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JP4440632B2 - Translucent object display circuit - Google Patents
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JP4440632B2 - Translucent object display circuit - Google Patents

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JP4440632B2
JP4440632B2 JP2003436457A JP2003436457A JP4440632B2 JP 4440632 B2 JP4440632 B2 JP 4440632B2 JP 2003436457 A JP2003436457 A JP 2003436457A JP 2003436457 A JP2003436457 A JP 2003436457A JP 4440632 B2 JP4440632 B2 JP 4440632B2
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transmittance
degrees
light source
surface normal
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恒雄 池戸
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Digital Media Professionals Inc
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この発明は半透明物体の厚み効果をコンピュータグラフィックスで表現すためのレンダリング技術に関し、仮想現実システムの実時間可視化回路としてLSIに適用する。   The present invention relates to a rendering technique for expressing the thickness effect of a translucent object by computer graphics, and is applied to an LSI as a real-time visualization circuit of a virtual reality system.

半透明物体のコンピュータグラフィックス描画には、物体の透過率をテキスチャーパターンとともに定義し、これをポリゴン内部にマッピングする手法や、ポリゴンの頂点毎に
透過率を設定し、これをポリゴン内部で線形に補間する手法等があり、これら手法で得られた画素毎の透過率を使用してポリゴンの色とその背景となる物体の色とを合成する。この合成によって画素毎に透明度を変化させることが可能となる。しかし、布のような物体では、動き揺らぐことによって視点方向から見た布の面法線は平行から直交状態まで変化する。視点方向と面法線が直交関係となる場合は、布は重なりや厚みを持った状態となり、透明感は減少する。一方、レースカーテンのような場合では、メッシュ間の透けた空間(面積)は視点方向から見て、面法線が平行となる場合には最大となり最も透過率が高く、この面が視点方向と直交する場合には透けた空間はゼロとなり不透明となる。このような物体では透過率は視点から見たメッシュ空間の大きさに比例する。前記した従来の透過率定義法では視点と面の方向に関係する透明感の変化を表現することができない。この結果、現実とは異なる映像となる。
一方、半透明物体やレース布では、しばしば用いられるフォンモデル等の光反射推論法は適応できない。これは光源入射角と面法線とが成す角度が9
0 度を越える面においては拡散成分、鏡面反射成分ともにゼロとなるからである。環境光による輝度バイアスは可能であるが、このモデル法を半透明物体に適用すると自然とは大きな表示効果上の違和感が生じる。半透明物体では通過する光による反対面の照射を考慮する必要がある。
For computer graphics drawing of a semi-transparent object, the transmittance of the object is defined together with the texture pattern, and this is mapped to the inside of the polygon. There are interpolating methods and the like, and the color of the polygon and the color of the object as the background are synthesized using the transmittance for each pixel obtained by these methods. This composition makes it possible to change the transparency for each pixel. However, in the case of an object such as a cloth, the surface normal of the cloth viewed from the viewpoint direction changes from a parallel state to an orthogonal state due to movement fluctuation. When the viewpoint direction and the surface normal are orthogonal to each other, the cloth has a state of overlapping and thickness, and the transparency is reduced. On the other hand, in the case of a lace curtain, the transparent space (area) between the meshes is the maximum when the surface normals are parallel when viewed from the viewpoint direction, and has the highest transmittance. When orthogonal, the transparent space becomes zero and becomes opaque. For such an object, the transmittance is proportional to the size of the mesh space viewed from the viewpoint. The conventional transmittance definition method described above cannot express a change in transparency related to the viewpoint and the direction of the surface. As a result, the video is different from reality.
On the other hand, a light reflection reasoning method such as a phone model that is often used cannot be applied to a translucent object or a lace cloth. This is because the angle formed by the light source incident angle and the surface normal is 9
This is because the diffusion component and the specular reflection component are both zero on the surface exceeding 0 degree. Luminance bias by ambient light is possible, but when this model method is applied to a translucent object, there is a sense of discomfort in the display effect that is not natural. For translucent objects, it is necessary to consider the irradiation of the opposite surface by the passing light.

