Gradient domain editing of animated meshes
    41.
    发明授权
    Gradient domain editing of animated meshes 有权
    动画网格的梯度域编辑

    公开(公告)号:US07843456B2

    公开(公告)日:2010-11-30

    申请号:US11772001

    申请日:2007-06-29

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: Gradient domain editing of animated meshes is described. Exemplary systems edit deforming mesh sequences by applying Laplacian mesh editing techniques in the spacetime domain. A user selects relevant frames or handles to edit and the edits are propagated to the entire sequence. For example, if the mesh depicts an animated figure, then user-modifications to position of limbs, head, torso, etc., in one frame are propagated to the entire sequence. In advanced editing modes, a user can reposition footprints over new terrain and the system automatically conforms the walking figure to the new footprints. A user-sketched curve can automatically provide a new motion path. Movements of one animated figure can be transferred to a different figure. Caricature and cartoon special effects are available. The user can also select spacetime morphing to smoothly change the shape and motion of one animated figure into another over a short interval.

    摘要翻译: 描述动画网格的渐变域编辑。 示例性系统通过在时空域中应用拉普拉斯网格编辑技术来编辑变形网格序列。 用户选择要编辑的相关帧或句柄,并将编辑传播到整个序列。 例如,如果网格描绘了动画人物,则在一个帧中的肢体,头部,躯干等的位置的用户修改被传播到整个序列。 在高级编辑模式下,用户可以在新地形上重新定位足迹,系统会自动将走势图符合到新的脚印。 用户素描曲线可以自动提供新的运动路径。 一个动画人物的动作可以转移到不同的数字。 有漫画和卡通特效。 用户还可以选择时空变形,以便在短时间间隔内将一个动画人物的形状和运动平滑地改变为另一个。

    PHOTON MAPPING ON GRAPHICS HARDWARE USING KD-TREES
    42.
    发明申请
    PHOTON MAPPING ON GRAPHICS HARDWARE USING KD-TREES 有权
    使用KD-TREES的图形硬件上的照片映射

    公开(公告)号:US20100079452A1

    公开(公告)日:2010-04-01

    申请号:US12241046

    申请日:2008-09-30

    IPC分类号: G06T17/00 G06T15/60

    摘要: Described is a technology by which a GPU-based photon mapping mechanism/algorithm uses a kd-tree to render arbitrary dynamic scenes. For each frame, the mechanism emits and traces a set of photons into the scene. When a photon hits a surface, it can either be reflected, transmitted, or absorbed based on the surface material. Once photon tracing is done, a kd-tree is built for the stored photons. To estimate the radiance value at an arbitrary surface point, the k-nearest photons are located and filtered. The photon tracing and photon kd-tree construction, as well as the radiance estimation using k-nearest neighbor (KNN) searches are performed on graphics hardware, e.g., a GPU. In one example, only caustic photons are traced, whereby a photon is terminated and stored once it hits a diffuse surface.

    摘要翻译: 描述了基于GPU的光子映射机制/算法使用kd-tree渲染任意动态场景的技术。 对于每个帧,机制发射并跟踪一组光子到场景中。 当光子撞击表面时,它可以根据表面材料进行反射,透射或吸收。 光子跟踪完成后,为存储的光子建立一个kd树。 为了估计任意表面点处的辐射值,定位和过滤k个最近的光子。 在图形硬件(例如GPU)上执行光子跟踪和光子kd-tree构造以及使用k-最近邻(KNN)搜索的辐射估计。 在一个示例中,仅追踪苛性光子,由此一旦光子撞击漫射表面,就终止并存储光子。

    Example-Based Motion Detail Enrichment in Real-Time
    43.
    发明申请
    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:US20100033488A1

    公开(公告)日:2010-02-11

    申请号:US12189212

    申请日:2008-08-11

    IPC分类号: G06T15/70

    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。

    Octree construction on graphics processing units
    44.
    发明授权
    Octree construction on graphics processing units 有权
    八度构建图形处理单元

    公开(公告)号:US08169434B2

    公开(公告)日:2012-05-01

    申请号:US12240973

    申请日:2008-09-29

    IPC分类号: G06T15/00 G06T15/04 G06T15/08

    CPC分类号: G06F17/30961

    摘要: An octree GPU construction system and method for constructing a complete octree data structure on a graphics processing unit (GPU). Embodiments of the octree GPU construction system and method first defines a complete octree data structure as forming a complete partition of the 3-D space and including a vertex, edge, face, and node arrays, and neighborhood information. Embodiments of the octree GPU construction system and method input a point cloud and construct a node array. Next, neighboring nodes are computed for each of the nodes in the node arrays by using at least two pre-computed look-up tables (such as a parent look-up table and a child look-up table). Embodiments of the octree GPU construction system and method then use the neighboring nodes and neighborhood information to compute a vertex array, edge array, and face array are computed by determining owner information and self-ownership information based on the neighboring nodes.

