define a vertex based on the selected vertex (716);
in response to determining that the vertex tessellation factor of
the selected vertex exceeds the threshold value or that the vertex
tessellation factors of both neighbour vertices exceed the threshold
value (720), add two new vertices to sub-divide each edge between the
selected vertex and a neighbour vertex, calculate vertex tessellation
factors and blend factors for the new vertices (726) and provide the
four vertices, which define a sub-quad and comprise the defined
vertex, the centre vertex and the two new vertices as a further input to
(a) (728); and
in response to determining that the vertex tessellation factor of
the selected vertex does not exceed the threshold value and the vertex
tessellation factor of exactly one neighbour vertex exceeds the
threshold (724), add a new vertex to sub-divide an edge between the
selected vertex and the neighbour vertex with the vertex tessellation
factor which exceeds the threshold (734, 738) and divide a sub-quad
defined by the defined vertex, the newly added vertex, the centre
37
vertex and the other neighbour vertex into two triangles by connecting
the defined vertex to a diagonally opposite vertex in the sub-quad
(736).
2. A hardware tessellation unit according to claim 1, wherein the hardware logic
is configured to divide the patch into two or four triangles comprises hardware logic
configured to:
determine whether the patch is a top level patch (704);
in response to determining that the patch is a top level patch, add a centre
vertex (706) and create four triangles by joining each input vertex to the centre vertex
(708); and
in response to determining that the patch is not a top level patch, create two
triangles by connecting a source vertex of the patch to a diagonally opposite vertex of
the patch (710).
3. A hardware tessellation unit according to claim 1or 2, wherein the hardware
logic configured to generate a centre vertex to the patch comprises hardware logic
configured to:
for a top level patch: generate a centre vertex having a position given by a
weighted blend of (i) an average of positions of all four corner vertices in Ndimensional
space and (ii) an average of locations of all four corner vertices in
domain space which is then mapped to N-dimensional space; and
for a patch which is not a top level patch: generate a centre vertex having a
position given by a weighted blend of (i) an average of positions of the selected vertex
and a diagonally opposite vertex in N-dimensional space and (ii) an average of the
locations of the selected vertex and a diagonally opposite vertex in domain space
which is then mapped to N-dimensional space,
and wherein the weighted blend uses a weight determined as a function of the vertex
tessellation factors.
4. A hardware tessellation unit according to claim 3, wherein the weight is given
by:
MAXi=0..3( MIN(TFi – 1, 1))
38
5. A hardware tessellation unit according to any of claims 1-4, wherein the
hardware logic configured to calculate a vertex tessellation factor and blend factor for
the newly added centre vertex comprises hardware logic configured to:
calculate an initial vertex tessellation factor using:
= − 1 − 1 − 1 − 1 + 1
and
calculate the vertex tessellation factor, TFcentre, and blend factor, BWcentre, for
the newly added centre vertex by:
determine whether InitialTFcentre is less than two;
in response to determining that InitialTFcentre is less than 2.0, set TFcentre=1 and
BWcentre = BlendWeightFunc (TF0, TF1, TF2, TF3) where:
BlendWeightFunc (TF0, …TF3).=MAXi=0..3( MIN(TFi – 1, 1))
in response to determining that InitialTFcentre is not less than 2.0, set TFcentre=
InitialTFcentre/2 and BWcentre = 1.0.
6. A hardware tessellation unit according to any of claims 1-5, wherein the
hardware logic configured to define a vertex based on the selected vertex comprises
hardware logic configured to:
set domain space coordinates of the defined vertex equal to the domain space
coordinates of the selected vertex;
determine if the vertex tessellation factor of the selected vertex equals 1.0 and
if the vertex tessellation factor of the selected vertex is less than 2.0;
in response to determining that the vertex tessellation factor of the selected
vertex equals 1.0, set a vertex tessellation factor of the defined vertex equal to 1.0 and
set a blend factor of the defined vertex equal to the blend factor of the selected vertex;
in response to determining that the vertex tessellation factor of the selected
vertex does not equal 1.0 and is less than 2.0, set a vertex tessellation factor of the
defined vertex equal to 1.0 and set a blend factor of the defined vertex equal to one
less than the vertex tessellation factor of the selected vertex; and
in response to determining that the vertex tessellation factor of the selected
vertex is not less than 2.0, set a vertex tessellation factor of the defined vertex equal to
half of the vertex tessellation factor of the selected vertex and set a blend factor of the
defined vertex equal to one.