特開2001−056868号公報JP 2001-056868 A 特開2001−229403号公報JP 2001-229403 A 特開平11−203486号公報JP-A-11-203486

揺らぎ等によって半透明物体が、視点方向と直交する状態にある場合、透過率が低下する。この効果を映像として得るためには、視点方向と面法線とが成す角度に対応して透過率を動的に変化させる必要がある。本発明は半透明物体面と視点との位置関係を用いて透過率のスケール値を生成することにより不透明感効果を得る手法である。一方、光源入射面に対し背面となる面での透過光照射による輝度の生成についても本発明では光反射範囲を拡大したモデルを定義して解決する。   When the translucent object is in a state orthogonal to the viewpoint direction due to fluctuations or the like, the transmittance decreases. In order to obtain this effect as an image, it is necessary to dynamically change the transmittance according to the angle formed by the viewpoint direction and the surface normal. The present invention is a technique for obtaining an opacity effect by generating a scale value of transmittance using a positional relationship between a translucent object surface and a viewpoint. On the other hand, the present invention also solves the generation of luminance by irradiating transmitted light on the back surface with respect to the light source incident surface by defining a model with an expanded light reflection range.

本発明ではポリゴンのそれぞれの頂点に透過率、面法線および視線ベクトルを定義する。ポリゴンの内挿補間によって、ポリゴン内部の前記法線と視線ベクトルを求め、これら2つのベクトルの成す角度を求める。面法線と視点ベクトルとの成す方向余弦cosθは(1)式から得られる。(1)式において(Nx,Ny,Nz)と(Ex,Ey,Ez)はそれぞれ法線と視点方向の単位ベクトルとなる。頂点に定義された透過率をαとすると、視点と面法線の成す角を考慮した透過率tは(2)式で与えられる。ここでkおよびnは物体の透過率およびメッシュ空き面積に関わる係数と指数値である。(2)式のt関数はcosθの1変数のみであり、各式を直接、乗算器と加減算器で構成可能である。またcosθをアドレスとするRAMテーブルを用いても得ることができる。ポリゴン自身の色Pと、背景の色Bとの合成は(3)式により得られる。(1)から(3)式のそれぞれを回路化することで物体面と視点方向との関係に依存した透過率の変化を実時間で表現することができる。 cosθ=Nx・Ex+Ny・Ey+Nz・Ez (1) t=α×(1−k・sin2nθ) (2) Ip=(1−t)・P+t・B (3) In the present invention, a transmittance, a surface normal, and a line-of-sight vector are defined at each vertex of the polygon. The normal and line-of-sight vector inside the polygon are obtained by interpolation of the polygon, and the angle formed by these two vectors is obtained. The direction cosine cos θ formed by the surface normal and the viewpoint vector is obtained from the equation (1). In equation (1), (Nx, Ny, Nz) and (Ex, Ey, Ez) are unit vectors in the normal and viewpoint directions, respectively. When the transmittance defined at the vertex is α, the transmittance t in consideration of the angle formed by the viewpoint and the surface normal is given by equation (2). Here, k and n are a coefficient and an index value related to the transmittance of the object and the mesh free area. The t function of the equation (2) is only one variable of cos θ, and each equation can be directly constituted by a multiplier and an adder / subtracter. Alternatively, a RAM table having cos θ as an address can be used. The synthesis of the color P of the polygon itself and the background color B is obtained by equation (3). By making each of the equations (1) to (3) into a circuit, a change in transmittance depending on the relationship between the object plane and the viewpoint direction can be expressed in real time. cos θ = Nx · Ex + Ny · Ey + Nz · Ez (1) t = α × (1−k · sin 2n θ) (2) Ip = (1−t) · P + t · B (3)

コンピュータグラフィックスでは(4)式で定義されるフォン推論モデルが光反射表現にしばしば応用される。 I=Kd・(N・L)+Ks・{2N(N・L)−L}V (4)(4)式でN、LおよびVはそれぞれ面法線、光源入射ベクトルおよび視線ベクトルである。KdおよびKsは拡散反射および鏡面反射係数である。ここでNとLとの内積cosθの範囲は0≦θ≦90°で与えられておりNとLとのなす角が90°を超えると拡散反射および鏡面反射成分ともゼロとなる。不透明物体の場合にはこの設定が有効であるが、半透明物体では光源方向と相反する面には、光源側の面を通過した光が背面を照らすことにより、不透明物体とは異なる反射モデルが必要となる。本発明では背面を照らす効果を得る手段として(5)式を設定する。   In computer graphics, the phone inference model defined by equation (4) is often applied to light reflection expression. I = Kd · (N · L) + Ks · {2N (N · L) −L} V (4) In Equation (4), N, L, and V are a surface normal, a light source incident vector, and a line-of-sight vector, respectively. Kd and Ks are diffuse reflection and specular reflection coefficients. Here, the range of the inner product cos θ of N and L is given by 0 ≦ θ ≦ 90 °, and when the angle formed by N and L exceeds 90 °, both diffuse reflection and specular reflection components become zero. This setting is effective for opaque objects, but for semi-transparent objects, a reflection model different from that for opaque objects is created on the surface opposite to the direction of the light source because the light passing through the surface on the light source side illuminates the back surface. Necessary. In the present invention, equation (5) is set as means for obtaining the effect of illuminating the back surface.

