Remote control system for electronic device and remote control method thereof
    31.
    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
    32.
    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。

    Real-time kd-tree construction on graphics hardware
    33.
    发明授权
    Real-time kd-tree construction on graphics hardware 有权
    图形硬件上的实时kd-tree构造

    公开(公告)号:US08581914B2

    公开(公告)日:2013-11-12

    申请号:US12241045

    申请日:2008-09-30

    IPC分类号: G06F17/30 G06F15/80

    CPC分类号: G06F17/30961

    摘要: Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-based parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).

    摘要翻译: 描述了一种用于在GPU上构建kd-tree的技术,其方法通过在kd-tree构造期间利用基于GPU的并行性足以快速实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。

    Example-based motion detail enrichment in real-time
    34.
    发明授权
    Example-based motion detail enrichment in real-time 有权
    基于实例的运动细节实时丰富

    公开(公告)号:US08144155B2

    公开(公告)日:2012-03-27

    申请号:US12189212

    申请日:2008-08-11

    IPC分类号: G06T15/00

    CPC分类号: G06T13/40

    摘要: An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.

    摘要翻译: 描述了一种以物理为基础的二次变形实时丰富骨架驱动动画的方法。 为了实现这一目标,所描述的技术采用基于表面的可变形模型,其可以交互地模拟低频和高频体积效应的动力学。 给定表面网格和其物理行为的几个样本序列,在离线预处理步骤期间学习材料的一组运动参数。 可变形模型然后适用于任何给定的骨架驱动的表面网格动画。 此外,所描述的动态外观技术可以完全在GPU上实现并且以高效率执行。 因此,通过对传统图形管线的最小改变,该技术可以通过实时添加二次变形来显着增强骨架驱动动画的视觉体验。

    Real-time rendering of light-scattering media
    36.
    发明授权
    Real-time rendering of light-scattering media 有权
    实时渲染光散射介质

    公开(公告)号:US07940268B2

    公开(公告)日:2011-05-10

    申请号:US11770942

    申请日:2007-06-29

    IPC分类号: G06T15/50 G06T15/00

    CPC分类号: G06T15/506

    摘要: A real-time algorithm for rendering an inhomogeneous scattering medium such as fog 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) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an 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 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(如雾)的实时算法。 输入媒体动画被表示为密度字段的序列,每个密度字段被分解成一组径向基函数(RBF)如Gauss的加权和。 该算法计算不均匀散射介质的气孔和表面反射率。 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应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。

    RENDERING IN SCATTERING MEDIA
    37.
    发明申请
    RENDERING IN SCATTERING MEDIA 审中-公开
    渲染散文媒体

    公开(公告)号:US20100085360A1

    公开(公告)日:2010-04-08

    申请号:US12245708

    申请日:2008-10-04

    IPC分类号: G06T15/50

    CPC分类号: G06T15/50

    摘要: Techniques are described for rendering a volume of scattering media, in particular by computing radiances of points or voxels in the scattering media. A set of sample points in the scattering media are found. Radiances of the sample points are computed. Radiance gradients of the sample points are computed from the radiances. The radiances and gradients are used to interpolate radiances throughout the scattering media. The set of sample points may be computed in an iterative dynamic manner in order to concentrate samples near features (e.g., shadow edges) of the scattering media.

    摘要翻译: 描述了用于渲染体积的散射介质的技术,特别是通过计算散射介质中的点或体素的辐射。 发现散射介质中的一组采样点。 计算采样点的辐射。 采样点的辐射梯度由辐射计算。 辐射和梯度用于在整个散射介质中内插辐射。 可以以迭代动态方式计算采样点集合,以便将样本集中在散射介质的特征(例如,阴影边缘)附近。

    USER-GUIDED SURFACE RECONSTRUCTION
    38.
    发明申请
    USER-GUIDED SURFACE RECONSTRUCTION 有权
    用户指导的表面重建

    公开(公告)号:US20100085353A1

    公开(公告)日:2010-04-08

    申请号:US12245709

    申请日:2008-10-04

    IPC分类号: G06T15/00

    摘要: Described is a technology by which a user interacts with a surface representative of a point cloud data to correct for imperfect scan data. The surface is reconstructed based on the interaction. Real time viewing of the image is facilitated by parallel surface reconstruction. For example, the user may draw strokes to reduce topological ambiguities in poorly-sampled areas. An algorithm automatically adds new oriented sample points to the original point cloud based on the user interaction. Then a new isosurface is generated for the augmented point cloud. The user also may specify the geometry of missing areas of the surface. The user copies a set of points from another point cloud, and places the points around the target area. A new isosurface is then generated.

    摘要翻译: 描述了用户与表示点云数据的表面进行交互以校正不完美扫描数据的技术。 基于交互重建表面。 通过平行表面重建,实现了图像的实时观察。 例如,用户可以绘制笔画以减少不良采样区域的拓扑模糊。 基于用户交互,算法会自动将新的定向采样点添加到原始点云。 然后为增强点云生成一个新的等值面。 用户还可以指定表面缺失区域的几何形状。 用户从另一个点云复制一组点,并将点放在目标区域周围。 然后生成新的等值面。

    PARALLEL SURFACE RECONSTRUCTION
    39.
    发明申请
    PARALLEL SURFACE RECONSTRUCTION 有权
    并行表面重建

    公开(公告)号:US20100085352A1

    公开(公告)日:2010-04-08

    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

    REAL-TIME KD-TREE CONSTRUCTION ON GRAPHICS HARDWARE
    40.
    发明申请
    REAL-TIME KD-TREE CONSTRUCTION ON GRAPHICS HARDWARE 有权
    图形硬件实时KD-TREE构造

    公开(公告)号:US20100082704A1

    公开(公告)日:2010-04-01

    申请号:US12241045

    申请日:2008-09-30

    IPC分类号: G06F17/30

    CPC分类号: G06F17/30961

    摘要: Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-bsaed parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).

    摘要翻译: 描述了一种用于在GPU上构建kd-tree的技术,其方式通过在kd-tree构造期间利用GPU-bsaed并行性足够快地实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。