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公开(公告)号:US20220138988A1
公开(公告)日:2022-05-05
申请号:US17308893
申请日:2021-05-05
Applicant: NVIDIA Corporation
Inventor: Michael Stengel , Alexander Majercik , Ben Boudaoud , Morgan McGuire , Dawid Stanislaw Pajak
Abstract: A remote device utilizes ray tracing to compute a light field for a scene to be rendered, where the light field includes information about light reflected off surfaces within the scene. This light field is then compressed utilizing lossless or lossy compression and one or more video compression techniques that implement temporal reuse, such that only differences between the light field for the scene and a light field for a previous scene are compressed. The compressed light field data is then sent to a client device that decompresses the light field data and uses such data to obtain the light field for the scene at the client device. This light field is then used by the client device to compute global illumination for the scene. The global illumination may be used to accurately render the scene at the mobile device, resulting in a realistic scene that is presented by the mobile device.
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公开(公告)号:US11321865B1
公开(公告)日:2022-05-03
申请号:US16355481
申请日:2019-03-15
Applicant: NVIDIA CORPORATION
Inventor: Joohwan Kim , Michael Stengel , Zander Majercik , Shalini De Mello , Samuli Laine , Morgan McGuire , David Luebke
Abstract: One embodiment of a method includes calculating one or more activation values of one or more neural networks trained to infer eye gaze information based, at least in part, on eye position of one or more images of one or more faces indicated by an infrared light reflection from the one or more images.
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公开(公告)号:US20210350550A1
公开(公告)日:2021-11-11
申请号:US16872069
申请日:2020-05-11
Applicant: Nvidia Corporation
Inventor: Michael Stengel , Morgan McGuire , Alexander Majercik , David Luebke
Abstract: Apparatuses, systems, and techniques are presented to estimate user gaze. In at least one embodiment, one or more neural networks are used to determine coarse and fine gaze estimates for one or more users.
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公开(公告)号:US10922876B2
公开(公告)日:2021-02-16
申请号:US16733149
申请日:2020-01-02
Applicant: NVIDIA Corporation
Inventor: Qi Sun , Anjul Patney , Omer Shapira , Morgan McGuire , Aaron Eliot Lefohn , David Patrick Luebke
Abstract: A method, computer readable medium, and system are disclosed for redirecting a user's movement through a physical space while the user views a virtual environment. A temporary visual suppression event is detected when a user's eyes move relative to the user's head while viewing a virtual scene displayed on a display device, an orientation of the virtual scene relative to the user is modified to direct the user to physically move along a planned path through a virtual environment corresponding to the virtual scene, and the virtual scene is displayed on the display device according to the modified orientation.
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公开(公告)号:US20180158233A1
公开(公告)日:2018-06-07
申请号:US15806144
申请日:2017-11-07
Applicant: NVIDIA Corporation
Inventor: Christopher Ryan Wyman , Morgan McGuire
CPC classification number: G06T15/503 , G06T15/005 , G06T15/04 , G06T15/40
Abstract: A method for generating temporally stable hash values reduces visual artifacts associated with stochastic sampling of data for graphics applications. A given hash value can be generated from a scaled and discretized object-space for a geometric object within a scene. Through appropriate scaling, the hash value can be discretized and remain constant within a threshold distance from a pixel center. As the geometric object moves within the scene, a hash value associated with a given feature of the geometric object remains constant because the hash value is generated using an object-space coordinate anchored to the feature. In one embodiment, alpha testing threshold values are assigned random, but temporally stable hash output values generated using object-space coordinate positions for primitive fragments undergoing alpha testing. Alpha tested fragments are temporally stable, beneficially improving image quality.
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公开(公告)号:US12141946B2
公开(公告)日:2024-11-12
申请号:US17464403
申请日:2021-09-01
Applicant: Nvidia Corporation
Inventor: Adam Christopher Marrs , Josef B. Spjut , Holger Heinrich Gruen , Morgan McGuire , Rahul Sathe
Abstract: During the rendering of an image, specific pixels in the image are identified where antialiasing would be helpful. Antialiasing is then performed on these identified pixels, where anti-aliasing is a technique used to add greater realism to a digital image by smoothing jagged edges. This reduces a cost of performing antialiasing by reducing a number of pixels within an image on which antialiasing is performed.
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公开(公告)号:US11875449B2
公开(公告)日:2024-01-16
申请号:US17745478
申请日:2022-05-16
Applicant: Nvidia Corporation
Inventor: Towaki Alan Takikawa , Joey Litalien , Kangxue Yin , Karsten Julian Kreis , Charles Loop , Morgan McGuire , Sanja Fidler
CPC classification number: G06T15/08 , G06T17/005 , G06T2210/36
Abstract: Systems and methods are described for rendering complex surfaces or geometry. In at least one embodiment, neural signed distance functions (SDFs) can be used that efficiently capture multiple levels of detail (LODs), and that can be used to reconstruct multi-dimensional geometry or surfaces with high image quality. An example architecture can represent complex shapes in a compressed format with high visual fidelity, and can generalize across different geometries from a single learned example. Extremely small multi-layer perceptrons (MLPs) can be used with an octree-based feature representation for the learned neural SDFs.
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公开(公告)号:US20220198746A1
公开(公告)日:2022-06-23
申请号:US17693162
申请日:2022-03-11
Applicant: NVIDIA Corporation
Inventor: Christopher Ryan Wyman , Morgan McGuire , Peter Schuyler Shirley , Aaron Eliot Lefohn
Abstract: A global illumination data structure (e.g., a data structure created to store global illumination information for geometry within a scene to be rendered) is computed for the scene. Additionally, reservoir-based spatiotemporal importance resampling (RESTIR) is used to perform illumination gathering, utilizing the global illumination data structure. The illumination gathering includes identifying light values for points within the scene, where one or more points are selected within the scene based on the light values in order to perform ray tracing during the rendering of the scene.
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公开(公告)号:US11335056B1
公开(公告)日:2022-05-17
申请号:US17314182
申请日:2021-05-07
Applicant: Nvidia Corporation
Inventor: Towaki Alan Takikawa , Joey Litalien , Kangxue Yin , Karsten Julian Kreis , Charles Loop , Morgan McGuire , Sanja Fidler
Abstract: Systems and methods are described for rendering complex surfaces or geometry. In at least one embodiment, neural signed distance functions (SDFs) can be used that efficiently capture multiple levels of detail (LODs), and that can be used to reconstruct multi-dimensional geometry or surfaces with high image quality. An example architecture can represent complex shapes in a compressed format with high visual fidelity, and can generalize across different geometries from a single learned example. Extremely small multi-layer perceptrons (MLPs) can be used with an octree-based feature representation for the learned neural SDFs.
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公开(公告)号:US20220028158A1
公开(公告)日:2022-01-27
申请号:US17177011
申请日:2021-02-16
Applicant: NVIDIA Corporation
Inventor: Michael Stengel , Alexander Majercik , Ben Boudaoud , Morgan McGuire
Abstract: A remote device utilizes ray tracing to compute a light field for a scene to be rendered, where the light field includes information about light reflected off surfaces within the scene. This light field is then compressed utilizing one or more video compression techniques that implement temporal reuse, such that only differences between the light field for the scene and a light field for a previous scene are compressed. The compressed light field data is then sent to a client device that decompresses the light field data and uses such data to obtain the light field for the scene at the client device. This light field is then used by the client device to compute global illumination for the scene. The global illumination may be used to accurately render the scene at the mobile device, resulting in a realistic scene that is presented by the mobile device.
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