Inverse texture synthesis
    91.
    发明授权
    Inverse texture synthesis 有权
    反纹理合成

    公开(公告)号:US07973798B2

    公开(公告)日:2011-07-05

    申请号:US12059041

    申请日:2008-03-31

    IPC分类号: G09G5/00

    CPC分类号: G06T11/001

    摘要: A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.

    摘要翻译: “纹理生成器”使用逆向纹理合成解决方案,其以与传统的前向合成技术相反的方向运行,以构建2D纹理压缩以供计算机系统的图形处理单元(GPU)使用。 这些小的2D纹理压缩通常总结原始的全局变体纹理或图像,并用于重构原始纹理或图像,或者在用户提供的约束条件下重新合成新的纹理或图像。 在各种实施例中,纹理生成器使用纹理压缩以在GPU上提供全局变体纹理的实时合成,其中纹理存储器通常对于大纹理来说太小。 此外,纹理生成器提供用于逆纹理合成的优化框架,其确保每个输入区域在输出压缩中被适当地编码。 此外,纹理生成器还计算包含低频和高频区域的各向异性纹理的取向场。

    Real-time rendering of light-scattering media
    92.
    发明授权
    Real-time rendering of light-scattering media 有权
    实时渲染光散射介质

    公开(公告)号:US07940269B2

    公开(公告)日:2011-05-10

    申请号:US11770974

    申请日:2007-06-29

    IPC分类号: G06T15/50 G06T15/00

    CPC分类号: G06T15/50

    摘要: A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.

    摘要翻译: 描述了用于渲染非均匀散射介质(例如,其中浸入表面物体的雾)的实时算法。 输入媒体动画被表示为一系列密度字段。 该算法计算非均匀散射介质中表面物体的表面反射率。 该算法还可以计算不均匀散射介质的空气光。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。

    Direct manipulation of subdivision surfaces using a graphics processing unit
    93.
    发明授权
    Direct manipulation of subdivision surfaces using a graphics processing unit 失效
    使用图形处理单元直接操纵细分表面

    公开(公告)号:US07868885B2

    公开(公告)日:2011-01-11

    申请号:US11767427

    申请日:2007-06-22

    IPC分类号: G06T15/00

    CPC分类号: G06T17/20

    摘要: A graphics system allows for manipulation of a detail mesh for a subdivision surface. To deform the subdivision surface, the graphics system generates a corresponding deformed control mesh by attempting to satisfy both position constraints of the manipulation and Laplacian constraints for the detail mesh. After the deformed control mesh is generated, the deformed detail mesh can be generated by applying a subdivision function to the deformed control mesh to generate a deformed smooth mesh and then applying detail information to the deformed smooth mesh.

    摘要翻译: 图形系统允许操纵细分表面的细节网格。 为了使细分表面变形,图形系统通过尝试满足操作的位置约束和细节网格的拉普拉斯约束来生成相应的变形控制网格。 在生成变形控制网格之后,可以通过对变形的控制网格应用细分功能来生成变形的细节网格,以生成变形的平滑网格,然后将细节信息应用于变形的平滑网格。

    Mesh editing with gradient field manipulation and user interactive tools for object merging
    94.
    发明授权
    Mesh editing with gradient field manipulation and user interactive tools for object merging 失效
    使用渐变字段操作进行网格编辑和用于对象合并的用户交互式工具

    公开(公告)号:US07589720B2

    公开(公告)日:2009-09-15

    申请号:US10911394

    申请日:2004-08-04

    CPC分类号: G06T17/205 G06T17/20

    摘要: User interactive methods of determining vertex correspondence between boundaries or curves on objects to be merged is provided. One method relates to projecting a boundary of one object onto a second object to determine a merging curve, along which the two objects will be joined. Another method includes projecting a first object onto a plane to form a planar curve. The planar curve is then mapped to a second object to form a merging curve. Still another method includes interactively selecting corresponding key vertices on different objects to form a merging curve. A system presented that can use one or more of the methods of determining correspondence between boundaries. A merged object can be generated from the merging curve using a mesh solver, such as a Poisson or non-Poisson mesh solver.

    摘要翻译: 提供了确定要合并的对象上的边界或曲线之间的顶点对应关系的用户交互方法。 一种方法涉及将一个对象的边界投影到第二对象上以确定两个对象将被连接在一起的合并曲线。 另一种方法包括将第一物体投射到平面上以形成平面曲线。 然后将平面曲线映射到第二个对象以形成合并曲线。 另一种方法包括在不同对象上交互地选择对应的关键顶点以形成合并曲线。 提出的系统可以使用确定边界之间的对应关系的一种或多种方法。 可以使用网格求解器(例如泊松或非泊松网格求解器)从合并曲线生成合并对象。

    HIGH DYNAMIC RANGE IMAGE HALLUCINATION
    95.
    发明申请
    HIGH DYNAMIC RANGE IMAGE HALLUCINATION 有权
    高动态范围图像捕获

    公开(公告)号:US20090022414A1

    公开(公告)日:2009-01-22

    申请号:US11781227

    申请日:2007-07-20

    IPC分类号: G06K9/40

    CPC分类号: G06T5/008

    摘要: An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.

