Knitwear modeling
    61.
    发明申请

    公开(公告)号:US20050115285A1

    公开(公告)日:2005-06-02

    申请号:US10995986

    申请日:2004-11-20

    CPC分类号: D04B37/00

    摘要: Knitwear modeling is disclosed. A macrostructure correponding to a three-dimensional object is generated, based on a stitch pattern and optionally a color pattern. Yarn microstructure is generated and applied to the macrostructure to yield a knitwear model. The stitch positions of the macrostructure can be perturbed to achieve stitch position irregularities. The fluffiness of the yarn microstructure can be controlled. In an alternative embodiment, a two-dimensional knitwear texture is generated, which can then be mapped to a three-dimensional object to yield a knitwear model.

    Placing feathers on a surface
    62.
    发明申请
    Placing feathers on a surface 失效
    将羽毛放在表面上

    公开(公告)号:US20050012741A1

    公开(公告)日:2005-01-20

    申请号:US10622630

    申请日:2003-07-18

    IPC分类号: G06T13/60 G06T15/00

    CPC分类号: G06T15/00 G06T13/60

    摘要: The present invention provides a computer implemented method for placing feathers on a surface. The method includes providing a surface having a plurality of vertices and establishing a growing direction for each of the plurality of vertices on the surface. Feathers are placed on the surface based on the plurality of vertices and the growing direction.

    摘要翻译: 本发明提供了一种用于将羽毛放置在表面上的计算机实现的方法。 该方法包括提供具有多个顶点的表面,并为表面上的多个顶点中的每一个顶点建立生长方向。 基于多个顶点和生长方向将羽毛放置在表面上。

    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.

    Dialog manager for interactive dialog with computer user
    64.
    发明授权
    Dialog manager for interactive dialog with computer user 有权
    与计算机用户交互式对话框的对话框管理器

    公开(公告)号:US07610556B2

    公开(公告)日:2009-10-27

    申请号:US10099348

    申请日:2002-03-14

    IPC分类号: G06F3/00

    CPC分类号: G10L15/1822 G10L15/22

    摘要: A dialog manager module accesses a dialog model, a discourse model and a domain model to render information to a computer user through the course of a dialog exchange with the computer user. Actions are performed according to a set of rules during the dialog. Each of the rules comprise an action to perform as a function of the current dialog state and a filled form of slots of semantic information of the user input.

    摘要翻译: 对话管理器模块访问对话模型,话语模型和域模型,以通过与计算机用户进行对话交换的过程向计算机用户呈现信息。 在对话期间根据一组规则执行操作。 每个规则包括作为当前对话状态的函数执行的动作和用户输入的语义信息的填充形式的槽。

    Real-Time Rendering of Light-Scattering Media
    65.
    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。

    Geometry-driven feature point-based image synthesis
    66.
    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
    67.
    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。

    Knitwear modeling
    68.
    发明授权
    Knitwear modeling 失效
    针织造型

    公开(公告)号:US07266478B2

    公开(公告)日:2007-09-04

    申请号:US10850653

    申请日:2004-05-21

    IPC分类号: G06F17/50

    CPC分类号: D04B37/00

    摘要: Knitwear modeling is disclosed. A macrostructure corresponding to a three-dimensional object is generated, based on a stitch pattern and optionally a color pattern. Yarn microstructure is generated and applied to the macrostructure to yield a knitwear model. The stitch positions of the macrostructure can be perturbed to achieve stitch position irregularities. The fluffiness of the yarn microstructure can be controlled. In an alternative embodiment, a two-dimensional knitwear texture is generated, which can then be mapped to a three-dimensional object to yield a knitwear model.

    摘要翻译: 披露了针织品造型。 基于针迹图案和可选的颜色图案,生成对应于三维物体的宏观结构。 生产纱线微观结构并应用于宏观结构以产生针织品模型。 可以扰动宏观结构的缝合位置以达到缝合位置不规则。 可以控制纱线微结构的蓬松性。 在替代实施例中,生成二维针织品纹理,然后将其映射到三维对象以产生针织品模型。

    Interactive water effects using texture coordinate shifting
    69.
    发明授权
    Interactive water effects using texture coordinate shifting 失效
    使用纹理坐标移动的互动水效果

    公开(公告)号:US07164424B2

    公开(公告)日:2007-01-16

    申请号:US11113208

    申请日:2005-04-22

    IPC分类号: G06T13/00

    摘要: A system and process for adding a photorealistic rendering of a body of water to a virtual 3D scene or image and creating a video therefrom having interactive water effects. A region of water is added to an image by adding an area depicting the original scene as it would appear if reflected by still body of water. Then, the appearance of the added water region is distorted over a series of image frames in such a way as to simulate how the reflected scene would look if the surface of the water were in motion. The water can have dynamic waves and the user can interact with the water in numbers of ways, including generating ripples on the water surface and creating rain. In addition, these effects can be achieved at full screen resolution with the use of the latest graphics hardware by employing a texture shifting technique.

    摘要翻译: 一种用于向虚拟3D场景或图像添加水体的真实感渲染并从其创建具有交互式水效果的视频的系统和过程。 通过添加描绘原始场景的区域,如水面反映的那样,将会显示水域。 然后,增加的水域的外观在一系列图像帧上变形,以模拟如果水的表面运动,反射场景将如何看起来。 水可以具有动态波,用户可以以多种方式与水相互作用,包括在水面上产生波纹并产生雨水。 此外,通过采用纹理移位技术,通过使用最新的图形硬件,可以在全屏幕分辨率下实现这些效果。