Some snippets from the patent:
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We have appreciated that it is possible to implement, in hardware, an additional set of functions that provides an efficient means for the direct transformation of a height map into filtered perturbed surface normals that have C1 continuity. These normals can subsequently be used for various rendering purposes such as per-pixel lighting. In particular, we have devised a method which, by re-using colour texture filtering hardware that is ubiquitous in today's graphics systems in a new way with the addition of some small processing units, achieves the functions needed to compute the normal from a smooth surface controlled by a set of heights. Thus the data can substantially be generated in real time.
The filtered surface normals are created 'on demand' and are not stored. This provides the joint benefits of reducing the amount of texture data and bandwidth needed for bump mapping, as well as overcoming some of the issues with the filtering of normal maps. This feature is also important when using dynamic height maps in real-time rendering since a pre-processing stage may be prohibitive.
Embodiments of the invention keep the advantages of computing bump map-based shading in local tangent space as described by Peercy et al,(although it is not restricted to do so), with the convenience of using Blinn's height map but with the option of using a function with higher continuity.
In another embodiment, colour textures are also filtered using bi-quadratic B-splines, either through the addition of bilinear filtering units, or by iterations through the colour channels, whereby the individual weights to the bilinear units are adjusted according to the previously described embodiments.
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