39
7. A hardware tessellation unit according to any of claims 1-6, wherein the
hardware logic configured to add two new vertices to sub-divide each edge between
the selected vertex and a neighbour vertex and calculate vertex tessellation factors and
blend factors for the new vertices comprises hardware logic configured to, for each
new vertex VM which sub-divides an edge between vertices VA and VB:
calculate an initial vertex tessellation factor for VM using:
# = $ − 1% − 1 & + 1
and
calculate the vertex tessellation factor, TFM, and blend factor, BWM, for the
newly added vertex VM by:
determine whether InitialTFM is less than two;
in response to determining that InitialTFM is less than 2.0, set TFM=1 and
BWM = MAX(MIN(TFA-1, 1), MIN(TFB-1, 1));
in response to determining that InitialTFM is not less than 2.0, set TFM=
InitialTFM/2 and BWM = 1.0;
set a position of VM in domain space to be an average of domain space
coordinates of VA and VB and at a position in N-dimensional space having a position
given by a weighted blend using BWM of (i) an average of positions of the VA and VB
in N-dimensional space and (ii) a position of VM in domain space which is then
mapped to N-dimensional space.
8. A hardware tessellation unit according to any of claims 1-7, further
comprising hardware logic configured to:
receive an input comprising three vertices defining a triangle patch, each
vertex comprising a domain space coordinate and a vertex tessellation factor;
compare the vertex tessellation factors to a threshold value (802); and
in response to determining that at least one of the three vertex tessellation
factors exceeds the threshold:
generate a centre vertex to the patch and calculating a vertex
tessellation factor and blend factor for the newly added vertex (804);
select in turn, each one of the three received vertices, and for each
selected vertex:
define a vertex based on the selected vertex (808);
40
in response to determining that the vertex tessellation factor of
the selected vertex exceeds the threshold value (812), add two new
vertices to sub-divide each edge between the selected vertex and a
neighbour vertex, calculate vertex tessellation factors and blend factors
for the new vertices (818) and provide the four vertices, which define a
sub-quad and comprise the defined vertex, the centre vertex and the
two new vertices as a further input to (a) (820);
in response to determining that the vertex tessellation factor of
the selected vertex does not exceed the threshold value and the vertex
tessellation factor of both neighbour vertices exceeds the threshold
(814), add two new vertices to sub-divide each edge between the
selected vertex and a neighbour vertex (822) and divide a sub-quad
defined by the defined vertex, the newly added vertices and the centre
vertex into two triangles by connecting the defined vertex to a
diagonally opposite vertex in the sub-quad (824);
in response to determining that the vertex tessellation factor of
the selected vertex does not exceed the threshold value, the vertex
tessellation factor of a next neighbour vertex exceeds the threshold and
the vertex tessellation factor of a previous neighbour vertex does not
exceed the threshold (816), add a new vertex to sub-divide an edge
between the selected vertex and the next neighbour vertex (830) and
draw a single triangle connecting the defined vertex, the newly added
vertex and the centre vertex (832); and
in response to determining that the vertex tessellation factor of
the selected vertex does not exceed the threshold value, the vertex
tessellation factor of a next neighbour vertex does not exceed the
threshold and the vertex tessellation factor of a previous neighbour
vertex exceeds the threshold (816), add a new vertex to sub-divide an
edge between the selected vertex and the previous neighbour vertex
(834) and divide a sub-quad defined by the defined vertex, the newly
added vertex, the centre vertex and the next neighbour vertex into two
41
triangles by connecting the defined vertex to a diagonally opposite
vertex in the sub-quad (836).
