FRONTEND FOR UNIVERSAL RENDERING FRAMEWORK
    11.
    发明申请
    FRONTEND FOR UNIVERSAL RENDERING FRAMEWORK 有权
    通用的通用渲染框架

    公开(公告)号:US20090219284A1

    公开(公告)日:2009-09-03

    申请号:US12040659

    申请日:2008-02-29

    IPC分类号: G06T17/00

    摘要: Embodiments of the invention provide a renderer-agnostic method for representing materials independently from an underlying rendering engine. Advantageously, materials libraries may be extended with new materials for rendering with an existing rendering engine and implementation. Also, new rendering engines and implementations may be added for existing materials. Thus, at run-time, rather than limiting the rendering to being performed on a pre-determined rendering engine, the rendering application may efficiently and conveniently manage rendering a graphics scene on a plurality of rendering engines or implementations.

    摘要翻译: 本发明的实施例提供了用于独立于底层渲染引擎代表材料的渲染器不可知方法。 有利的是,材料库可以用新材料进行扩展,以便利用现有的渲染引擎和实现来呈现。 此外,可以为现有材料添加新的渲染引擎和实现。 因此,在运行时,渲染应用程序可以有效且方便地管理在多个渲染引擎或实现上渲染图形场景,而不是将渲染限制为在预定渲染引擎上执行。

    System and method for computing a continuous local neighborhood and paramaterization
    12.
    发明授权
    System and method for computing a continuous local neighborhood and paramaterization 有权
    用于计算连续本地邻域和参数化的系统和方法

    公开(公告)号:US07495663B2

    公开(公告)日:2009-02-24

    申请号:US11209721

    申请日:2005-08-24

    申请人: Jerome Maillot

    发明人: Jerome Maillot

    IPC分类号: G06T15/30

    CPC分类号: G06T17/20

    摘要: The present invention relates to a system for interactively moving a hit point within a current triangle of the model, where the hit point defines a location of a brush stamp relative to the model, where a circle with a radius either defines the brush stamp or minimally contains the brush stamp. For each vertex of the current triangle containing the hit point, a sub-neighborhood of vertices of the model is defined by including in the sub-neighborhood vertices of the model that are within a distance of the hit point, the distance being a sum of the radius of the circle added to a length of a longest edge that is attached to the vertex. A sub-parameterization for each sub-neighborhood is then computed. The system then finds a barycentric coordinate of the hit point in the current triangle, where the barycentric coordinate has three barycentric values, each corresponding to a vertex of the current triangle. The system the computes a local parameterization by weighted averaging of the sub-parameterizations, where each sub-parameterization is weighted according to the barycentric value of the vertex of its sub-neighborhood.

    摘要翻译: 本发明涉及一种用于交互地移动模型当前三角形内的命中点的系统,其中命中点定义相对于模型的刷子印记的位置,其中具有半径的圆定义了刷印或最小化 包含刷印。 对于包含命中点的当前三角形的每个顶点,模型的顶点的子邻域通过在距离该点的距离内的模型的子邻域顶点中包括,该距离是 添加到连接到顶点的最长边的长度的圆的半径。 然后计算每个子邻域的子参数化。 然后,系统找到当前三角形中的命中点的重心坐标,其中重心坐标具有三个重心值,每个重心坐标对应于当前三角形的顶点。 通过子参数化的加权平均来计算局部参数化的系统,其中每个子参数化根据其子邻域的顶点的重心值加权。

    Accelerated ray-object intersection
    13.
    发明授权
    Accelerated ray-object intersection 有权
    加速射线对象交点

    公开(公告)号:US07483024B2

    公开(公告)日:2009-01-27

    申请号:US10748235

    申请日:2003-12-31

    申请人: Jerome Maillot

    发明人: Jerome Maillot

    IPC分类号: G06T17/00

    CPC分类号: G06T17/20 G06T15/06

    摘要: An original mesh is provided with a bounding surface and a convex hull surface. A first tessellation links the convex hull to the original mesh, and a second tessellation links the bounding surface to the convex hull. Using the tessellations to find a first intersection between a ray and the original mesh by finding a first intersected polygon of the bounding surface, and then traversing adjacent intersected polygons starting from the first intersection until the intersection is found. When the ray is moved, a second ray-surface intersection can be found by finding a polygon locally near the first intersection and containing a first intersection with the moved ray, traversing out from the local polygon through adjacent polygons intersected by the moved ray, and determining whether traversed polygons are unoccluded based on whether they are part of the convex hull surface.