Figure 0004440632
ここでKd1≦Kd0およびKs1≦Ks0とする。拡散Kd1および鏡面Ks1反射係数は透明度に依存する。以上から本発明では物体の幾何学的な厚みを計算しなくとも、面の法線と視点角を用いて半透明物体の厚み効果を出すことができる。
Figure 0004440632
Here, Kd1 ≦ Kd0 and Ks1 ≦ Ks0. The diffusion Kd1 and the specular Ks1 reflection coefficient depend on the transparency. As described above, in the present invention, the thickness effect of the translucent object can be obtained by using the surface normal and the viewpoint angle without calculating the geometric thickness of the object.

本発明により、レースや半透明の布のような物体が揺れて寄り合っている部分の透明度が変化するときの現実感のある映像を実時間で描画することができる。   According to the present invention, a realistic image can be drawn in real time when the transparency of a portion where an object such as a lace or a semi-transparent cloth shakes and leans is changed.

本発明の回路はコンピュータグラフィックスのレンダラーとしてLSI内に実装される。   The circuit of the present invention is implemented in an LSI as a computer graphics renderer.

以下本発明の実施例を説明する。図1は本発明の半透明物体表示回路を示す。図1において半透明物体の面の法線、視線ベクトルおよび光源入射ベクトルをそれぞれN、V、およびLとする。これらベクトルは多角形(通常3角形)の頂点毎にそれぞれ定義され、多角形内部での値を、これらの頂点データを用いて線形補間方式で得る。こうして得られた多角形内の任意の点の輝度を求めるにあたって、面法線と視線ベクトルは、内積回路1において、それぞれが成す方向余弦(N・V)求める。この方向余弦cosθは視点と面の向きが直交するときゼロとなり、平行で最大値1.0となる。cosθはRAMテーブル2に与えられ、その出力は、半透明物体に定義された素材そのものの透過率αを乗算器5aによりスケーリングする。すなわち乗算器5aの出力は、視点と物体面の傾きの関係に影響された透過率となる。一方、面法線Nと光源入射角ベクトルLは、ベクトル内積回路3にてそれらの方向余弦(N・L)を求めた後、鏡面反射角回路4にて、R=2N(N・L)−Lの関係式によって反射ベクトルRを求め、これを視線ベクトルVとの内積をとる。内積回路3および鏡面反射回路4から、乗算器5bおよび5cに与えられるものはそれぞれ半透明物体上での拡散反射成分と鏡面反射成分となる。面法線と光源入射ベクトルとの内積を行う内積回路3では、その角度が90°を超える場合の符号も出力する。例えば光源との成す角が±90°以内であれば0、以上であれば1とする。この信号をマルチプレクサ6aおよび6bに与え、拡散反射係数Kd0、Kd1および鏡面反射係数Ks0、Ks1を選択する。Kd0およびKs0は±90°以内、Kd1およびKs1は以上となる。それぞれの反射成分に係数が乗算器5bおよび5cにて掛け合わされた後、加算器7aにて加算される。実際の回路では拡散反射成分には、さらに光源の色、テクスチャー色、拡散反射係数が、また鏡面反射成分には光源色、鏡面反射色、鏡面反射係数がそれぞれ掛け合わされるが、これら回路は本発明の新規課題とは異なるので省略する。   Examples of the present invention will be described below. FIG. 1 shows a translucent object display circuit of the present invention. In FIG. 1, the normal, line-of-sight vector, and light source incident vector of the surface of the semitransparent object are N, V, and L, respectively. These vectors are defined for each vertex of a polygon (usually a triangle), and values inside the polygon are obtained by linear interpolation using these vertex data. In obtaining the luminance of an arbitrary point in the polygon thus obtained, the surface normal and the line-of-sight vector are obtained in the inner product circuit 1 by the direction cosine (N · V) formed by each. The direction cosine cos θ is zero when the viewpoint and the direction of the surface are orthogonal, and is parallel and has a maximum value of 1.0. The cos θ is given to the RAM table 2, and the output is obtained by scaling the transmittance α of the material itself defined as the translucent object by the multiplier 5a. That is, the output of the multiplier 5a becomes a transmittance influenced by the relationship between the viewpoint and the inclination of the object plane. On the other hand, the surface normal N and the light source incident angle vector L are obtained by calculating the direction cosine (N · L) by the vector inner product circuit 3 and then by the specular reflection angle circuit 4 by R = 2N (N · L). The reflection vector R is obtained from the relational expression of −L, and this is taken as an inner product with the line-of-sight vector V. What is supplied from the inner product circuit 3 and the specular reflection circuit 4 to the multipliers 5b and 5c becomes a diffuse reflection component and a specular reflection component on the translucent object, respectively. The inner product circuit 3 that performs the inner product of the surface normal and the light source incident vector also outputs a code when the angle exceeds 90 °. For example, 0 is set when the angle formed with the light source is within ± 90 °, and 1 is set when the angle is not less than ± 90 °. This signal is supplied to the multiplexers 6a and 6b, and the diffuse reflection coefficients Kd0 and Kd1 and the specular reflection coefficients Ks0 and Ks1 are selected. Kd0 and Ks0 are within ± 90 °, and Kd1 and Ks1 are as described above. Each reflection component is multiplied by a coefficient by multipliers 5b and 5c, and then added by adder 7a. In an actual circuit, the diffuse reflection component is further multiplied by the light source color, texture color, and diffuse reflection coefficient, and the specular reflection component is multiplied by the light source color, specular reflection color, and specular reflection coefficient. Since it is different from the new subject of the invention, it is omitted.

