Decorating surfaces with textures
    21.
    发明授权
    Decorating surfaces with textures 失效
    用纹理装饰表面

    公开(公告)号:US07602398B2

    公开(公告)日:2009-10-13

    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.

    摘要翻译: 表面可以使用纹理拼贴和/或使用一个或多个样本纹理(如BTF)的纹理绘画进行装饰。 在所描述的纹理平铺的实现中,使用基于块的BTF合成算法。 在一个示例性实施例中,对目标表面的网格进行重新采样以产生密集网格,使得在密集网格的顶点和图像的像素之间存在一一对应关系。 然后使用补丁匹配与对应于工作补丁的工作图像。 在示例实施例中,使用样本纹理的平移和旋转来实现斑块匹配。 在所描述的纹理绘画实现中,样本纹理的不规则特征被合成到目标表面上。 在示例性实施例中,关于样本纹理的期望前景特征和目标表面的预期前景区域的用户指定约束被考虑到图形切割操作中。

    Real-time rendering of partially translucent objects
    22.
    发明授权
    Real-time rendering of partially translucent objects 有权
    实时渲染部分半透明物体

    公开(公告)号:US07589723B2

    公开(公告)日:2009-09-15

    申请号:US11189491

    申请日:2005-07-25

    IPC分类号: G06T15/50 G06T15/60 G09G5/00

    CPC分类号: G06T15/50

    摘要: Rendering of a partially translucent object is performed using a set of parameter maps derived from data measuring reflectance and transmittance of light received at the surface of the partially translucent object. Data is captured from an actual object being modeled, rather than estimated based on internal structure and composition. Parameter maps relating albedo, thickness variation, and specular intensity and roughness are stored as textures to facilitate rendering. In addition, realistic illumination from high energy sources such as sunlight is effected by separating light into low frequency and high frequency components. Low frequency components are rendered by precomputed radiance transfer. High frequency components, which are not modeled well by precomputed radiance transfer, are modeled using a light visibility convolution integral to generate light visibility maps for positions of the high frequency light source. Contributions from the different frequency components are combined to yield a realistic appearance.

    摘要翻译: 使用从测量在部分半透明物体的表面处接收的光的反射率和透射率的数据导出的一组参数图来执行部分半透明物体的渲染。 数据从被建模的实际对象中获取,而不是基于内部结构和组合来估计。 将反照率,厚度变化以及镜面强度和粗糙度相关的参数图存储为纹理以便于渲染。 此外,通过将光分离成低频和高频分量来实现来自诸如阳光的高能源的现实照明。 低频分量通过预先计算的辐射传输来渲染。 通过预先计算的辐射传输良好地建模的高频分量使用光可见度卷积积分来建模,以产生高频光源的位置的光可见度图。 来自不同频率分量的贡献被组合以产生现实的外观。

    System and process for optimal texture map reconstruction from multiple views
    23.
    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。

    System and process for optimal texture map reconstruction from multiple views

    公开(公告)号:US06999095B2

    公开(公告)日:2006-02-14

    申请号:US10983193

    申请日:2004-11-05

    IPC分类号: G09G5/00

    CPC分类号: G06T11/001

    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.

    System and process for optimal texture map reconstruction from multiple views
    25.
    发明申请
    System and process for optimal texture map reconstruction from multiple views 失效
    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:US20050093877A1

    公开(公告)日:2005-05-05

    申请号:US10983193

    申请日:2004-11-05

    IPC分类号: G09G5/00

    CPC分类号: G06T11/001

    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。

    System and process for optimal texture map reconstruction from multiple views

    公开(公告)号:US06825850B2

    公开(公告)日:2004-11-30

    申请号:US10283562

    申请日:2002-10-30

    IPC分类号: G09G500

    CPC分类号: G06T11/001

    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.

    Modeling and rendering of heterogeneous translucent materals using the diffusion equation
    27.
    发明授权
    Modeling and rendering of heterogeneous translucent materals 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:US08730240B2

    公开(公告)日:2014-05-20

    申请号:US13584158

    申请日:2012-08-13

    IPC分类号: G06T15/50 G06T15/60 G01N21/47

    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。

    Modeling and Rendering of Heterogeneous Translucent Materals Using The Diffusion Equation
    28.
    发明申请
    Modeling and Rendering of Heterogeneous Translucent Materals 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:US20120306878A1

    公开(公告)日:2012-12-06

    申请号:US13584158

    申请日:2012-08-13

    IPC分类号: G06T15/50

    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。

    Modeling and rendering of heterogeneous translucent materials using the diffusion equation
    29.
    发明申请
    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:US20090219287A1

    公开(公告)日:2009-09-03

    申请号:US12072925

    申请日:2008-02-29

    IPC分类号: G06T15/50 G06F3/048

    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。

    Capturing and rendering geometric details
    30.
    发明授权
    Capturing and rendering geometric details 有权
    捕获和渲染几何细节

    公开(公告)号:US07430490B2

    公开(公告)日:2008-09-30

    申请号:US11277938

    申请日:2006-03-29

    IPC分类号: G06T15/40

    CPC分类号: G01B11/24 G01S17/89 G06T15/04

    摘要: A method and system for implementing capturing and rendering geometric details for mesostructure surfaces is described herein. A mesostructure distance function is defined as a function of a given reference point and a given viewing direction. A distance from a reference point to a mesostructure surface point along a viewing direction is measured using the mesostructure distance function. This distance is used to determine the visibility of mesostructure surface for rendering silhouettes. The lighting visibility of the mesostructure surface point may also be determined and used for determining whether the mesostructure surface point is in shadow. This determination may then be used for rendering shadow silhouettes.

    摘要翻译: 本文描述了一种用于实现用于介观结构表面的捕获和渲染几何细节的方法和系统。 介观结构距离函数被定义为给定参考点和给定观察方向的函数。 使用介观结构距离函数测量从参考点到观察方向的介观结构表面点的距离。 该距离用于确定用于渲染轮廓的介观结构表面的可见性。 也可以确定介观结构表面点的照明可见度,并用于确定介观结构表面点是否处于阴影。 然后可以将该确定用于渲染阴影剪影。