Recirculating shade tree blender for a graphics system
AssigneeNintendo Co., Ltd.
InventorsPatrick Law, Mark Leather, Matthew Komsthoeft
Life of this patent
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AssigneeNintendo Co., Ltd.
InventorsPatrick Law, Mark Leather, Matthew Komsthoeft
Estimating the term…
A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. A relatively low chip-footprint, versatile texture environment (TEV) processing subsystem is implemented in a pipelined graphics system circulates computed color and alpha data over multiple texture blending/shading cycles (stages). The texture-environment subsystem combines per-vertex lighting, textures and constant (rasterized) colors to form computed pixel color prior to fogging and final pixel blending. Blending operations for color (RGB) and alpha components are independently processed by a single sub-blend unit that is reused over multiple processing stages to combine multiple textures.
1-25. (canceled)
In a graphics system for video game play including interactive user input controls, a processing pipeline that renders and displays images at least in part in response to said interactive user input controls and to stored polygon vertex data and texture data, a multitexture processing subsystem for selectively mapping texture data corresponding to one or more different textures and/or texture characteristics to surfaces of said rendered and displayed images, said multitexture processing subsystem comprising:
In a video game system including a processing pipeline that renders and displays images at least in part in response to interactive user inputs and polygon vertex data and texture data stored in an associated memory, a texture processing subsystem for selectively mapping texture data corresponding to one or more different textures and/or texture characteristics to surfaces of said rendered and displayed images, and a texture environment unit for processing input texture and rasterized color data to provide independent mathematical blending operations on said input texture and rasterized color data, a method for processing multiple textures comprising the steps of:
In a graphics system including a multitexture processing subsystem for selectively sampling texture data corresponding to one or more different textures and/or texture characteristics, a hardware shader for performing shading/blending operations that receives a first texture data sample and a subsequent texture data sample from said multitexture processing subsystem and recirculates an output from a shading/blending operation performed using the first texture data sample to an input of said shader for performing a shading/blending operation using the subsequent texture data sample and the output from the shading/blending operation performed on the first texture data sample.
A graphics pipeline including a multitexture processing subsystem that sequentially provides samples of multiple textures to a hardware shader that performs blending/shading operations on texture sample outputs of the multitexture processing subsystem wherein said hardware shader recirculates a resulting output of a blending/shading operation for performing a subsequent blending/shading operation of said resulting output with a subsequent texture sample output.
A graphics processing pipeline that renders and displays images at least in part in response to polygon vertex data and texture data, comprising:
In a graphics system, a multitexture processing subsystem comprising:
Dependencies are inferred from the claim text.