Real-Time Rendering of Light-Scattering Media
    21.
    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:US20090006047A1

    公开(公告)日:2009-01-01

    申请号:US11830794

    申请日:2007-07-30

    IPC分类号: G06F17/10

    CPC分类号: G06T15/55

    摘要: A real-time algorithm for rendering of an inhomogeneous scattering media such as smoke under dynamic low-frequency environment lighting is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) and an optional residual field. Source radiances from single and optionally multiple scattering are directly computed at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. Unique approximation techniques are introduced in the computational algorithms to simplify and speed up the computation of source radiance contributed by single and multiple scattering. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray may be performed to render the final image.

    摘要翻译: 描述了在动态低频环境照明下渲染非均匀散射介质(如烟雾)的实时算法。 输入媒体动画被表示为密度字段序列,每个密度字段被分解成一组径向基函数(RBF)和可选残余字段的加权和。 仅从RBF中心直接计算来自单个和任选多个散射的源辐射,然后使用基于RBF的插值在体积中的其他点处近似。 在计算算法中引入了独特的近似技术,以简化和加快由单次和多次散射贡献的源辐射的计算。 使用计算的源辐射,可以执行使用沿着每个观察射线的基于片段的辐射积分的射线行进技术来渲染最终图像。

    Gradient Domain Editing of Animated Meshes
    22.
    发明申请
    Gradient Domain Editing of Animated Meshes 有权
    动画网格梯度域编辑

    公开(公告)号:US20090002376A1

    公开(公告)日:2009-01-01

    申请号:US11772001

    申请日:2007-06-29

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: Gradient domain editing of animated meshes is described. Exemplary systems edit deforming mesh sequences by applying Laplacian mesh editing techniques in the spacetime domain. A user selects relevant frames or handles to edit and the edits are propagated to the entire sequence. For example, if the mesh depicts an animated figure, then user-modifications to position of limbs, head, torso, etc., in one frame are propagated to the entire sequence. In advanced editing modes, a user can reposition footprints over new terrain and the system automatically conforms the walking figure to the new footprints. A user-sketched curve can automatically provide a new motion path. Movements of one animated figure can be transferred to a different figure. Caricature and cartoon special effects are available. The user can also select spacetime morphing to smoothly change the shape and motion of one animated figure into another over a short interval.

    摘要翻译: 描述动画网格的渐变域编辑。 示例性系统通过在时空域中应用拉普拉斯网格编辑技术来编辑变形网格序列。 用户选择要编辑的相关帧或句柄,并将编辑传播到整个序列。 例如,如果网格描绘了动画人物,则在一个帧中的肢体,头部,躯干等的位置的用户修改被传播到整个序列。 在高级编辑模式下,用户可以在新地形上重新定位足迹,系统会自动将走势图符合到新的脚印。 用户素描曲线可以自动提供新的运动路径。 一个动画人物的动作可以转移到不同的数字。 有漫画和卡通特效。 用户还可以选择时空变形,以便在短时间间隔内将一个动画人物的形状和运动平滑地改变为另一个。

    Interactive Relighting with Dynamic Reflectance
    23.
    发明申请
    Interactive Relighting with Dynamic Reflectance 有权
    与动态反射相互作用

    公开(公告)号:US20080309667A1

    公开(公告)日:2008-12-18

    申请号:US11764062

    申请日:2007-06-15

    IPC分类号: G06T15/50

    CPC分类号: G06T15/506

    摘要: Interactive relighting with dynamic reflectance involves relighting a graphical scene with dynamic changes to the reflectance(s) in the graphical scene. A graphical scene may include source radiance, regions having reflectances, a surface spot, incident radiation from the source radiance at the surface sport, an incident direction, a viewing direction, exit radiance, and so forth. In an example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using an incident radiance at a surface spot that is separated into respective incident radiance components corresponding to different respective numbers of interreflections in the graphical scene. In another example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using a tensor representation for a reflectance of a surface spot with the tensor representation being segmented into three adjustable factors for lighting, viewing, and reflectance.