9. A hardware tessellation unit according to claim 8, wherein the hardware logic
configured, for a triangle patch, to generate a centre vertex to the patch and calculate a
vertex tessellation factor and blend factor for the newly added vertex comprises
hardware logic configured to:
generate a centre vertex having a position in domain space given by a mean of
the three vertices of the triangle patch.
calculate an initial vertex tessellation factor using:
= − 1. − 1. − 1 . + 1
and
calculate the vertex tessellation factor, TFcentre, and blend factor, BWcentre, for
the newly added centre vertex by:
determining whether InitialTFcentre is less than two;
in response to determining that InitialTFcentre is less than 2.0, setting TFcentre=1
and BWcentre = BlendWeightFunc (TF0, TF1, TF2) where:
BlendWeightFunc (TF0, …TF2).=MAXi=0..2( MIN(TFi – 1, 1))
in response to determining that InitialTFcentre is not less than 2.0, setting
TFcentre= InitialTFcentre/2 and BWcentre = 1.0.
10. A hardware tessellation unit according to claim 8or 9, wherein the hardware
logic configured, for a triangle patch, to define a vertex based on the selected vertex
comprises hardware logic configured to:
set domain space coordinates of the defined vertex equal to the domain space
coordinates of the selected vertex;
determine if the vertex tessellation factor of the selected vertex equals 1.0 and
if the vertex tessellation factor of the selected vertex is less than 2.0;
in response to determining that the vertex tessellation factor of the selected
vertex equals 1.0, set a vertex tessellation factor of the defined vertex equal to 1.0 and
set a blend factor of the defined vertex equal to the blend factor of the selected vertex;
in response to determining that the vertex tessellation factor of the selected
vertex does not equal 1.0 and is less than 2.0, set a vertex tessellation factor of the
42
defined vertex equal to 1.0 and set a blend factor of the defined vertex equal to one
less than the vertex tessellation factor of the selected vertex; and
in response to determining that the vertex tessellation factor of the selected
vertex is not less than 2.0, set a vertex tessellation factor of the defined vertex equal to
half of the vertex tessellation factor of the selected vertex and set a blend factor of the
defined vertex equal to one.
11. A hardware tessellation unit according to any of claims 8-10, wherein the
hardware logic configured, for a triangle patch, to add a new vertex to sub-divide an
edge between the selected vertex and a neighbour vertex and calculat3 vertex
tessellation factors and blend factors for the new vertex comprises hardware logic
configured, for each new vertex VM which sub-divides an edge between vertices VA
and VB, to:
calculate an initial vertex tessellation factor for VM using:
# = $ − 1% − 1 & + 1
and
calculate the vertex tessellation factor, TFM, and blend factor, BWM, for the
newly added vertex VM by:
determine whether InitialTFM is less than two;
in response to determining that InitialTFM is less than 2.0, set TFM=1 and
BWM = MAX(MIN(TFA-1, 1), MIN(TFB-1, 1));
in response to determining that InitialTFM is not less than 2.0, set TFM=
InitialTFM/2 and BWM = 1.0;
set a position of VM in domain space to be an average of domain space
coordinates of VA and VB and at a position in N-dimensional space having a position
given by a weighted blend using BWM of (i) an average of positions of the VA and VB
in N-dimensional space and (ii) a position of VM in domain space which is then
mapped to N-dimensional space.
