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公开(公告)号:US20150123968A1
公开(公告)日:2015-05-07
申请号:US14536232
申请日:2014-11-07
Applicant: Autodesk, Inc.
Inventor: Paulus Jacobus Holverda , Ronald Poelman
CPC classification number: G06K9/4604 , G06K9/6218 , G06T7/12 , G06T7/42 , G06T15/04 , G06T15/40 , G06T15/405 , G06T17/005 , G06T2207/10012 , G06T2207/20112 , G06T2210/12 , G06T2210/56
Abstract: A method, apparatus, system, article of manufacture, and computer readable storage medium provide the ability to render point cloud data. After obtaining point cloud data, polygons are fit to the point cloud data. A texture atlas is created for each of the polygons. A lookup table is generated from the texture atlases and maps each pixel to a corresponding texture location. When a scene is loaded for rendering/processing, the polygons and texture atlas are loaded and projected into an off-screen buffer that defines a depth map of the scene with approximations of a depth per pixel in screen space. The off-screen buffer is used as a lookup table to determine texture data to be rendered for the scene.
Abstract translation: 方法,装置,系统,制品和计算机可读存储介质提供渲染点云数据的能力。 获得点云数据后,多边形适合点云数据。 为每个多边形创建纹理图集。 从纹理图集生成查找表,并将每个像素映射到相应的纹理位置。 当加载场景进行渲染/处理时,多边形和纹理图集被加载并投影到屏幕外缓冲区中,该屏幕缓冲区用屏幕空间中每像素的深度近似定义场景的深度图。 离屏缓冲器用作查找表以确定要为场景渲染的纹理数据。
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公开(公告)号:US09704055B2
公开(公告)日:2017-07-11
申请号:US14536232
申请日:2014-11-07
Applicant: Autodesk, Inc.
Inventor: Paulus Jacobus Holverda , Ronald Poelman
CPC classification number: G06K9/4604 , G06K9/6218 , G06T7/12 , G06T7/42 , G06T15/04 , G06T15/40 , G06T15/405 , G06T17/005 , G06T2207/10012 , G06T2207/20112 , G06T2210/12 , G06T2210/56
Abstract: A method, apparatus, system, article of manufacture, and computer readable storage medium provide the ability to render point cloud data. After obtaining point cloud data, polygons are fit to the point cloud data. A texture atlas is created for each of the polygons. A lookup table is generated from the texture atlases and maps each pixel to a corresponding texture location. When a scene is loaded for rendering/processing, the polygons and texture atlas are loaded and projected into an off-screen buffer that defines a depth map of the scene with approximations of a depth per pixel in screen space. The off-screen buffer is used as a lookup table to determine texture data to be rendered for the scene.
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