18606585. Shader Optimizations for Rendering Semi-Transparent Materials simplified abstract (Apple Inc.)

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Shader Optimizations for Rendering Semi-Transparent Materials

Organization Name

Apple Inc.

Inventor(s)

Daniel S. Shervheim of San Jose CA (US)

Kyle Fisher of Sunnyvale CA (US)

Michael A. Dunkley of Sunnyvale CA (US)

Shader Optimizations for Rendering Semi-Transparent Materials - A simplified explanation of the abstract

This abstract first appeared for US patent application 18606585 titled 'Shader Optimizations for Rendering Semi-Transparent Materials

The patent application describes techniques for a 3D graphical rendering system that involves rendering objects with semi-transparent materials in a virtual environment.

  • Obtaining a 3D graphical object associated with a semi-transparent material with an adjustable density value and position within the virtual environment.
  • Determining transparency values based on the density value and distance between the object and the material.
  • Rendering the object using a shader and applying the transparency values to the material, potentially blending with other materials based on the transparency values.

Potential Applications: - Video game development for realistic rendering of objects in different environments. - Architectural visualization for creating lifelike representations of buildings and structures. - Medical imaging for visualizing complex anatomical structures with varying levels of transparency.

Problems Solved: - Enhancing the realism of 3D graphics by accurately simulating semi-transparent materials. - Providing more control over the appearance of objects in a virtual environment. - Improving the visual quality of rendered scenes by adjusting transparency based on distance and material density.

Benefits: - Increased visual fidelity in 3D graphics applications. - Greater flexibility in adjusting the appearance of objects in virtual environments. - Enhanced user experience through more realistic and immersive visuals.

Commercial Applications: "Advanced 3D Rendering System for Realistic Visual Effects in Video Games and Virtual Simulations"

Questions about 3D Graphical Rendering System: 1. How does the adjustable density value impact the transparency of the semi-transparent materials? 2. What are the potential limitations of using this rendering system in real-time applications?

Frequently Updated Research: Stay updated on advancements in real-time rendering techniques for 3D graphics applications to improve visual quality and performance.


Original Abstract Submitted

Techniques are disclosed for a three-dimensional (3D) graphical rendering system, comprising: obtaining a first 3D graphical object, wherein the first 3D graphical object is associated with at least a first semi-transparent material, wherein the first material is associated with an adjustable density value and comprises at least a first plane (or 3D volume) with an adjustable position within a virtual environment; determining a transparency value based, at least in part, on the adjustable density value and a distance between the first plane and the first 3D graphical object (or a density of the 3D volume); and rendering, from a first viewpoint and using a first shader, at least a portion of the first 3D graphical object by applying the determined transparency value to the first material. Rendering the first 3D graphical object may further comprise blending between the first material and a second material according to the determined transparency value.