12. A hardware tessellation unit according to any of claims 1-11, further
comprising hardware logic configured to:
receive an input comprising P vertices defining a P-sided patch, wherein P>4
and each vertex comprising a domain space coordinate and a vertex tessellation
factor;
43
compare the vertex tessellation factors to a threshold value;
in response to determining that all P vertex tessellation factors do not exceed
the threshold, add a centre vertex and dividing the patch into P triangles and
in response to determining that at least one of the P vertex tessellation factors
exceeds the threshold:
generate a centre vertex for the patch and calculate a vertex tessellation
factor and blend factor for the newly added centre vertex (712);
select in turn, each one of the P received vertices, and for each selected
vertex:
define a vertex based on the selected vertex (716);
in response to determining that the vertex tessellation factor of
the selected vertex exceeds the threshold value or that the vertex
tessellation factors of both neighbour vertices exceed the threshold
value (720), add two new vertices to sub-divide each edge between the
selected vertex and a neighbour vertex, calculate vertex tessellation
factors and blend factors for the new vertices (726) and provide the
four vertices, which define a sub-quad and comprise the defined
vertex, the centre vertex and the two new vertices as a further input to
(a) (728); and
in response to determining that the vertex tessellation factor of
the selected vertex does not exceed the threshold value and the vertex
tessellation factor of exactly one neighbour vertex exceeds the
threshold (724), add a new vertex to sub-divide an edge between the
selected vertex and the neighbour vertex with the vertex tessellation
factor which exceeds the threshold (734, 738) and divide a sub-quad
defined by the defined vertex, the newly added vertex, the centre
vertex and the other neighbour vertex into two triangles by connecting
the defined vertex to a diagonally opposite vertex in the sub-quad
(736).
13. A hardware tessellation unit according to any of claims 1-12, further
comprising a memory element arranged to store vertex data for re-use within a patch
or sub-quad, such that a vertex added to subdivide an edge which is part of more than
44
one sub-divided part of the patch or sub-quad is determined only once per patch or
sub-quad.
14. A method of performing tessellation in a computer graphics system, the
method comprising:
a) receiving an input comprising four vertices defining a quad patch, each
vertex comprising a domain space coordinate and a vertex tessellation factor;
b) comparing the vertex tessellation factors to a threshold value (702);
c) in response to determining that all four vertex tessellation factors do
not exceed the threshold dividing the patch into two or four triangles (704-710); and
d) in response to determining that at least one tessellation factor exceeds
the threshold:
generating a centre vertex to the patch and calculating a vertex
tessellation factor and blend factor for the newly added centre vertex (712);
selecting in turn, each one of the four received vertices, and for each
selected vertex:
defining a vertex based on the selected vertex (716);
in response to determining that the vertex tessellation factor of
the selected vertex exceeds the threshold value or that the vertex
tessellation factors of both neighbour vertices exceed the threshold
value (720), adding two new vertices to sub-divide each edge between
the selected vertex and a neighbour vertex, calculating vertex
tessellation factors and blend factors for the new vertices (726) and
providing the four vertices, which define a sub-quad and comprise the
defined vertex, the centre vertex and the two new vertices as a further
input to (a) (728); and
in response to determining that the vertex tessellation factor of
the selected vertex does not exceed the threshold value and the vertex
tessellation factor of exactly one neighbour vertex exceeds the
threshold (724), adding a new vertex to sub-divide an edge between the
selected vertex and the neighbour vertex with the vertex tessellation
factor which exceeds the threshold (734, 738) and dividing a sub-quad
defined by the defined vertex, the newly added vertex, the centre
45
vertex and the other neighbour vertex into two triangles by connecting
the defined vertex to a diagonally opposite vertex in the sub-quad
(736).
15. A method according to claim 14, wherein dividing the patch into two or four
triangles comprises:
determining whether the patch is a top level patch (704);
in response to determining that the patch is a top level patch, adding a centre
vertex (706) and creating four triangles by joining each input vertex to the centre
vertex (708); and
in response to determining that the patch is not a top level patch, creating two
triangles by connecting a source vertex of the patch to a diagonally opposite vertex of
the patch (710).