    摘要翻译: 具有动态反射率的交互式重视包括使图形场景与图形场景中的反射率的动态变化相关联。 图形场景可以包括源辐射,具有反射率的区域,表面斑点,来自表面运动处的源辐射的入射辐射,入射方向,观察方向,出射辐射度等。 在示例性实施例中,基于图形场景的至少一个经调整的反射率使用在表面点处的入射辐射被分离成对应于图形场景中的不同相应数目的反射的相应入射辐射分量的图形场景被重新点亮。 在另一个示例性实施例中,基于使用张量表示的图形场景的至少一个经调整的反射率对表面点的反射率进行重新绘图,其中张量表示被分割成用于照明,观看和反射的三个可调节因子。

    Mesh Quilting for Geometric Texture Synthesis
    24.
    发明申请
    Mesh Quilting for Geometric Texture Synthesis 有权
    网纹绗缝几何纹理合成

    公开(公告)号:US20080303840A1

    公开(公告)日:2008-12-11

    申请号:US11760607

    申请日:2007-06-08

    IPC分类号: G09G5/00 G06T17/00

    CPC分类号: G06T15/04

    摘要: Mesh quilting for geometric texture synthesis involves synthesizing a geometric texture by quilting a mesh texture swatch. In an example embodiment, geometry is matched between a mesh texture swatch and a portion of a synthesized geometric texture. Correspondences are ascertained between elements of the mesh texture swatch and the portion of the synthesized geometric texture. The ascertained corresponding elements of the mesh texture swatch and the portion of the synthesized geometric texture are aligned via local deformation to create a new patch. The new patch is merged into an output texture space to grow the synthesized geometric texture.

    摘要翻译: 用于几何纹理合成的网格绗缝涉及通过绗缝网格纹理样本来合成几何纹理。 在示例实施例中,几何在网格纹理样本和合成几何纹理的一部分之间进行匹配。 在网格纹理样本的元素和合成的几何纹理的部分之间确定对应关系。 确定的网格纹理样本的对应元素和合成的几何纹理的部分通过局部变形对齐,以创建新的补丁。 新的补丁被合并到输出纹理空间中,以增加合成的几何纹理。

    Three Dimensional Polygon Mesh Deformation Using Subspace Energy Projection
    25.
    发明申请
    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:US20080043021A1

    公开(公告)日:2008-02-21

    申请号:US11464721

    申请日:2006-08-15

    IPC分类号: G09G5/00

    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。

    Decorating surfaces with textures
    26.
    发明申请

    公开(公告)号:US20060170695A1

    公开(公告)日:2006-08-03

    申请号:US11045868

    申请日:2005-01-28

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04 G06T17/20

    摘要: Surfaces can be decorated with texture tiling and/or texture painting using one or more sample textures, such as BTFs. In a described implementation of texture tiling, a patch-based BTF synthesis algorithm is utilized. In an example embodiment, a mesh of a target surface is re-sampled to produce a dense mesh such that there is a one-to-one correspondence between vertices of the dense mesh and pixels of an image. Patch matching is then employed with a working image that corresponds to a working patch. In an example embodiment, the patch matching is effectuated using translations and rotations of the sample texture. In a described implementation of texture painting, irregular feature(s) of a sample texture are synthesized onto a target surface. In an example embodiment, user-specified constraints as to a desired foreground feature of a sample texture and an intended foreground region of a targeted surface are factored into a graphcut operation.

    CMOS image sensor, timing control method and exposure method thereof
    27.
    发明授权
    CMOS image sensor, timing control method and exposure method thereof 有权
    CMOS图像传感器,定时控制方法及其曝光方法

    公开(公告)号:US08964083B2

    公开(公告)日:2015-02-24

    申请号:US13701741

    申请日:2010-06-04

    摘要: The invention discloses a CMOS image sensor, a timing control method and an exposure method thereof. The image sensor includes a pixel array composed of multiple pixel rows and a control chip controlling the array. The control chip controls each pixel row to expose in the exposure time during one exposure period of the pixel row, and then wait predetermined time after the exposure time to output data. In the invention, the exposure time of the image sensor is separated from the time of outputting data. Therefore, the working mode of the image sensor can be controlled more flexibly. By the manner of controlling the pixel rows in the sub-array of the image sensor to expose synchronously, the flash time of the light source is the same as the exposure time of each single sub-array, thereby improving the utilization efficiency of the source energy and ensuring real-time image sampling.

    摘要翻译: 本发明公开了一种CMOS图像传感器,其定时控制方法及其曝光方法。 图像传感器包括由多个像素行组成的像素阵列和控制阵列的控制芯片。 控制芯片控制每个像素行在像素行的一个曝光期间的曝光时间内曝光,然后等待曝光时间之后的预定时间输出数据。 在本发明中,图像传感器的曝光时间与输出数据的时间分离。 因此,可以更灵活地控制图像传感器的工作模式。 通过控制图像传感器的子阵列中的像素行同时曝光的方式,光源的闪光时间与每个单个子阵列的曝光时间相同,从而提高了源的利用效率 能量和确保实时图像采样。

    Photon mapping on graphics hardware using kd-trees
    28.
    发明授权
    Photon mapping on graphics hardware using kd-trees 有权
    使用kd-tree的图形硬件上的光子映射