    摘要翻译: 原始网格设有边界表面和凸包表面。 第一个细分将凸包与原始网格相连,第二个细分将链接到凸包的边界表面。 通过找到第一个相交多边形的边界面,然后遍历从第一个交叉点开始到相交的相邻相交的多边形,使用镶嵌来找到射线与原始网格之间的第一个交点。 当光线移动时,可以通过在第一交叉点附近找到多边形,并且包含与移动的光线的第一交点,通过与移动的光线相交的相邻多边形从局部多边形横穿出来,找到第二光线表面交叉,以及 基于它们是否是凸包表面的一部分,确定是否未覆盖经过的多边形。

    DYNAMICALLY ADJUSTED BRUSH FOR DIRECT PAINT SYSTEMS ON PARAMETERIZED MULTI-DIMENSIONAL SURFACES
    14.
    发明申请
    DYNAMICALLY ADJUSTED BRUSH FOR DIRECT PAINT SYSTEMS ON PARAMETERIZED MULTI-DIMENSIONAL SURFACES 有权
    用于参数化多维表面的直接涂料系统的动态调整刷

    公开(公告)号:US20080278514A1

    公开(公告)日:2008-11-13

    申请号:US12118914

    申请日:2008-05-12

    IPC分类号: G09G5/00

    摘要: A system that implements a “tangent space brush,” allowing a user to paint directly onto a parameterized object, for example a three dimensional object. A tangent space brush projects coordinates from an input device to the world-space point on the surface of the 3D object. A normal is determined at that point and a brush image is projected from that point, along the normal, to the underlying surfaces. The system is implemented by providing a system that implements selecting a selected area of a displayed object, and projecting a brush directly onto a surface of the selected area.

    摘要翻译: 实现“切线空间刷”的系统,允许用户直接绘制到参数化对象上,例如三维对象。 切线空间画笔将投影设备的坐标投影到3D对象表面上的世界空间点。 在该点确定正常,并且从该点沿着法线将投影图像投影到下面的表面。 该系统通过提供实现选择所显示对象的选定区域并将画笔直接投影到所选区域的表面上的系统来实现。

    Reducing seam artifacts when applying a texture to a three-dimensional (3D) model
    15.
    发明授权
    Reducing seam artifacts when applying a texture to a three-dimensional (3D) model 有权
    当将纹理应用于三维(3D)模型时,减少接缝伪影

    公开(公告)号:US09305389B2

    公开(公告)日:2016-04-05

    申请号:US12039694

    申请日:2008-02-28

    申请人: Jerome Maillot

    发明人: Jerome Maillot

    IPC分类号: G06T15/00 G06T15/04

    CPC分类号: G06T15/04

    摘要: Embodiments of the present invention include techniques for reducing artifacts in rendered images. In one embodiment, a dual UV engine generates a dual of the graph defined by an initial UV set associated with a 3D model. The dual UV engine then uses existing flattening and layout engines to generate a dual UV set from this dual graph. Using the dual graph to define the dual UV set ensures that the seams corresponding to the initial UV set and the dual UV set minimally intersect.

    摘要翻译: 本发明的实施例包括用于减少渲染图像中的伪影的技术。 在一个实施例中,双UV引擎生成由与3D模型相关联的初始UV集定义的图形的双重。 双UV引擎然后使用现有的扁平化和布局引擎从该双图生成双UV组。 使用双曲线图来定义双重UV组确保了与初始UV组和双UV组相对应的接缝最小相交。

    System and method for removing seam artifacts
    16.
    发明授权
    System and method for removing seam artifacts 有权
    用于去除缝隙伪影的系统和方法

    公开(公告)号:US08269765B2

    公开(公告)日:2012-09-18

    申请号:US12039673

    申请日:2008-02-28

    申请人: Jerome Maillot

    发明人: Jerome Maillot

    IPC分类号: G06T15/00

    CPC分类号: G06T15/04

    摘要: Embodiments of the present invention include techniques for reducing artifacts in rendered images. In one embodiment, a dual UV engine generates a dual of the graph defined by an initial UV set associated with a 3D model. The dual UV engine then uses existing flattening and layout engines to generate a dual UV set from this dual graph. Using the dual graph to define the dual UV set ensures that the seams corresponding to the initial UV set and the dual UV set minimally intersect.

    摘要翻译: 本发明的实施例包括用于减少渲染图像中的伪影的技术。 在一个实施例中,双UV引擎生成由与3D模型相关联的初始UV集定义的图形的双重。 双UV引擎然后使用现有的扁平化和布局引擎从该双图生成双UV组。 使用双曲线图来定义双重UV组确保了与初始UV组和双UV组相对应的接缝最小相交。

    Frontend for universal rendering framework
    17.
    发明授权
    Frontend for universal rendering framework 有权
    前端通用渲染框架

    公开(公告)号:US08134551B2

    公开(公告)日:2012-03-13

    申请号:US12040659

    申请日:2008-02-29

    摘要: Embodiments of the invention provide a renderer-agnostic method for representing materials independently from an underlying rendering engine. Advantageously, materials libraries may be extended with new materials for rendering with an existing rendering engine and implementation. Also, new rendering engines and implementations may be added for existing materials. Thus, at run-time, rather than limiting the rendering to being performed on a pre-determined rendering engine, the rendering application may efficiently and conveniently manage rendering a graphics scene on a plurality of rendering engines or implementations.