本発明では拡散および鏡面反射成分の合成値Csは、さらに前記5aで得られた透過率を用いて、背景色Cbと線形合成を行う。この合成は透過率をαs、透過率合成値をIとすると、 I=Cs×αs+Cb×(1−αs)で与えられる。Csとαsとの乗算は乗算器5d、(1−αs)の減算は減算器8、またCb×(1−αs)の乗算は乗算器にて行い、これらが加算器7bにて加算されて背景色との透過率を考慮した合成値を得る。   In the present invention, the combined value Cs of the diffuse and specular reflection components is further linearly combined with the background color Cb using the transmittance obtained in 5a. This combination is given by I = Cs × αs + Cb × (1−αs) where αs is the transmittance and I is the combined transmittance value. Multiplication of Cs and αs is performed by a multiplier 5d, subtraction of (1-αs) is performed by a subtractor 8, and multiplication of Cb × (1-αs) is performed by a multiplier, and these are added by an adder 7b. A composite value is obtained in consideration of the transmittance with the background color.

図2には本発明のRAMテーブルに記憶される透過率を示す。横軸をNとVが成す角度を示し、縦軸を透過率スケール値Iとする。図1の内積回路1で求めた方向余弦cosθは90°を超えると1となるような符号付きの値とすると、図2において90°以上での値はRAMテーブルのアドレスの上位に記憶されることになる。半透明物体の透過率が、レース布のような平面的な隙間空間で決定される場合には、例えば前記項の(2)式によって得られた値をあらかじめ計算しておき、これを記憶する。物体によってそれぞれ透過率の数式モデルは、例えば曲線aおよびbのように異なるためテーブルはRAMとし、物体が異なる毎にテーブル内容を入れ替える。図2において90°を境に曲線が異なるのは、90°以上では透過光による輝度によって照らされた光源方向とは反対面の減衰した輝度であり、この面に対する透過率であるため、光源面とは対称とはならない。また図1においてマルチプレクサ6aおよび6bの入力係数Kd0、Kd1、Ks0、Ks1は、光源方向の面と、その反対面とでそれぞれ切り替わるが、一般的には光源と反対面の係数は、正面に比べて低い値が設定される。   FIG. 2 shows the transmittance stored in the RAM table of the present invention. The horizontal axis represents the angle formed by N and V, and the vertical axis represents the transmittance scale value I. If the direction cosine cos θ obtained by the inner product circuit 1 in FIG. 1 exceeds 90 °, it is assumed that the signed value is 1. When the value is 90 ° or more in FIG. It will be. When the transmissivity of the translucent object is determined in a planar gap space such as a lace cloth, for example, a value obtained by the above equation (2) is calculated in advance and stored. . Since the mathematical model of the transmittance varies depending on the object, for example, curves a and b, the table is RAM, and the table contents are changed every time the object is different. In FIG. 2, the curve differs from 90 ° as a boundary. When the angle is 90 ° or more, the attenuated luminance of the surface opposite to the direction of the light source illuminated by the luminance of the transmitted light is attenuated. Is not symmetric. In FIG. 1, the input coefficients Kd0, Kd1, Ks0, and Ks1 of the multiplexers 6a and 6b are respectively switched between the surface in the light source direction and the opposite surface. Is set to a low value.