16. A method according to any of claims 14-15, wherein generating a centre
vertex to the patch comprises:
for a top level patch: generating a centre vertex having a position given by a
weighted blend of (i) an average of positions of all four corner vertices in Ndimensional
space and (ii) an average of locations of all four corner vertices in
domain space which is then mapped to N-dimensional space; and
for a patch which is not a top level patch: generating a centre vertex having a
position given by a weighted blend of (i) an average of positions of the selected vertex
and a diagonally opposite vertex in N-dimensional space and (ii) an average of the
locations of the selected vertex and a diagonally opposite vertex in domain space
which is then mapped to N-dimensional space,
and wherein the weighted blend uses a weight determined as a function of the vertex
tessellation factors.
17. A method according to any of claims 14-16, wherein calculating a vertex
tessellation factor and blend factor for the newly added centre vertex comprises:
calculating an initial vertex tessellation factor using:
= − 1 − 1 − 1 − 1 + 1
and
calculating the vertex tessellation factor, TFcentre, and blend factor, BWcentre,
for the newly added centre vertex by:
46
determining whether InitialTFcentre is less than two;
in response to determining that InitialTFcentre is less than 2.0, setting TFcentre=1
and BWcentre = BlendWeightFunc (TF0, TF1, TF2, TF3) where:
BlendWeightFunc (TF0, …TF3).=MAXi=0..3( MIN(TFi – 1, 1))
in response to determining that InitialTFcentre is not less than 2.0, setting
TFcentre= InitialTFcentre/2 and BWcentre = 1.0.
18. A method according to any of claims 14-17, wherein defining a vertex based
on the selected vertex comprises:
setting domain space coordinates of the defined vertex equal to the domain
space coordinates of the selected vertex;
determining if the vertex tessellation factor of the selected vertex equals 1.0
and if the vertex tessellation factor of the selected vertex is less than 2.0;
in response to determining that the vertex tessellation factor of the selected
vertex equals 1.0, setting a vertex tessellation factor of the defined vertex equal to 1.0
and setting a blend factor of the defined vertex equal to the blend factor of the
selected vertex;
in response to determining that the vertex tessellation factor of the selected
vertex does not equal 1.0 and is less than 2.0, setting a vertex tessellation factor of the
defined vertex equal to 1.0 and setting a blend factor of the defined vertex equal to
one less than the vertex tessellation factor of the selected vertex; and
in response to determining that the vertex tessellation factor of the selected
vertex is not less than 2.0, setting a vertex tessellation factor of the defined vertex
equal to half of the vertex tessellation factor of the selected vertex and setting a blend
factor of the defined vertex equal to one.
19. A method according to any of claims 14-18, wherein adding two new vertices
to sub-divide each edge between the selected vertex and a neighbour vertex and
calculating vertex tessellation factors and blend factors for the new vertices
comprises, for each new vertex VM which sub-divides an edge between vertices VA
and VB:
calculating an initial vertex tessellation factor for VM using:
# = $ − 1% − 1 & + 1
and
47
calculating the vertex tessellation factor, TFM, and blend factor, BWM, for the
newly added vertex VMby:
determining whether InitialTFM is less than two;
in response to determining that InitialTFM is less than 2.0, setting TFM=1 and
BWM = MAX(MIN(TFA-1, 1), MIN(TFB-1, 1));
in response to determining that InitialTFM is not less than 2.0, setting TFM=
InitialTFM/2 and BWM = 1.0;
setting a position of VMin domain space to be an average of domain space
coordinates of VA and VB and at a position in N-dimensional space having a position
given by a weighted blend using BWMof (i) an average of positions of the VA and VB
in N-dimensional space and (ii) a position of VM in domain space which is then
mapped to N-dimensional space.
