Modeling and rendering of heterogeneous translucent materals using the diffusion equation
    41.
    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
    42.
    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。

    Real-time rendering of light-scattering media

    公开(公告)号:US08082129B2

    公开(公告)日:2011-12-20

    申请号:US11830794

    申请日:2007-07-30

    IPC分类号: G06F17/10

    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.

    Mesh quilting for geometric texture synthesis
    44.
    发明授权
    Mesh quilting for geometric texture synthesis 有权
    网格绗缝几何纹理合成

    公开(公告)号:US07800627B2

    公开(公告)日:2010-09-21

    申请号:US11760607

    申请日:2007-06-08

    IPC分类号: G09G5/00 G06T17/00 G06F15/00

    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。

    Modeling and rendering of heterogeneous translucent materials using the diffusion equation
    45.
    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。

    Real-Time Rendering of Light-Scattering Media
    46.
    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。

    Mesh Quilting for Geometric Texture Synthesis
    47.
    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。

    Capturing and rendering geometric details
    48.
    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。

    Geometry-driven feature point-based image synthesis
    49.
    发明授权
    Geometry-driven feature point-based image synthesis 有权
    基于特征点的几何图像合成

    公开(公告)号:US07379071B2

    公开(公告)日:2008-05-27

    申请号:US10684773

    申请日:2003-10-14

    IPC分类号: G09G5/00

    CPC分类号: G06T15/00 G06T13/40

    摘要: A method and system uses geometry-driven feature point analysis to synthesize images including for example facial expressions. Given the feature point positions (geometry) of an expression, the method automatically synthesizes the corresponding expression image, which has photorealistic and natural looking expression details.

    摘要翻译: 一种方法和系统使用几何驱动的特征点分析来合成包括例如面部表情的图像。 给定表达式的特征点位置(几何),该方法自动合成相应的表达图像,其具有逼真的和自然的表达细节。

    Three Dimensional Polygon Mesh Deformation Using Subspace Energy Projection
    50.
    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。