本発明の回路は実時間と現実感を同時に得るため、コンピュータグラフィックスLSIに実装される。   The circuit of the present invention is mounted on a computer graphics LSI in order to obtain real time and realism at the same time.

本発明の半透明物体表示回路を示す。1 shows a translucent object display circuit of the present invention. 本発明のRAMテーブルに記憶される透過率値の特性を示す。The characteristic of the transmittance | permeability value memorize | stored in the RAM table of this invention is shown.

1 面法線・視線ベクトル内積回路 2 RAMテーブル 3 面法線・光源入射ベクトル内積回路 4 鏡面反射回路 5a,5b,5c 乗算器 6a,6b マルチプレクサ 7a,7b 加算器 8 減算器 a,b 透過率曲線         1 surface normal / line-of-sight vector inner product circuit 2 RAM table 3 surface normal / light source incident vector inner product circuit 4 specular reflection circuit 5a, 5b, 5c multiplier 6a, 6b multiplexer 7a, 7b adder 8 subtractor a, b transmittance curve

Claims (3)

ポリゴンのそれぞれの頂点に、透過率、視線ベクトル、面法線及び光源入射ベクトルを定義し、視線ベクトルおよび面法線及び光源入射ベクトルをそれぞれ多角形面内で線形に補間する補間手段と、
補間値から、多角形面内の任意の点における視線ベクトルと面法線とが成す角度を求め、この角度をパラメータとする関数によって、透過率を変化させて透過率を算出する透過率算出手段と、
前記面法線と前記光源入射ベクトルとのなす角度を求め、この角度が0度以上90度以下の場合と、90度超180度以下の場合とで異なる反射係数を用いて反射成分を算出する反射成分算出手段と、
を有し、これにより光源側の面を通過した光が背面を照らすことを考慮した半透明物体表示回路。
An interpolation means for defining a transmittance, a line-of-sight vector, a surface normal, and a light source incident vector at each vertex of the polygon, and linearly interpolating the line-of-sight vector, the surface normal, and the light source incident vector in a polygonal plane,
From the interpolated value, an angle formed by the line-of-sight vector and the surface normal at an arbitrary point in the polygonal surface is obtained, and a transmittance calculating means for calculating the transmittance by changing the transmittance with a function using this angle as a parameter When,
An angle formed by the surface normal and the light source incident vector is obtained, and a reflection component is calculated using different reflection coefficients when the angle is not less than 0 degrees and not more than 90 degrees and when the angle is more than 90 degrees and not more than 180 degrees. Reflection component calculation means;
A translucent object display circuit that takes into account that the light passing through the light source side surface illuminates the back surface.
前記視線ベクトルと前記面法線とがなす内積値をアドレスとして、ポリゴン面の透過率として予め定義された透過率をスケーリングする値を記憶するテーブルを有するメモリーを設け、
前記メモリーのテーブルに記憶された透過率の値は、90°を中心として非対称であり、
前記透過率変化手段は、前記メモリーから値を読み出して透過率を変化させる、請求項1記載の半透明物体表示回路。
A memory having a table for storing a value for scaling a transmittance defined in advance as a transmittance of a polygon surface, with an inner product value formed by the line-of-sight vector and the surface normal as an address,
The transmittance value stored in the memory table is asymmetric about 90 °,
The translucent object display circuit according to claim 1, wherein the transmittance changing unit reads the value from the memory and changes the transmittance.
90度超180度以下の反射係数は、0度以上90度以下の反射係数よりも小さく設定されている、請求項1記載の半透明物体表示回路。   The translucent object display circuit according to claim 1, wherein a reflection coefficient of greater than 90 degrees and less than or equal to 180 degrees is set to be smaller than a reflection coefficient of not less than 0 degrees and not more than 90 degrees.
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