20. A computer readable storage medium having encoded thereon computer
readable program code defining the hardware tessellation unit according to any of
claims 1-13.
| # | Name | Date |
|---|---|---|
| 1 | Form 5 [31-05-2016(online)].pdf | 2016-05-31 |
| 2 | Form 3 [31-05-2016(online)].pdf | 2016-05-31 |
| 3 | Drawing [31-05-2016(online)].pdf | 2016-05-31 |
| 4 | Description(Complete) [31-05-2016(online)].pdf | 2016-05-31 |
| 5 | abstract.jpg | 2016-08-01 |
| 6 | Other Patent Document [28-09-2016(online)].pdf | 2016-09-28 |
| 7 | 201614018743-OTHERS-290916.pdf | 2016-10-04 |
| 8 | 201614018743-Correspondence-290916.pdf | 2016-10-04 |
| 9 | Form 3 [16-11-2016(online)].pdf | 2016-11-16 |
| 10 | Form 3 [27-05-2017(online)].pdf | 2017-05-27 |
| 11 | 201614018743-FORM 18 [16-04-2019(online)].pdf | 2019-04-16 |
| 12 | 201614018743-FORM 3 [24-05-2019(online)].pdf | 2019-05-24 |
| 13 | 201614018743-FORM-26 [13-04-2020(online)].pdf | 2020-04-13 |
| 14 | 201614018743-FORM 3 [21-04-2020(online)].pdf | 2020-04-21 |
| 15 | 201614018743-FORM 3 [28-10-2020(online)].pdf | 2020-10-28 |
| 16 | 201614018743-OTHERS [24-04-2021(online)].pdf | 2021-04-24 |
| 17 | 201614018743-Information under section 8(2) [24-04-2021(online)].pdf | 2021-04-24 |
| 18 | 201614018743-FORM-26 [24-04-2021(online)].pdf | 2021-04-24 |
| 19 | 201614018743-FORM 3 [24-04-2021(online)].pdf | 2021-04-24 |
| 20 | 201614018743-FER_SER_REPLY [24-04-2021(online)].pdf | 2021-04-24 |
| 21 | 201614018743-DRAWING [24-04-2021(online)].pdf | 2021-04-24 |
| 22 | 201614018743-CORRESPONDENCE [24-04-2021(online)].pdf | 2021-04-24 |
| 23 | 201614018743-CLAIMS [24-04-2021(online)].pdf | 2021-04-24 |
| 24 | 201614018743-Certified Copy of Priority Document [24-04-2021(online)].pdf | 2021-04-24 |
| 25 | 201614018743-FORM 3 [02-07-2021(online)].pdf | 2021-07-02 |
| 26 | 201614018743-FER.pdf | 2021-10-17 |
| 27 | 201614018743-FORM 3 [27-10-2021(online)].pdf | 2021-10-27 |
| 28 | 201614018743-FORM 3 [29-04-2022(online)].pdf | 2022-04-29 |
| 29 | 201614018743-Information under section 8(2) [26-10-2022(online)].pdf | 2022-10-26 |
| 30 | 201614018743-FORM 3 [26-10-2022(online)].pdf | 2022-10-26 |
| 31 | 201614018743-FORM 3 [28-04-2023(online)].pdf | 2023-04-28 |
| 32 | 201614018743-US(14)-HearingNotice-(HearingDate-29-09-2023).pdf | 2023-09-04 |
| 33 | 201614018743-Correspondence to notify the Controller [26-09-2023(online)].pdf | 2023-09-26 |
| 34 | 201614018743-FORM-26 [27-09-2023(online)].pdf | 2023-09-27 |
| 35 | 201614018743-Written submissions and relevant documents [14-10-2023(online)].pdf | 2023-10-14 |
| 36 | 201614018743-Annexure [14-10-2023(online)].pdf | 2023-10-14 |
| 37 | 201614018743-FORM 3 [20-10-2023(online)].pdf | 2023-10-20 |
| 38 | 201614018743-PatentCertificate11-01-2024.pdf | 2024-01-11 |
| 39 | 201614018743-IntimationOfGrant11-01-2024.pdf | 2024-01-11 |
| 1 | 2021-01-1909-55-12E_24-01-2021.pdf |