Surface detail rendering using leap textures
    1.
    发明授权
    Surface detail rendering using leap textures 失效
    使用跳跃纹理的表面细节渲染

    公开(公告)号:US07586494B2

    公开(公告)日:2009-09-08

    申请号:US11276931

    申请日:2006-03-17

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: The present surface detail rendering technique provides an efficient technique for applying a mesostructure to a macrostructure for an object that minimizes the amount of memory required for pre-computed data. A leap texture is pre-computed for a mesostructure by classifying each voxel in the mesostructure geometry and assigning a value in the leap texture based upon the classification. The value in the leap texture represents a distance to jump along a ray cast in any view direction when a model is decorated with the mesostructure geometry.

    摘要翻译: 目前的表面细节渲染技术提供了一种将介观结构应用于最小化预先计算数据所需的存储量的对象的宏结构的有效技术。 通过对介观结构几何中的每个体素进行分类,并根据分类在跳跃纹理中分配一个值,为中孔结构预先计算飞跃纹理。 跳跃纹理中的值表示当模型用介观结构几何形状装饰时沿着任何视图方向投射的光线跳跃的距离。

    Encoded high dynamic range textures
    2.
    发明授权
    Encoded high dynamic range textures 有权
    编码高动态范围纹理

    公开(公告)号:US07885469B2

    公开(公告)日:2011-02-08

    申请号:US11419697

    申请日:2006-05-22

    IPC分类号: G06K9/36

    摘要: Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.

    摘要翻译: 描述编码的HDR纹理。 在一个方面,包括的HDR图像被预处理,使得HDR信息被表示在单个颜色通道中。 考虑到两个亮度范围来量化预处理图像,以将HDR保留在单色通道中。 然后每个块的量化信道信息被编码在两个纹理(编码的HDR纹理)之间。 具体地,当对量化信息的块进行编码时,将两个亮度范围的第一范围中的像素放入与第一纹理相关联的颜色通道中。 此外,两个亮度范围的第二范围中的像素被存储到与第二纹理相关联的颜色通道中。

    Encoded High Dynamic Range Textures
    3.
    发明申请
    Encoded High Dynamic Range Textures 有权
    编码高动态范围纹理

    公开(公告)号:US20070269115A1

    公开(公告)日:2007-11-22

    申请号:US11419697

    申请日:2006-05-22

    IPC分类号: G06K9/36

    摘要: Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.

    摘要翻译: 描述编码的HDR纹理。 在一个方面,包括的HDR图像被预处理,使得HDR信息被表示在单个颜色通道中。 考虑到两个亮度范围来量化预处理图像,以将HDR保留在单色通道中。 然后每个块的量化信道信息被编码在两个纹理(编码的HDR纹理)之间。 具体地,当对量化信息的块进行编码时,将两个亮度范围的第一范围中的像素放入与第一纹理相关联的颜色通道中。 此外,两个亮度范围的第二范围中的像素被存储到与第二纹理相关联的颜色通道中。

    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    4.
    发明申请
    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds 有权
    优化纹理映射对象模型相对于可调失真阈值的实时渲染

    公开(公告)号:US20050280648A1

    公开(公告)日:2005-12-22

    申请号:US10990244

    申请日:2004-11-15

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。

    View-dependent displacement mapping
    5.
    发明授权
    View-dependent displacement mapping 有权
    视图相关的位移映射

    公开(公告)号:US07545375B2

    公开(公告)日:2009-06-09

    申请号:US11679275

    申请日:2007-02-27

    IPC分类号: G06T15/10

    CPC分类号: G06T15/04

    摘要: A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.

    摘要翻译: 提供了一种用于生成用于渲染合成图像的结构的表示的计算机实现的方法。 该表示是视图相关的位移映射,其表示沿观察方向的位移。 该视图依赖性允许在用于合成的渲染期间使用表示来确定自身阴影以及阴影,遮挡和剪影。

    View dependent displacement mapping
    6.
    发明授权
    View dependent displacement mapping 有权
    查看依赖位移图

    公开(公告)号:US07196711B2

    公开(公告)日:2007-03-27

    申请号:US10698909

    申请日:2003-10-31

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.

    摘要翻译: 提供了一种用于生成用于渲染合成图像的结构的表示的计算机实现的方法。 该表示是视图相关的位移映射,其表示沿观察方向的位移。 该视图依赖性允许在用于合成的渲染期间使用表示来确定自身阴影以及阴影,遮挡和剪影。

    Real-time texture rendering using generalized displacement maps
    7.
    发明申请
    Real-time texture rendering using generalized displacement maps 有权
    使用广义位移图进行实时纹理渲染

    公开(公告)号:US20050280646A1

    公开(公告)日:2005-12-22

    申请号:US10965603

    申请日:2004-10-13

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。

    System and method for generating generalized displacement maps from mesostructure geometries
    8.
    发明授权
    System and method for generating generalized displacement maps from mesostructure geometries 有权
    从介观结构几何生成广义位移图的系统和方法

    公开(公告)号:US07310101B2

    公开(公告)日:2007-12-18

    申请号:US10990142

    申请日:2004-11-15

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。

    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    9.
    发明授权
    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds 有权
    优化纹理映射对象模型相对于可调失真阈值的实时渲染

    公开(公告)号:US07286135B2

    公开(公告)日:2007-10-23

    申请号:US10990244

    申请日:2004-11-15

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。

    System and method for generating generalized displacement maps from mesostructure geometries
    10.
    发明申请
    System and method for generating generalized displacement maps from mesostructure geometries 有权
    从介观结构几何生成广义位移图的系统和方法

    公开(公告)号:US20050280647A1

    公开(公告)日:2005-12-22

    申请号:US10990142

    申请日:2004-11-15

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。