    公开(公告)号:US08928658B2

    公开(公告)日:2015-01-06

    申请号:US12241046

    申请日:2008-09-30

    摘要: Described is a technology by which a GPU-based photon mapping mechanism/algorithm uses a kd-tree to render arbitrary dynamic scenes. For each frame, the mechanism emits and traces a set of photons into the scene. When a photon hits a surface, it can either be reflected, transmitted, or absorbed based on the surface material. Once photon tracing is done, a kd-tree is built for the stored photons. To estimate the radiance value at an arbitrary surface point, the k-nearest photons are located and filtered. The photon tracing and photon kd-tree construction, as well as the radiance estimation using k-nearest neighbor (KNN) searches are performed on graphics hardware, e.g., a GPU. In one example, only caustic photons are traced, whereby a photon is terminated and stored once it hits a diffuse surface.

    摘要翻译: 描述了基于GPU的光子映射机制/算法使用kd-tree渲染任意动态场景的技术。 对于每个帧,机制发射并跟踪一组光子到场景中。 当光子撞击表面时,它可以根据表面材料进行反射,透射或吸收。 光子跟踪完成后,为存储的光子建立一个kd树。 为了估计任意表面点处的辐射值,定位和过滤k个最近的光子。 在图形硬件(例如GPU)上执行光子跟踪和光子kd-tree构造以及使用k-最近邻(KNN)搜索的辐射估计。 在一个示例中,仅追踪苛性光子,由此一旦光子撞击漫射表面,就终止并存储光子。

    Remote control system for electronic device and remote control method thereof
    29.
    发明授权
    Remote control system for electronic device and remote control method thereof 有权
    电子装置遥控系统及其遥控方法

    公开(公告)号:US08648811B2

    公开(公告)日:2014-02-11

    申请号:US13123487

    申请日:2009-09-10

    IPC分类号: G06F3/02

    摘要: A remote control system for electronic device and remote control method thereof, the remote control system comprises a controlled apparatus and a remote controller. The controlled apparatus comprises a processing control system (121) and an instruction execution unit (125) in which at least a video capturing device (122,126) connected to the controlled apparatus is also included. At least a characteristic composition is included on the remote controller, at least a video capturing device (122,126) is used for collecting the characteristic composition on the remote controller the processing control system (121) is used for processing the collected characteristic composition images, parsing into the respective instructions, and giving the instruction execution unit (125) the instructions to execute.

    摘要翻译: 一种用于电子设备的遥控系统及其遥控方法,所述遥控系统包括受控设备和遥控器。 受控设备包括处理控制系统(121)和指令执行单元(125),其中还包括连接到受控设备的至少一个视频捕获设备(122,126)。 至少一个特征组合包括在遥控器上,至少一个视频采集设备(122,126)用于收集遥控器上的特征组合,处理控制系统(121)用于处理所收集的特征合成图像,解析 并且给予指令执行单元(125)执行指令。

    Parallel surface reconstruction
    30.
    发明授权
    Parallel surface reconstruction 有权
    平行面重构

    公开(公告)号:US08610706B2

    公开(公告)日:2013-12-17

    申请号:US12245707

    申请日:2008-10-04

    IPC分类号: G06T15/00

    CPC分类号: G06T17/20 G06T17/005

    摘要: Described is a technology in which point cloud surface reconstruction is performed via parallel processing on a graphics processing unit, achieving real-time reconstruction rates. An octree is built for a given set of oriented points, with each node containing a set of points enclosed by the node. The data structure is built on the GPU, in parallel, using level-order traversals to process nodes at a same tree level. The surface is reconstructed based on data configured and located via the traversals. To produce the surface, an implicit function over the volume spanned by the octree nodes is computed using the GPU, e.g., based on a Poisson surface reconstruction method. A sparse linear system is built and a multi-grid solver is employed to solve the system. An adaptive marching cubes procedure is performed on the GPU to extract an isosurface of the implicit function as a triangular mesh.

    摘要翻译: 描述了通过图形处理单元上的并行处理进行点云表面重建的技术,实现了实时重建率。 为给定的一组定向点构建八叉树,每个节点包含由节点包围的一组点。 数据结构并行构建在GPU上,使用级别遍历来处理同一树级的节点。 基于通过遍历配置和定位的数据来重构表面。 为了产生表面,例如基于泊松表面重建方法,使用GPU计算由八叉树节点跨越的卷的隐式函数。 构建了一个稀疏线性系统,并采用多网格求解器来解决系统问题。 在GPU上执行自适应行进立方体程序以将隐含函数的等值面提取为三角形网格。