Example-based motion detail enrichment in real-time
    41.
    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
    43.
    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
    44.
    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
    45.
    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
    46.
    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

    Decorating surfaces with textures
    47.
    发明授权
    Decorating surfaces with textures 失效
    用纹理装饰表面

    公开(公告)号:US07602398B2

    公开(公告)日:2009-10-13

    申请号:US11045868

    申请日:2005-01-28

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04 G06T17/20

    摘要: Surfaces can be decorated with texture tiling and/or texture painting using one or more sample textures, such as BTFs. In a described implementation of texture tiling, a patch-based BTF synthesis algorithm is utilized. In an example embodiment, a mesh of a target surface is re-sampled to produce a dense mesh such that there is a one-to-one correspondence between vertices of the dense mesh and pixels of an image. Patch matching is then employed with a working image that corresponds to a working patch. In an example embodiment, the patch matching is effectuated using translations and rotations of the sample texture. In a described implementation of texture painting, irregular feature(s) of a sample texture are synthesized onto a target surface. In an example embodiment, user-specified constraints as to a desired foreground feature of a sample texture and an intended foreground region of a targeted surface are factored into a graphcut operation.

    摘要翻译: 表面可以使用纹理拼贴和/或使用一个或多个样本纹理(如BTF)的纹理绘画进行装饰。 在所描述的纹理平铺的实现中,使用基于块的BTF合成算法。 在一个示例性实施例中,对目标表面的网格进行重新采样以产生密集网格,使得在密集网格的顶点和图像的像素之间存在一一对应关系。 然后使用补丁匹配与对应于工作补丁的工作图像。 在示例实施例中,使用样本纹理的平移和旋转来实现斑块匹配。 在所描述的纹理绘画实现中,样本纹理的不规则特征被合成到目标表面上。 在示例性实施例中,关于样本纹理的期望前景特征和目标表面的预期前景区域的用户指定约束被考虑到图形切割操作中。

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

    公开(公告)号:US20080001947A1

    公开(公告)日:2008-01-03

    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。

    Synthesis of progressively-variant textures and application to arbitrary surfaces
    50.
    发明授权
    Synthesis of progressively-variant textures and application to arbitrary surfaces 有权
    逐渐变化的纹理和应用到任意表面的合成

    公开(公告)号:US07110000B2

    公开(公告)日:2006-09-19

    申请号:US10698792

    申请日:2003-10-31

    CPC分类号: G06T11/001

    摘要: Methods for synthesizing progressively-variant textures based on texton masks are provided. A first method creates a synthesized texture image guided by a sample texture, first texton mask corresponding to the sample texture and a second texton mask modified based on the first texton mask. A second method also creates a synthesized texture image guided by a first and second sample textures and corresponding first and second texton masks. A method for rendering a synthesized texture on an image of a three-dimensional object includes creating a synthesized texture on the object guided by a two-dimensional progressively-variant sample texture, a texton mask for the sample texture and a mesh of a plurality of vertices representing the object.

    摘要翻译: 提供了基于纹理掩码合成渐变变体纹理的方法。 第一种方法创建由样本纹理引导的合成纹理图像,对应于样本纹理的第一纹理掩模和基于第一纹理掩模修改的第二纹理蒙版。 第二种方法还创建由第一和第二样本纹理和对应的第一和第二纹理蒙版引导的合成纹理图像。 用于在三维物体的图像上呈现合成纹理的方法包括在由二维渐变样本纹理引导的对象上创建合成纹理,用于样本纹理的纹理掩模和多个 表示对象的顶点。