Real-Time Rendering of Light-Scattering Media
    61.
    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:US20090006051A1

    公开(公告)日:2009-01-01

    申请号:US11770942

    申请日:2007-06-29

    IPC分类号: G06G7/48

    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。

    Real-Time Rendering of Light-Scattering Media
    62.
    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:US20090006046A1

    公开(公告)日:2009-01-01

    申请号:US11830743

    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 represented by an approximate model density field and a residual density field. The algorithm uses the approximate model density field to compute an approximate source radiance, and further computes an effective exitant radiance by compositing the approximate source radiance using a compositing methods such as ray marching. During the compositing process (e.g., ray marching), the residual field is compensated back into the radiance integral to generate images of higher detail.

    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域序列,每个密度场由近似模型密度场和残余密度域表示。 该算法使用近似模型密度场来计算近似辐射源,并且通过使用诸如射线行进之类的合成方法合成近似源辐射来进一步计算有效的出射辐射度。 在合成过程(例如,射线行进)期间,残余场被补偿回到辐射积分中以产生更高细节的图像。

    Real-Time Rendering of Light-Scattering Media
    63.
    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:US20090006044A1

    公开(公告)日:2009-01-01

    申请号:US11768894

    申请日:2007-06-26

    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 decompressed 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. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray is performed to render the final image. During the ray marching process, the residual field may be compensated back into the radiance integral to generate images of higher detail.

    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,每个密度字段被解压缩成一组径向基函数(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。 使用计算的源辐射,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。 在射线行进过程中,残余场可以被补偿回到辐射积分中以产生更高细节的图像。

    Imparting Three-Dimensional Characteristics in a Two-Dimensional Space
    64.
    发明申请
    Imparting Three-Dimensional Characteristics in a Two-Dimensional Space 有权
    在二维空间中赋予三维特征

    公开(公告)号:US20090002363A1

    公开(公告)日:2009-01-01

    申请号:US11771694

    申请日:2007-06-29

    IPC分类号: G06T15/00

    CPC分类号: G06T19/00 G06T15/04 G06T17/10

    摘要: Processes and techniques for imparting three-dimensional visual characteristics to images in a two-dimensional space are described. In one implementation, a graphical image is received in a two-dimensional space (e.g., a user interface on a computing device). A shape palette is presented to a user, the shape palette comprising a visual representation of three-dimensional visual information. Based on user markup of the shape palette, three-dimensional visual information is extracted from the shape palette and correlated with the graphical image. The three-dimensional visual information is processed to render the graphical image with three-dimensional visual characteristics.

    摘要翻译: 对二维空间中的图像赋予立体视觉特征的处理和技术进行说明。 在一个实现中,在二维空间(例如,计算设备上的用户界面)上接收图形图像。 向用户呈现形状调色板,该形状调色板包括三维视觉信息的视觉表示。 基于形状调色板的用户标记,从形状调色板提取三维视觉信息并与图形图像相关联。 处理三维视觉信息以呈现具有三维视觉特征的图形图像。

    DIRECT MANIPULATION OF SUBDIVISION SURFACES USING A GRAPHICS PROCESSING UNIT
    65.
    发明申请
    DIRECT MANIPULATION OF SUBDIVISION SURFACES USING A GRAPHICS PROCESSING UNIT 失效
    使用图形处理单元直接操纵子表面

    公开(公告)号:US20080316202A1

    公开(公告)日:2008-12-25

    申请号:US11767427

    申请日:2007-06-22

    IPC分类号: G06T15/00

    CPC分类号: G06T17/20

    摘要: A graphics system allows for manipulation of a detail mesh for a subdivision surface. To deform the subdivision surface, the graphics system generates a corresponding deformed control mesh by attempting to satisfy both position constraints of the manipulation and Laplacian constraints for the detail mesh. After the deformed control mesh is generated, the deformed detail mesh can be generated by applying a subdivision function to the deformed control mesh to generate a deformed smooth mesh and then applying detail information to the deformed smooth mesh.

    摘要翻译: 图形系统允许操纵细分表面的细节网格。 为了使细分表面变形,图形系统通过尝试满足操作的位置约束和细节网格的拉普拉斯约束来生成相应的变形控制网格。 在生成变形控制网格之后,可以通过对变形的控制网格应用细分功能来生成变形的细节网格,以生成变形的平滑网格,然后将细节信息应用于变形的平滑网格。

    Radiometric calibration from a single image
    66.
    发明授权
    Radiometric calibration from a single image 有权
    单个图像的辐射校准

    公开(公告)号:US07463769B2

    公开(公告)日:2008-12-09

    申请号:US11156988

    申请日:2005-06-20

    IPC分类号: G06K9/00

    CPC分类号: H04N1/603 G06T7/80 G06T7/90

    摘要: Radiometric calibration of an image capture device (e.g., a digital camera) using a single image is described. The single image may be a color image or a grayscale image. The calibration identifies and analyzes edge pixels of the image that correspond to an edge between two colors or grayscale levels of a scene. Intensity distributions of intensities measured from the single image are then analyzed. An inverse response function for the image capture device is determined based on the intensity distributions. For a color image, the radiometric calibration involves calculating an inverse response function that maps measured blended colors of edge pixels and the associated measured component colors into linear distributions. For a grayscale image, the radiometric calibration involves deriving an inverse response function that maps non-uniform histograms of measured intensities into uniform distributions of calibrated intensities.

