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1. (WO2018227100) OMBRES OPTIMISÉES ET FORMATION DE PEAU MAILLÉE ADAPTATIVE DANS UN SYSTÈME DE RENDU AVEC FOVÉATION
Note: Texte fondé sur des processus automatiques de reconnaissance optique de caractères. Seule la version PDF a une valeur juridique

CLAIMS

1. A method for implementing a graphics pipeline, comprising:

building a first shadow map of high resolution;

building a second shadow map based on the first shadow map, wherein the second shadow map has a lower resolution than the first shadow map;

determining a light source affecting a virtual scene;

projecting geometries of objects of an image of the virtual scene onto a plurality of pixels of a display from a first point-of-view;

determining a first set of geometries is drawn to a first pixel;

determining the first set of geometries is in shadow based on the light source;

determining a foveal region when rendering an image of the virtual scene, wherein the foveal region corresponds to where an attention of a user is directed;

determining the first set of geometries is outside of the foveal region; and

rendering the first set of geometries for the first pixel using the second shadow map.

2. The method of claim 1, further comprising:

determining that a second set of geometries is drawn to a second pixel;

determining the second set of geometries is inside the foveal region; and

rendering the second set of geometries for the second pixel using the first shadow map.

3. The method of claim 1, further comprising:

building a series of shadow maps based on distances from the foveal region, wherein resolutions of shadow maps in the series decrease as the distance from the foveal region increases;

determining a third set of geometries is drawn to a third pixel that is outside the foveal region;

determining that the third set is in shadow based on the light source;

determining a distance of the third set of geometries as drawn in the third pixel from the foveal region;

selecting the third shadow map from the series of shadow maps based on the distance of the third set of geometries; and

rendering the third set of geometries for the third pixel using the third shadow map.

4. The method of claim 1, further comprising:

centering the foveal region to a center of the display, wherein the foveal region is static.

5. The method of claim 1, further comprising:

tracking gaze of a user viewing the virtual scene, wherein the gaze indicates a direction into the virtual scene towards which the attention of the user is directed;

determining a first direction of the user viewing the image of the virtual scene; and centering the foveal region in the image based on the first direction.

6. The method of claim 1, wherein the display comprises a head mounted display.

7. The method of claim 1, further comprising:

disabling another shadow effect when rendering the first set of geometries for the first pixel.

8. A method for implementing a graphics pipeline, comprising:

generating a plurality of bones for an object defining positioning relationships between the bones;

determining a subsystem of bones from the plurality of bones for the object;

determining a foveal region when rendering an image of the virtual scene including the object, wherein the foveal region corresponds to where an attention of a user is directed; determining that at least one portion of the object is located in a peripheral region for the image; and

animating the object by applying a transformation to the subsystem of bones.

9. The method of claim 8, wherein the determining a subsystem of bones further comprises:

generating a system of vertices associated with the system of bones;

generating a subsystem of vertices taken from the system of vertices; and

assigning the subsystem of vertices to the subsystem of bones.

10. The method of claim 9, wherein the assigning the subsystem of vertices comprises:

forming a reduced set of vertices of a first bone and a second bone, wherein the reduced set of vertices is taken from a first set of vertices of the first bone and a second set of vertices of the second bone, wherein the reduced set defines less joints than the combination of the first and second sets of vertices.

11. The method of claim 9, further comprising:

reducing a plurality of blend weights to a subset of blend weights for use to define an association between a polygonal mesh and the subsystem of bones.

12. The method of claim 9, further comprising:

rendering the subsystem of vertices.

13. The method of claim 8, wherein the plurality of bones defines a hierarchical set of interconnected bones.

14. The method of claim 8, further comprising:

reducing the number of key frames when animating the object.