    摘要翻译: 本发明的实施例提供了用于独立于底层渲染引擎代表材料的渲染器不可知方法。 有利的是,材料库可以用新材料进行扩展,以便利用现有的渲染引擎和实现来呈现。 此外,可以为现有材料添加新的渲染引擎和实现。 因此,在运行时,渲染应用程序可以有效且方便地管理在多个渲染引擎或实现上渲染图形场景,而不是将渲染限制为在预定渲染引擎上执行。

    Predictive Material Editor
    18.
    发明申请
    Predictive Material Editor 有权
    预测材料编辑器

    公开(公告)号:US20100037205A1

    公开(公告)日:2010-02-11

    申请号:US12187332

    申请日:2008-08-06

    IPC分类号: G06F9/44 G06F3/00

    CPC分类号: G06F3/04842 G06F9/451

    摘要: A method for generating a user interface within a graphics application for a set of materials, such that each material includes a material definition and is capable of being applied to a geometry in a graphics scene when performing a rendering operation. A GUI generation engine obtains configuration information associated with an environment for a computer system and determines that a first set of materials is associated with the configuration information. The GUI generation selects the first set of materials to be displayed in a graphical user interface, and the graphical user interface is displaying to an end-user. Advantageously, embodiments of the invention provide for a technique for exposing only those materials, user interface objects, editable material parameters, user interface elements, vocabulary, rendering engines, and/or rendering engine implementations that are relevant to the user of a particular rendering application.

    摘要翻译: 一种用于在一组材料的图形应用程序内生成用户界面的方法,使得每个材料包括材料定义并且能够在执行绘制操作时被应用于图形场景中的几何。 GUI生成引擎获得与计算机系统的环境相关联的配置信息,并且确定第一组材料与配置信息相关联。 GUI生成选择要在图形用户界面中显示的第一组材料,并且图形用户界面正在向最终用户显示。 有利地,本发明的实施例提供了仅暴露与特定呈现应用程序的用户相关的那些材料,用户界面对象,可编辑材料参数,用户界面元素,词汇,呈现引擎和/或呈现引擎实现的技术 。

    Dynamically adjusted brush for direct paint systems on parameterized multi-dimensional surfaces
    19.
    发明授权
    Dynamically adjusted brush for direct paint systems on parameterized multi-dimensional surfaces 有权
    在参数化多维表面上用于直接涂料系统的动态调整刷

    公开(公告)号:US07652675B2

    公开(公告)日:2010-01-26

    申请号:US12118914

    申请日:2008-05-12

    摘要: A method for assigning background pixels an appropriate color to fill all remaining background pixels by a computer after standard paint and overscan techniques to prevent and reduce artifacts. The method includes computing an initial mipmap level and keeping track of which pixels are background pixels. Four pixels at a subsequent mipmap level correspond to a single pixel at a higher level. If the four pixels at the lower level are background pixels, then the single pixel is also a background pixel and a corresponding color is used. Otherwise, the color of the single pixel is the average of non-background pixels.

    摘要翻译: 一种用于在标准绘制和过扫描技术之后通过计算机分配背景像素适当颜色以填充所有剩余背景像素的方法,以防止和减少伪像。 该方法包括计算初始mipmap级别并跟踪哪些像素是背景像素。 在后续mipmap级别的四个像素对应于较高级别的单个像素。 如果较低级别的四个像素是背景像素,则单个像素也是背景像素,并且使用相应的颜色。 否则,单个像素的颜色是非背景像素的平均值。

    File Format Extensibility For Universal Rendering Framework
    20.
    发明申请
    File Format Extensibility For Universal Rendering Framework 有权
    通用渲染框架的文件格式可扩展性

    公开(公告)号:US20090251478A1

    公开(公告)日:2009-10-08

    申请号:US12099753

    申请日:2008-04-08

    IPC分类号: G09G5/00 G06F17/00

    CPC分类号: G06T15/005

    摘要: Embodiments of the invention provide a method for extending a graphics rendering framework. A rendering application locates a first file that includes a first implementation involving a first graphics material and compares data associated with the first file to data associated with a second file that includes a second implementation involving a second graphics material. The rendering application compares data associated with the first and second files, determines that the first graphics material matches the second graphics material, and determines that the first implementation is different from the second implementation. The data associated with the first file and the data associated with the second file are then combined into a data structure. Advantageously, new graphics materials, and implementations for existing graphics materials, may be created without access to the source code of the original implementation of the graphics materials and may be installed at a later time without re-shipping the entire library of graphics materials and implementations.

    摘要翻译: 本发明的实施例提供了一种用于扩展图形渲染框架的方法。 呈现应用程序定位第一文件,其包括涉及第一图形资料的第一实现,并且将与第一文件相关联的数据与包括涉及第二图形资料的第二实现的第二文件相关联的数据进行比较。 渲染应用程序比较与第一和第二文件相关联的数据,确定第一图形材料与第二图形材料匹配,并确定第一实现与第二实现不同。 然后将与第一文件相关联的数据和与第二文件相关联的数据组合成数据结构。 有利地,可以创建新的图形材料和用于现有图形材料的实现,而无需访问图形材料的原始实现的源代码,并且可以在稍后的时间安装,而不需要重新发送整个图形材料和实现库 。