    摘要翻译: 用于在图形处理单元(GPU)上构造完整八叉树数据结构的八叉树GPU构造系统和方法。 八叉树GPU构造系统和方法的实施例首先将完整的八叉树数据结构定义为形成3-D空间的完整分区并且包括顶点,边缘,面和节点阵列以及邻域信息。 八叉树GPU构造系统和方法的实施例输入点云并构造节点阵列。 接下来,通过使用至少两个预先计算的查询表(诸如父查询表和子查找表)来计算节点阵列中的每个节点的相邻节点。 八叉树GPU构造系统和方法的实施例然后通过基于相邻节点确定所有者信息和自身所有权信息来计算相邻节点和邻域信息来计算顶点阵列,边缘阵列和面部阵列。

    Interactive relighting with dynamic reflectance
    45.
    发明授权
    Interactive relighting with dynamic reflectance 有权
    具有动态反射率的交互式重视

    公开(公告)号:US07884820B2

    公开(公告)日:2011-02-08

    申请号:US11764062

    申请日:2007-06-15

    IPC分类号: G06T15/00

    CPC分类号: G06T15/506

    摘要: Interactive relighting with dynamic reflectance involves relighting a graphical scene with dynamic changes to the reflectance(s) in the graphical scene. A graphical scene may include source radiance, regions having reflectances, a surface spot, incident radiation from the source radiance at the surface sport, an incident direction, a viewing direction, exit radiance, and so forth. In an example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using an incident radiance at a surface spot that is separated into respective incident radiance components corresponding to different respective numbers of interreflections in the graphical scene. In another example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using a tensor representation for a reflectance of a surface spot with the tensor representation being segmented into three adjustable factors for lighting, viewing, and reflectance.

    摘要翻译: 具有动态反射率的交互式重视包括使图形场景与图形场景中的反射率的动态变化相关联。 图形场景可以包括源辐射,具有反射率的区域,表面斑点,来自表面运动处的源辐射的入射辐射,入射方向,观察方向,出射辐射度等。 在示例性实施例中,基于图形场景的至少一个经调整的反射率使用在表面点处的入射辐射被分离成对应于图形场景中的不同相应数目的反射的相应入射辐射分量的图形场景被重新点亮。 在另一个示例性实施例中,基于使用张量表示的图形场景的至少一个经调整的反射率对表面点的反射率进行重新绘图,其中张量表示被分割成用于照明,观看和反射的三个可调节因子。

    Mesh puppetry
    46.
    发明授权
    Mesh puppetry 有权
    网状木偶

    公开(公告)号:US07872653B2

    公开(公告)日:2011-01-18

    申请号:US11764557

    申请日:2007-06-18

    IPC分类号: G06T15/00

    摘要: This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.

    摘要翻译: 本公开描述了用于细节保留皮肤网格操纵或变形的变体框架。 通过以一体化的方式优化骨骼皮肤网格的骨架位置和顶点权重,发生皮肤网格变形。 该过程允许通过在交互式变形平台中为骨骼皮肤网格指定一些所需的约束来创建新的姿势和动画。 该过程调整骨骼位置,并与算法结合约束同时解决变形的皮肤网格。 该算法包括级联优化过程。 网状木偶实时显示皮肤网格操纵。 用户界面将启用交互式设计,为骨骼皮肤网格创建新的姿势和动画,从而直接操纵骨骼皮肤网格以创建自然,生命般的姿势,并提供自动平衡和最严格的约束,以创建木偶 - 喜欢动画。

    Spherical harmonics scaling
    47.
    发明授权
    Spherical harmonics scaling 有权
    球面谐波缩放

    公开(公告)号:US07663623B2

    公开(公告)日:2010-02-16

    申请号:US11612394

    申请日:2006-12-18

    IPC分类号: G06T15/50 G06T15/00

    CPC分类号: G06T15/55

    摘要: A method, device and system is provided for providing global illumination of a scene. For example, global illumination may be provided in a rendered 3-dimensional image that may contain objects and/or light sources. Radiance functions or visibility functions may further be represented by scaling of spherical harmonics functions in the spherical harmonics domain. For example, scaling of spherical harmonics coefficients corresponding to a spherical function may be performed based on a spherical harmonics scaling transformation matrix based on an angular scaling function.