    摘要翻译: 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。

    System and process for optimal texture map reconstruction from multiple views
    97.
    发明授权
    System and process for optimal texture map reconstruction from multiple views 有权
    用于从多个视图获得最佳纹理贴图重建的系统和过程

    公开(公告)号:US07205998B2

    公开(公告)日:2007-04-17

    申请号:US11192639

    申请日:2005-07-28

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: A system and process for reconstructing optimal texture maps from multiple views of a scene is described. In essence, this reconstruction is based on the optimal synthesis of textures from multiple sources. This is generally accomplished using basic image processing theory to derive the correct weights for blending the multiple views. Namely, the steps of reconstructing, warping, prefiltering, and resampling are followed in order to warp reference textures to a desired location, and to compute spatially-variant weights for optimal blending. These weights take into consideration the anisotropy in the texture projection and changes in sampling frequency due to foreshortening. The weights are combined and the computation of the optimal texture is treated as a restoration problem, which involves solving a linear system of equations. This approach can be incorporated in a variety of applications, such as texturing of 3D models, analysis by synthesis methods, super-resolution techniques, and view-dependent texture mapping.

    摘要翻译: 描述用于从场景的多个视图重建最佳纹理图的系统和过程。 实质上,这种重建是基于来自多个源的纹理的最佳合成。 这通常使用基本图像处理理论来实现,以导出用于混合多个视图的正确权重。 即,遵循重构,翘曲,预过滤和重采样的步骤,以便将参考纹理扭曲到期望的位置,并计算用于最佳混合的空间变体权重。 这些权重考虑到纹理投影中的各向异性和由于缩短引起的采样频率的变化。 权重相结合,最优纹理的计算被视为恢复问题,其涉及求解线性方程组。 这种方法可以并入各种应用中,例如3D模型的纹理化,通过合成方法的分析,超分辨率技术和视图相关的纹理映射。

    Macrostructure modeling with microstructure reflectance slices
    98.
    发明授权
    Macrostructure modeling with microstructure reflectance slices 有权
    微结构反射切片的宏观结构建模

    公开(公告)号:US07167177B2

    公开(公告)日:2007-01-23

    申请号:US11064927

    申请日:2005-02-24

    IPC分类号: G06T15/60

    摘要: A method and system for efficient synthesis of photorealistic free-form knitwear, where a single cross-section of yarn serves as the basic primitive for modeling entire articles of knitwear. This primitive, called the lumislice, describes radiance from a yarn cross-section based on fine-level interactions, including occlusion, shadowing, and multiple scattering, among yarn fibers. By representing yarn as a sequence of identical but rotated cross-sections, the lumislice can effectively propagate local microstructure over arbitrary stitch patterns and knitwear shapes. This framework accommodates varying levels of detail and capitalizes on hardware-assisted transparency blending. To further enhance realism, a technique for generating soft shadows from yarn is also introduced.

    摘要翻译: 一种用于高效合成照片写实自由形式针织品的方法和系统,其中单个横截面的纱线用作对整个针织品的造型进行建模的基本原理。 这种原始的,称为lumislice,描述了纱线横截面基于精细水平相互作用(包括闭合,遮蔽和多重散射)在纱线纤维之间的辐射。 通过将纱线表示为相同但旋转的横截面的序列,光栅可以有效地将局部微结构传播到任意针迹图案和针织品形状上。 该框架适应不同程度的细节,并利用硬件辅助的透明度混合。 为了进一步增强现实主义,还引入了从纱线产生柔和阴影的技术。

    Placing feathers on a surface
    99.
    发明授权
    Placing feathers on a surface 失效
    将羽毛放在表面上

    公开(公告)号:US07098911B2

    公开(公告)日:2006-08-29

    申请号:US10622630

    申请日:2003-07-18

    CPC分类号: G06T15/00 G06T13/60

    摘要: The present invention provides a computer implemented method for placing feathers on a surface. The method includes providing a surface having a plurality of vertices and establishing a growing direction for each of the plurality of vertices on the surface. Feathers are placed on the surface based on the plurality of vertices and the growing direction.

    摘要翻译: 本发明提供了一种用于将羽毛放置在表面上的计算机实现的方法。 该方法包括提供具有多个顶点的表面,并为表面上的多个顶点中的每一个顶点建立生长方向。 基于多个顶点和生长方向将羽毛放置在表面上。