摘要:
A system and method for generating color gradients is provided. The system generates color gradients using techniques from geometric surface modeling. The system and method of the present invention allow designers to specify very complex gradients in a simple way. The system can employ, for example, a vector-based interpolation method and/or a pixel-based partial differential equation (PDE) interpolation methods to facilitate generation of the color gradients. In one example, input boundary curves and/or feature curves are approximated by line segments, which are then utilized to generate a triangulation approximating a smooth color gradient.
摘要:
A 3D model of an object is rendered using centered images of the object. An algorithm executed locally or in a distributed manner calculates camera positions for the images and determines a virtual camera path based on the camera positions. The application adjusts the images to fit the plane of the virtual camera path and fills in the gaps between the images using transition renderings. To improve user experience, the application also calculates resting positions for navigation stop points using a spring system. Upon constructing the 3D model, the application can transmit the 3D model to a variety of user devices including the network connected device having a camera module that captured the images.
摘要:
A 3D model of an object is rendered using centered images of the object. An algorithm executed locally or in a distributed manner calculates camera positions for the images and determines a virtual camera path based on the camera positions. The application adjusts the images to fit the plane of the virtual camera path and fills in the gaps between the images using transition renderings. To improve user experience, the application also calculates resting positions for navigation stop points using a spring system. Upon constructing the 3D model, the application can transmit the 3D model to a variety of user devices including the network connected device having a camera module that captured the images.
摘要:
Dynamic refractive object relighting technique embodiments are presented which involve rendering an image of a refractive object in a dynamic scene by first voxelizing a representation of the surfaces of the object into a volumetric representation in the form of a rectangular voxel grid. A refractive index is assigned to each voxel based on user-input material parameters. Next, the paths of photons are traced in a step-wise manner as each photon refracts through the object. The size of each step forward is variable and based on variations in refractive index of the object. Radiance values are assigned to all the voxels that the photons traverse in their paths through the object. An output image of the refractive object is then rendered from a user-input viewpoint by tracing viewing rays from the viewpoint into the scene and calculating the amount of radiance that reaches the viewpoint along each of the rays.
摘要:
A method of converting between color spaces where color components are cached when they are well-defined after color space conversion. When the components become undefined after conversion, the cached values are used instead of using an arbitrary default value. The resulting color editing system is “robust” in that it matches users' expectations, shielding them from Surprising glitches introduced by the user of the arbitrary values for undefined color components.
摘要:
Blending colors of source and destination primitives by a graphics processing unit is disclosed. The graphics processing unit executes a blending program that blends the primitives. The graphics processing unit receives the blending program from a central processing unit or a graphics application program. For example, the graphics processing unit draws a source primitive in a source texture map and a destination primitive in a destination texture map. The blending program (e.g., a pixel shader) is set to be applied to the primitives, and the graphics processing unit applies the blend mode to each pixel of the primitives, rendering a composite primitive in a destination render target.
摘要:
A method for converting a subdivision surface, such as a Catmull-Clark subdivision surface, into a cubic Bezier surface defined by sixteen control points. The method includes (a) converting a subdivision face to Bezier control points using a conversion matrix using fifteen points and a dummy value for an unavailable sixteenth point; and (b) replacing one of the Bezier control points which corresponds to an extraordinary point on the subdivision face with the extraordinary point's limit point.