Synthesis of progressively-variant textures and application to arbitrary surfaces

    公开(公告)号:US20060028481A1

    公开(公告)日:2006-02-09

    申请号:US11240878

    申请日:2005-09-30

    IPC分类号: G09G5/00

    CPC分类号: G06T11/001

    摘要: Methods for synthesizing progressively-variant textures based on texton masks are provided. A first method creates a synthesized texture image guided by a sample texture, first texton mask corresponding to the sample texture and a second texton mask modified based on the first texton mask. A second method also creates a synthesized texture image guided by a first and second sample textures and corresponding first and second texton masks. A method for rendering a synthesized texture on an image of a three-dimensional object includes creating a synthesized texture on the object guided by a two-dimensional progressively-variant sample texture, a texton mask for the sample texture and a mesh of a plurality of vertices representing the object.

    System and process for optimal texture map reconstruction from multiple views
    22.
    发明申请
    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:US20050285872A1

    公开(公告)日:2005-12-29

    申请号:US11192639

    申请日:2005-07-28

    IPC分类号: G06T15/20 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。

    View dependent displacement mapping
    23.
    发明申请
    View dependent displacement mapping 有权
    查看依赖位移图

    公开(公告)号:US20050093857A1

    公开(公告)日:2005-05-05

    申请号:US10698909

    申请日:2003-10-31

    IPC分类号: G06T15/20 G06T15/00

    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。

    Knitwear modeling
    24.
    发明授权
    Knitwear modeling 失效
    针织造型

    公开(公告)号:US06871166B1

    公开(公告)日:2005-03-22

    申请号:US09620533

    申请日:2000-07-23

    CPC分类号: D04B37/00

    摘要: Knitwear modeling is disclosed. A macrostructure corresponding to a three-dimensional object is generated, based on a stitch pattern and optionally a color pattern. Yarn microstructure is generated and applied to the macrostructure to yield a knitwear model. The stitch positions of the macrostructure can be perturbed to achieve stitch position irregularities. The fluffiness of the yarn microstructure can be controlled. In an alternative embodiment, a two-dimensional knitwear texture is generated, which can then be mapped to a three-dimensional object to yield a knitwear model.

    摘要翻译: 披露了针织品造型。 基于针迹图案和可选的颜色图案,生成对应于三维物体的宏观结构。 生产纱线微观结构并应用于宏观结构以产生针织品模型。 可以扰动宏观结构的缝合位置以达到缝合位置不规则。 可以控制纱线微结构的蓬松性。 在替代实施例中,生成二维针织品纹理,然后将其映射到三维对象以产生针织品模型。

    Three dimensional polygon mesh deformation using subspace energy projection
    25.
    发明授权
    Three dimensional polygon mesh deformation using subspace energy projection 有权
    使用子空间能量投影的三维多边形网格变形

    公开(公告)号:US08749543B2

    公开(公告)日:2014-06-10

    申请号:US11464721

    申请日:2006-08-15

    CPC分类号: G06T17/20 G06T13/00

    摘要: A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.

    摘要翻译: 一种用于使用非线性和线性约束来变形3D多边形网格的计算机实现的方法。 该方法包括创建完全封装要变形的3D多边形网格的粗略控制3D多边形网格,将3D多边形网格的变形能量和3D多边形网格的约束投射到粗略控制3D的顶点或子空间 多边形网格,并且通过迭代地确定子空间的变形能量来确定产生的变形的3D多边形网格。 约束可以是线性或非线性约束,例如拉普拉斯约束,位置约束,投影约束,骨架约束或体积约束。

    High dynamic range image hallucination
    26.
    发明授权
    High dynamic range image hallucination 有权
    高动态范围图像幻象

    公开(公告)号:US08346002B2

    公开(公告)日:2013-01-01

    申请号:US11781227

    申请日:2007-07-20

    IPC分类号: G06K9/00

    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者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。

    Modeling and rendering of heterogeneous translucent materials using the diffusion equation
    27.
    发明授权
    Modeling and rendering of heterogeneous translucent materials using the diffusion equation 有权
    使用扩散方程建模和渲染异质半透明材料

    公开(公告)号:US08243071B2

    公开(公告)日:2012-08-14

    申请号:US12072925

    申请日:2008-02-29

    IPC分类号: G06T15/00 G06T15/60 G06K9/00

    摘要: An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.

    摘要翻译: 一种示例性方法包括提供用于异质半透明材料的照明物理样品的图像数据,部分地基于扩散方程来确定材料的一种或多种材料性质,其中材料性质之一是用于辐射的扩散的扩散系数 材料,并且其中确定包括扩散系数的正则化术语,将一个或多个材料属性映射到虚拟对象体积,将虚拟照明条件分配给虚拟对象体积,以及使用虚拟照明条件将虚拟对象体积呈现为 虚拟物体体积扩散方程组的边界条件。 还公开了其它方法,装置和系统。

    Appearance manifolds for modeling time-variant appearance of materials
    28.
    发明授权
    Appearance manifolds for modeling time-variant appearance of materials 有权
    外观歧管用于建模材料的时变外观

    公开(公告)号:US07933442B2

    公开(公告)日:2011-04-26

    申请号:US11694840

    申请日:2007-03-30

    IPC分类号: G06K9/00

    摘要: A method for modeling a time-variant appearance of a material is described. A sample analysis of a material sample is performed, wherein the sample analysis orders surface points of the material sample with respect to weathering from data captured at a single instant in time. An appearance synthesis using the sample analysis is performed, wherein the appearance synthesis generates a time-variant sequence of frames for weathering an object.

    摘要翻译: 描述了用于对材料的时变外观进行建模的方法。 进行材料样品的样品分析,其中样品分析根据在单个时刻捕获的数据对材料样品的表面点进行排序。 执行使用样本分析的外观合成,其中外观合成生成用于风化对象的帧的时变序列。

    Real-Time Rendering of Light-Scattering Media
    29.
    发明申请
    Real-Time Rendering of Light-Scattering Media 有权
    光散射介质的实时渲染

    公开(公告)号:US20090006052A1

    公开(公告)日:2009-01-01

    申请号:US11770974

    申请日:2007-06-29

    IPC分类号: G06G7/48

    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 the 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果的非均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。

    Texture montage
    30.
    发明授权
    Texture montage 有权
    纹理蒙太奇

    公开(公告)号:US07283140B2

    公开(公告)日:2007-10-16

    申请号:US11157657

    申请日:2005-06-21

    CPC分类号: G06T15/04

    摘要: Texture montage is described. In one aspect, feature correspondences are received. The feature correspondences map at least one region on a 3-D mesh to at least one region on an image of one or more images. Each of the images provides texture information. An atlas of texture patches is created based on the feature correspondences. The atlas of texture patches provides for rendering texture from the images onto the 3-D mesh.

    摘要翻译: 纹理蒙太奇被描述。 在一个方面,接收到特征对应。 特征对应将三维网格上的至少一个区域映射到一个或多个图像的图像上的至少一个区域。 每个图像提供纹理信息。 基于特征对应创建纹理补丁的图集。 纹理贴图的图集用于将图像中的纹理渲染到3-D网格上。