System and method for real time lip synchronization
    81.
    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:US07133535B2

    公开(公告)日:2006-11-07

    申请号:US10328215

    申请日:2002-12-21

    IPC分类号: G06K9/00 G10L215/00

    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素表示,该方法可以适应任何种类的语音,语言或声音。

    Synthesis of progressively-variant textures and application to arbitrary surfaces
    82.
    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。

    Interactive water effects using texture coordinate shifting

    公开(公告)号:US07050058B2

    公开(公告)日:2006-05-23

    申请号:US11187507

    申请日:2005-07-22

    IPC分类号: G06T15/70

    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.

    Perceptually based approach for planar shape morphing
    84.
    发明申请
    Perceptually based approach for planar shape morphing 失效
    基于感觉的平面形状变形方法

    公开(公告)号:US20060033759A1

    公开(公告)日:2006-02-16

    申请号:US10918840

    申请日:2004-08-13

    IPC分类号: G09G5/00

    CPC分类号: G06T13/80 G06T2210/44

    摘要: An approach for morphing between planar shapes is disclosed. Correspondences are established between perceptual feature points that are extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic programming technique. This approach treats shape noise by allowing the discarding of small feature points, which introduces skips in the traversal of the dynamic programming graph. Intermediate shapes are obtained by interpolating the overall shapes constructed by feature points and the detailed information of the shapes respectively.

    摘要翻译: 公开了一种在平面形状之间变形的方法。 在从源和目标形状提取的知觉特征点之间建立对应关系。 两个特征点之间的相似性度量使用其本地邻域的固有属性来定义。 通过有效的动态规划技术找到最佳对应关系。 这种方法通过允许丢弃小特征点来处理形状噪声,这引起了遍历动态规划图的跳跃。 通过内插由特征点构成的整体形状和形状的详细信息来获得中间形状。

    Interactive water effects using texture coordinate shifting

    公开(公告)号:US06985148B2

    公开(公告)日:2006-01-10

    申请号:US10017733

    申请日:2001-12-13

    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.

    Knitwear modeling
    86.
    发明授权
    Knitwear modeling 失效
    针织造型

    公开(公告)号:US06980936B2

    公开(公告)日:2005-12-27

    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.

    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
    87.
    发明申请
    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:US20050195196A1

    公开(公告)日:2005-09-08

    申请号:US11113208

    申请日:2005-04-22

    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的系统和过程,并且从其创建具有交互式水效果的视频。 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。

    Real-time rendering of light-scattering media
    89.
    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:US08009168B2

    公开(公告)日:2011-08-30

    申请号:US11768894

    申请日:2007-06-26

    IPC分类号: G06T15/00

    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。

    Real-time rendering of light-scattering media
    90.
    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:US07990377B2

    公开(公告)日:2011-08-02

    申请号:US11830743

    申请日:2007-07-30

    IPC分类号: G06T15/00

    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。