Three Dimensional Polygon Mesh Deformation Using Subspace Energy Projection
    31.
    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。

    Inverse texture synthesis
    32.
    发明授权
    Inverse texture synthesis 有权
    反纹理合成

    公开(公告)号:US07973798B2

    公开(公告)日:2011-07-05

    申请号:US12059041

    申请日:2008-03-31

    IPC分类号: G09G5/00

    CPC分类号: G06T11/001

    摘要: A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.

    摘要翻译: “纹理生成器”使用逆向纹理合成解决方案,其以与传统的前向合成技术相反的方向运行,以构建2D纹理压缩以供计算机系统的图形处理单元(GPU)使用。 这些小的2D纹理压缩通常总结原始的全局变体纹理或图像,并用于重构原始纹理或图像,或者在用户提供的约束条件下重新合成新的纹理或图像。 在各种实施例中,纹理生成器使用纹理压缩以在GPU上提供全局变体纹理的实时合成,其中纹理存储器通常对于大纹理来说太小。 此外,纹理生成器提供用于逆纹理合成的优化框架,其确保每个输入区域在输出压缩中被适当地编码。 此外,纹理生成器还计算包含低频和高频区域的各向异性纹理的取向场。

    HIGH DYNAMIC RANGE IMAGE HALLUCINATION
    33.
    发明申请
    HIGH DYNAMIC RANGE IMAGE HALLUCINATION 有权
    高动态范围图像捕获

    公开(公告)号:US20090022414A1

    公开(公告)日:2009-01-22

    申请号:US11781227

    申请日:2007-07-20

    IPC分类号: G06K9/40

    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。

    Real-time rendering of partially translucent objects
    34.
    发明申请
    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:US20070018996A1

    公开(公告)日:2007-01-25

    申请号:US11189491

    申请日:2005-07-25

    IPC分类号: G09G5/02

    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,厚度变化和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。

    Real-time rendering of partially translucent objects
    35.
    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。

    Modeling anisotropic surface reflectance with microfacet synthesis
    36.
    发明授权
    Modeling anisotropic surface reflectance with microfacet synthesis 有权
    用微量合成法建模各向异性表面反射

    公开(公告)号:US09098945B2

    公开(公告)日:2015-08-04

    申请号:US12433910

    申请日:2009-05-01

    IPC分类号: G06T15/50

    CPC分类号: G06T15/506

    摘要: Described is a search technology in which spatially varying anisotropic reflectance is modeled using image data captured from a single view. Reflectance at each point is represented using a microfacet-based Bidirectional Reflectance Distribution Function (BRDF). Modeling processes the image data, which provides a partial normal distribution function (NDF) for each surface point. The NDF at each selected point is completed by texture synthesis using similar, overlapping partial NDFs from other points. Also described is a scanning device that illuminates a sample surface from a two-dimensional set of light directions using a linear array of LEDs moved over a flat sample.

    摘要翻译: 描述了一种搜索技术,其中使用从单个视图捕获的图像数据来建模空间变化的各向异性反射率。 每个点的反射率使用基于微量的基于双向反射分布函数(BRDF)表示。 建模处理图像数据,为每个表面点提供部分正态分布函数(NDF)。 每个选定点的NDF通过纹理合成完成,使用与其他点相似的,重叠的部分NDF。 还描述了使用在扁平样品上移动的LED的线性阵列从二维光方向照射样品表面的扫描装置。

    Line space gathering for single scattering in large scenes
    37.
    发明授权
    Line space gathering for single scattering in large scenes 有权
    在大场景中单线散射的线空间聚集

    公开(公告)号:US08922556B2

    公开(公告)日:2014-12-30

    申请号:US13089122

    申请日:2011-04-18

    IPC分类号: G06T15/50 G06T15/06

    CPC分类号: G06T15/06 G06T15/506

    摘要: A light gathering process may reduce the computational resources and storage required to render a scene with a participating homogeneous media. According to some implementations, Efficiency may be obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly identifying such lighting rays in the scene. To facilitate a search for nearby lighting rays, the lighting rays and viewing rays may be represented as a 6D point and a plane according to the corresponding Plucker coordinates and coefficients, respectively.

    摘要翻译: 光采集过程可以减少使用参与的均匀介质渲染场景所需的计算资源和存储空间。 根据一些实施方式,可以通过直接从通过其附近的照明光线直接观察沿着观察光线的最终辐射,以及通过快速识别场景中的这种照明光线来获得效率。 为了便于搜索附近的照明光线,照明光线和观察光线可以分别根据相应的Plucker坐标和系数表示为6D点和平面。

    Removal of image artifacts from sensor dust
    38.
    发明授权
    Removal of image artifacts from sensor dust 有权
    从传感器灰尘中去除图像伪影

    公开(公告)号:US08244057B2

    公开(公告)日:2012-08-14

    申请号:US11928951

    申请日:2007-10-30

    IPC分类号: G06K9/40

    摘要: Removal of the effects of dust or other impurities on image data is described. In one example, a model of artifact formation from sensor dust is determined. From the model of artifact formation, contextual information in the image and a color consistency constraint may be applied on the dust to remove the dust artifacts. Artifacts may also be removed from multiple images from the same or different cameras or camera settings.

    摘要翻译: 描述了去除灰尘或其他杂质对图像数据的影响。 在一个示例中,确定来自传感器灰尘的人造物形成的模型。 从人造物形成的模型,图像中的上下文信息和颜色一致性约束可以应用于灰尘以去除灰尘伪像。 人造物也可以从相同或不同的相机或相机设置的多个图像中移除。

    Real-time rendering of light-scattering media
    39.
    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:US08190403B2

    公开(公告)日:2012-05-29

    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。

    Peek around user interface
    40.
    发明授权
    Peek around user interface 有权
    仔细观察用户界面

    公开(公告)号:US07904826B2

    公开(公告)日:2011-03-08

    申请号:US10112394

    申请日:2002-03-29

    IPC分类号: G06F3/00

    CPC分类号: G06F3/04815

    摘要: An operating system shell has an underlying desktop object that is rendered according to different views. The operating system shell renders on a display screen a desktop graphical user interface with windows, tools, icons, etc. that are within a segment of the desktop object that can be observed (i.e., rendered) from one of the views. In illustrated implementations, the desktop object is of an extent that is greater than can be rendered from a single view. Allowing a user to select or access different views of the desktop object effectively provides an extended desktop that overcomes the fixed and limited display capabilities of conventional operating system shells.

    摘要翻译: 操作系统shell具有根据不同视图呈现的底层桌面对象。 操作系统壳体在显示屏幕上呈现桌面图形用户界面,其中窗口,工具,图标等位于可从其中一个视图观察(即呈现)的桌面对象的段内。 在图示的实现中,桌面对象的范围大于可以从单个视图呈现的程度。 允许用户选择或访问桌面对象的不同视图有效地提供了扩展桌面,其克服了传统操作系统shell的固定和有限的显示功能。