    摘要翻译: 提供了一种用于提供场景的全局照明的方法,装置和系统。 例如,可以在可以包含对象和/或光源的渲染的三维图像中提供全局照明。 亮度函数或可见度函数可以进一步通过球面谐波域中的球谐函数的缩放来表示。 例如,可以基于基于角度缩放函数的球面谐波缩放变换矩阵来执行对应于球面函数的球谐函数的缩放。

    Soft shadows in dynamic scenes
    48.
    发明授权
    Soft shadows in dynamic scenes 有权
    动态场景中的软阴影

    公开(公告)号:US07589725B2

    公开(公告)日:2009-09-15

    申请号:US11478913

    申请日:2006-06-30

    IPC分类号: G06T15/50

    CPC分类号: G06T15/60

    摘要: The present soft shadowing technique pre-computes visibility of blockers using a log of a spherical harmonic visibility function. These logs can then be accumulated and exponentiated in real-time to yield the product visibility vector over all the blockers. The product visibility vector is combined with the light intensity and surface reflectance to determine shading at a receiver point in a computer-generated scene.

    摘要翻译: 目前的软阴影技术使用球面谐波可见度函数的对数来预先计算阻塞者的可视性。 这些日志然后可以被实时累积和指数,以产生所有阻塞者的产品可见性向量。 产品可见度向量与光强度和表面反射率相结合,以确定计算机生成的场景中的接收点处的阴影。

    Gradient Domain Editing of Animated Meshes
    49.
    发明申请
    Gradient Domain Editing of Animated Meshes 有权
    动画网格梯度域编辑

    公开(公告)号:US20090002376A1

    公开(公告)日:2009-01-01

    申请号:US11772001

    申请日:2007-06-29

    IPC分类号: G06T13/00

    CPC分类号: G06T13/40

    摘要: Gradient domain editing of animated meshes is described. Exemplary systems edit deforming mesh sequences by applying Laplacian mesh editing techniques in the spacetime domain. A user selects relevant frames or handles to edit and the edits are propagated to the entire sequence. For example, if the mesh depicts an animated figure, then user-modifications to position of limbs, head, torso, etc., in one frame are propagated to the entire sequence. In advanced editing modes, a user can reposition footprints over new terrain and the system automatically conforms the walking figure to the new footprints. A user-sketched curve can automatically provide a new motion path. Movements of one animated figure can be transferred to a different figure. Caricature and cartoon special effects are available. The user can also select spacetime morphing to smoothly change the shape and motion of one animated figure into another over a short interval.

    摘要翻译: 描述动画网格的渐变域编辑。 示例性系统通过在时空域中应用拉普拉斯网格编辑技术来编辑变形网格序列。 用户选择要编辑的相关帧或句柄,并将编辑传播到整个序列。 例如,如果网格描绘了动画人物,则在一个帧中的肢体,头部,躯干等的位置的用户修改被传播到整个序列。 在高级编辑模式下,用户可以在新地形上重新定位足迹,系统会自动将走势图符合到新的脚印。 用户素描曲线可以自动提供新的运动路径。 一个动画人物的动作可以转移到不同的数字。 有漫画和卡通特效。 用户还可以选择时空变形,以便在短时间间隔内将一个动画人物的形状和运动平滑地改变为另一个。

    Interactive Relighting with Dynamic Reflectance
    50.
    发明申请
    Interactive Relighting with Dynamic Reflectance 有权
    与动态反射相互作用

    公开(公告)号:US20080309667A1

    公开(公告)日:2008-12-18

    申请号:US11764062

    申请日:2007-06-15

    IPC分类号: G06T15/50

    CPC分类号: G06T15/506

    摘要: Interactive relighting with dynamic reflectance involves relighting a graphical scene with dynamic changes to the reflectance(s) in the graphical scene. A graphical scene may include source radiance, regions having reflectances, a surface spot, incident radiation from the source radiance at the surface sport, an incident direction, a viewing direction, exit radiance, and so forth. In an example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using an incident radiance at a surface spot that is separated into respective incident radiance components corresponding to different respective numbers of interreflections in the graphical scene. In another example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using a tensor representation for a reflectance of a surface spot with the tensor representation being segmented into three adjustable factors for lighting, viewing, and reflectance.

    摘要翻译: 具有动态反射率的交互式重视包括使图形场景与图形场景中的反射率的动态变化相关联。 图形场景可以包括源辐射,具有反射率的区域,表面斑点,来自表面运动处的源辐射的入射辐射,入射方向,观察方向,出射辐射度等。 在示例性实施例中,基于图形场景的至少一个经调整的反射率使用在表面点处的入射辐射被分离成对应于图形场景中的不同相应数目的反射的相应入射辐射分量的图形场景被重新点亮。 在另一个示例性实施例中,基于使用张量表示的图形场景的至少一个经调整的反射率对表面点的反射率进行重新绘图,其中张量表示被分割成用于照明,观看和反射的三个可调节因子。