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Home Exercise Devices2 Method-and-system-for-high-performance-computer-generated-virtual-environments

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 Method and system for high performance computer-generated virtual environments

Details
Inventors: McDowall, Ian E.; Bolas, Mark T.;
Assignee: Fakespace, Inc. (Menlo Park, CA)
Primary Examiner: Buchel, Jr.; Rudolph J.
Assistant Examiner:
Attorney, Agent or Firm: Crocket & Fish, Crockett, Esq.; K. David

A computer system and computer-implemented method for rendering images in real-time with a three-dimensional appearance. Using a database including at least one pair of texture maps uses as a stereo pair behind a portal to simulate a scene. An input database can be processed to generate a processed database by performing texture mapping to replace at least one portion of the input data representing a view (or object) by data indicative of a pair of texture maps and an associated polygon or polygons. One of the texture maps represents the view (object) from a left-eye viewpoint; the other represents the view (object) from a right-eye viewpoint. In some embodiments, to generate the texture map pairs, the input database analyzed to produce the images. In other embodiments the images are from photographs or other sources.

DETAILED DESCRIPTION In a class of preferred embodiments, the invention is a computer system and computer-implemented method for rendering of images in real time with a three-dimensional (3D) appearance.
The invention processes an input database or databases which contain portals and associated images which are stereo pairs.
During the display of the resulting virtual environment, the images seen through the portals of the virtual environment will appear to contain depth.
Stencil planes may be used to mask the textures from interfering with one another when the portals are in close proximity but "look" into different scenes.
In another class of embodiments, the invention employs a database including data determining a texture map pair and polygon for displaying a stereoscopic view (or views) on a displayed billboard as part of a larger image.
A billboard is a virtual object which rotates in response to the viewer's direction of view so as always to remain oriented facing the user.
Billboards are often used to simulate trees in virtual environments.
One texture map represents the view from a left-eye viewpoint, and the other represents the view from a right-eye viewpoint.
The database is then processed to display (simultaneously or substantially simultaneously) a left image (with "left" texture appearing on the billboard) for the viewer's left eye and a right image (with "right" texture appearing on the billboard) for the viewer's right eye.
In any embodiment of the invention, each texture map pair can be static or dynamic.
A static texture map does not change with time.
A dynamic texture map consists of a movie-like sequence of texture maps, which are sequentially displayed.
This provides an additional element of realism to the displayed scene (or virtual environment) at the expense of texture memory.
In any embodiment of the invention, one texture map rendering may blend (e.
g.
, cross fade) to another in response to movement of the viewer's viewpoint or some other parameter.
For example, a view through a window may fade from summer to fall to winter over time or depending on where the viewer looks from



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