System and method for generating temporally stable hashed values

    公开(公告)号:US10417813B2

    公开(公告)日:2019-09-17

    申请号:US15806144

    申请日:2017-11-07

    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.

    System, method, and computer program product for pre-filtered anti-aliasing with deferred shading
    23.
    发明授权
    System, method, and computer program product for pre-filtered anti-aliasing with deferred shading 有权
    系统,方法和计算机程序产品,用于具有延迟着色的预过滤抗锯齿

    公开(公告)号:US09547931B2

    公开(公告)日:2017-01-17

    申请号:US14704875

    申请日:2015-05-05

    Abstract: A system, method, and computer program product are provided for generating anti-aliased images. The method includes the steps of assigning one or more samples to a plurality of clusters, each cluster in the plurality of clusters corresponding to an aggregate stored in an aggregate geometry buffer, where each of the one or more samples is covered by a visible fragment and rasterizing three-dimensional geometry to generate material parameters for each sample of the one or more samples. For each cluster in the plurality of clusters, the material parameters for each sample assigned to the cluster are combined to produce the aggregate. The combined material parameters for each cluster are stored in an aggregate geometry buffer. An anti-aliased image may then be generated by shading the combined material parameters.

    Abstract translation: 提供了一种用于产生抗锯齿图像的系统,方法和计算机程序产品。 该方法包括以下步骤:将一个或多个样本分配给多个聚类,多个聚类中的每个簇对应于存储在聚合几何缓冲器中的聚合,其中一个或多个样本中的每一个被可见碎片覆盖, 光栅化三维几何以生成一个或多个样本的每个样本的材料参数。 对于多个集群中的每个集群,将分配给集群的每个样本的材料参数组合以产生聚合。 每个集群的组合材料参数都存储在聚合几何缓冲区中。 然后可以通过遮蔽组合的材料参数来生成抗锯齿图像。

    REAL-TIME RENDERING WITH IMPLICIT SHAPES

    公开(公告)号:US20220284659A1

    公开(公告)日:2022-09-08

    申请号:US17745478

    申请日:2022-05-16

    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.

    Photon-based image illumination rendering

    公开(公告)号:US11295515B2

    公开(公告)日:2022-04-05

    申请号:US16894438

    申请日:2020-06-05

    Abstract: The present invention facilitates efficient and effective image processing. A network can comprise: a first system configured to perform a first portion of lighting calculations for an image and combing results of the first portion of lighting calculations for the image with results of a second portion of lighting calculations; and a second system configured to perform the second portion of lighting calculations and forward the results of the second portion of the lighting calculations to the first system. The first and second portion of lighting calculations can be associated with indirect lighting calculations and direct lighting calculations respectively. The first system can be a client in a local location and the second system can be a server in a remote location (e.g., a cloud computing environment). The first system and second system can be in a cloud and a video is transmitted to a local system.

    PATH PLANNING FOR VIRTUAL REALITY LOCOMOTION
    30.
    发明申请

    公开(公告)号:US20190012832A1

    公开(公告)日:2019-01-10

    申请号:US16024609

    申请日:2018-06-29

    Abstract: A method, computer readable medium, and system are disclosed for computing a path for a user to move along within a physical space while viewing a virtual environment in a virtual reality system. A path for a user to physically move along through a virtual environment is determined based on waypoints and at least one characteristic of the physical environment within which the user is positioned, position data for the user is received indicating whether and how much a current path taken by the user has deviated from the path, and an updated path is computed through the virtual environment based on the waypoints and the at least one characteristic of the physical environment.

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