    摘要翻译: 描述使用单个图像的图像捕获装置(例如,数码相机)的放射线校准。 单个图像可以是彩色图像或灰度图像。 校准识别和分析与场景的两种颜色或灰度级之间的边缘对应的图像的边缘像素。 然后分析从单个图像测量的强度的强度分布。 基于强度分布确定图像捕获装置的反应响应函数。 对于彩色图像,辐射校准包括计算反向响应函数,其将边缘像素的测量混合颜色和相关联的测量分量颜色映射为线性分布。 对于灰度图像,辐射校准涉及导出将测得的强度的不均匀直方图映射到校准强度的均匀分布的逆响应函数。

    Radiometric calibration from a single image
    67.
    发明授权
    Radiometric calibration from a single image 有权
    单个图像的辐射校准

    公开(公告)号:US07450754B2

    公开(公告)日:2008-11-11

    申请号:US10809167

    申请日:2004-03-23

    IPC分类号: G06K9/00

    CPC分类号: H04N1/603 G06T7/80 G06T7/90

    摘要: A radiometric calibration system finds an inverse response function of a camera from a single digital image of a scene in which the actual colors of the scene are not known a priori. The system analyzes pixels of the image that correspond to an “edge” between two colors of the scene. These “edge” pixels represent a blended color formed from these two “component” colors, as measured by the camera. The system determines an inverse response function at least in part by: (a) finding suitable edge pixels; and (b) determining a function that maps the measured blended colors of edge pixels and their measured component colors into linear distributions. Reference data that includes predetermined inverse response functions of known cameras can be used in determining an inverse response function via a Bayesian Estimation.

    摘要翻译: 辐射校准系统从场景的实际颜色先前不知道的场景的单个数字图像中发现摄像机的反向响应功能。 该系统分析对应于场景两种颜色之间的“边缘”的图像像素。 这些“边缘”像素表示由相机测量的由这两个“分量”颜色形成的混合色。 系统至少部分地通过以下方式确定反应响应函数:(a)找到合适的边缘像素; 和(b)确定将所测量的边缘像素的混合颜色及其测量的分量颜色映射成线性分布的函数。 包括已知摄像机的预定反向响应功能的参考数据可以用于经由贝叶斯估计来确定反向响应函数。

    System and method for real time lip synchronization
    68.
    发明授权
    System and method for real time lip synchronization 有权
    用于实时唇形同步的系统和方法

    公开(公告)号:US07433490B2

    公开(公告)日:2008-10-07

    申请号:US11435122

    申请日:2006-05-16

    IPC分类号: G06K9/00 G10L15/00

    CPC分类号: G06K9/00335 G10L2021/105

    摘要: A novel method for synchronizing the lips of a sketched face to an input voice. The lip synchronization system and method approach is to use training video as much as possible when the input voice is similar to the training voice sequences. Initially, face sequences are clustered from video segments, then by making use of sub-sequence Hidden Markov Models, a correlation between speech signals and face shape sequences is built. From this re-use of video, the discontinuity between two consecutive output faces is decreased and accurate and realistic synthesized animations are obtained. The lip synchronization system and method can synthesize faces from input audio in real-time without noticeable delay. Since acoustic feature data calculated from audio is directly used to drive the system without considering its phonemic representation, the method can adapt to any kind of voice, language or sound.

    摘要翻译: 一种用于将草绘脸部的嘴唇同步到输入声音的新颖方法。 唇部同步系统和方法方法是当输入的声音类似于训练声音序列时尽可能多地使用训练视频。 最初,面部序列从视频片段聚类,然后通过利用子序列隐马尔可夫模型,构建了语音信号和面部形状序列之间的相关性。 从这种视频的再次使用,两个连续的输出面之间的不连续性被降低,并且获得准确而逼真的合成动画。 唇同步系统和方法可以实时地从输入音频合成面部,而没有明显的延迟。 由于从音频计算的声学特征数据直接用于驱动系统而不考虑其音位表示,该方法可以适应任何种类的语音,语言或声音。

    Method and system for rendering concentric mosaics
    69.
    发明授权
    Method and system for rendering concentric mosaics 有权
    绘制同心马赛克的方法和系统

    公开(公告)号:US07408545B1

    公开(公告)日:2008-08-05

    申请号:US09560828

    申请日:2000-04-28

    IPC分类号: G06T17/00

    CPC分类号: G06T15/205

    摘要: With an image-based rendering (IBR) system based on linear interpolated concentric mosaics, an observer is able to wander through a real or synthesized scene and have new view images (optionally including stereo images) of the scene rendered as the observer moves. According to one embodiment, multiple viewing rays are extended in a viewing direction from the image to be rendered at a view point. For viewing rays that do not coincide with captured images, an image is generate based on the captured images. The image is generated by interpolating between at least two captured images based on a constant distance to objects in the scene. The view images that are displayed can be mono or stereo (e.g., simulating a pair of eyes of the observer).

    摘要翻译: 利用基于线性内插同心马赛克的基于图像的渲染(IBR)系统,观察者能够通过真实或合成的场景漫游,并且随观察者移动而呈现的场景具有新的视图图像(可选地包括立体图像)。 根据一个实施例,多个观看光线在观看方向上从在观察点呈现的图像延伸。 为了观察与拍摄图像不一致的光线,基于捕获的图像生成图像。 基于与场景中的对象的恒定距离,在至少两个拍摄图像之间进行内插来生成图像。 显示的视图图像可以是单声道或立体声(例如,模拟观察者的一对眼睛)。

    CAPTURING AND RENDERING GEOMETRIC DETAILS
    70.
    发明申请
    CAPTURING AND RENDERING GEOMETRIC DETAILS 有权
    捕获和渲染几何细节

    公开(公告)号:US20070247472A1

    公开(公告)日:2007-10-25

    申请号:US11277938

    申请日:2006-03-29

    IPC分类号: G09G5/00

    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。