DATA-DRIVEN INTERFACE FOR MANAGING MATERIALS
    1.
    发明申请
    DATA-DRIVEN INTERFACE FOR MANAGING MATERIALS 有权
    用于管理材料的数据驱动接口

    公开(公告)号:US20100095247A1

    公开(公告)日:2010-04-15

    申请号:US12250458

    申请日:2008-10-13

    IPC分类号: G06F17/30 G06F3/048

    CPC分类号: G06F17/3056

    摘要: Embodiments of the invention provide system and methods for organizing, browsing and editing materials stored in a computer system. The system is configured to dynamically create an organizational structure for the materials according to classification groups specified by the creator of each stored material. Additionally, the system is configured to expose certain editable material parameters of a selected material to the end-user and make available specific GUI elements to the end-user so that the end-user can edit the selected material, thereby changing the appearance of the material.

    摘要翻译: 本发明的实施例提供了用于组织,浏览和编辑存储在计算机系统中的材料的系统和方法。 该系统被配置为根据由每个存储的材料的创建者指定的分类组动态地创建材料的组织结构。 此外,该系统被配置为向最终用户公开所选材料的某些可编辑材料参数,并向最终用户提供特定的GUI元素,使得最终用户可以编辑所选择的材料,从而改变 材料。

    DYNAMICALLY ADJUSTED BRUSH FOR DIRECT PAINT SYSTEMS ON PARAMETERIZED MULTI-DIMENSIONAL SURFACES
    2.
    发明申请
    DYNAMICALLY ADJUSTED BRUSH FOR DIRECT PAINT SYSTEMS ON PARAMETERIZED MULTI-DIMENSIONAL SURFACES 有权
    用于参数化多维表面的直接涂料系统的动态调整刷

    公开(公告)号:US20090051684A1

    公开(公告)日:2009-02-26

    申请号:US12180997

    申请日:2008-07-28

    IPC分类号: G06T15/00

    摘要: A system that implements a “tangent space brush,” allowing a user to paint directly onto a parameterized object, for example a three dimensional object. A tangent space brush projects coordinates from an input device to the world-space point on the surface of the 3D object. A normal is determined at that point and a brush image is projected from that point, along the normal, to the underlying surfaces. The system is implemented by providing a system that implements selecting a selected area of a displayed object, and projecting a brush directly onto a surface of the selected area.

    摘要翻译: 实现“切线空间刷”的系统,允许用户直接绘制到参数化对象上,例如三维对象。 切线空间画笔将投影设备的坐标投影到3D对象表面上的世界空间点。 在该点确定正常,并且从该点沿着法线将投影图像投影到下面的表面。 该系统通过提供实现选择所显示对象的选定区域并将画笔直接投影到所选区域的表面上的系统来实现。

    Dynamically adjusted brush for direct paint systems on parameterized multi-dimensional surfaces
    3.
    发明授权
    Dynamically adjusted brush for direct paint systems on parameterized multi-dimensional surfaces 有权
    在参数化多维表面上用于直接涂料系统的动态调整刷

    公开(公告)号:US07236178B2

    公开(公告)日:2007-06-26

    申请号:US09998919

    申请日:2001-12-03

    摘要: A system that implements a “tangent space brush,” allowing a user to paint directly onto a parameterized object, for example a three dimensional object. A tangent space brush projects coordinates from an input device to the world-space point on the surface of the 3D object. A normal is determined at that point and a brush image is projected from that point, along the normal, to the underlying surfaces. The system is implemented by providing a system that implements selecting a selected area of a displayed object, and projecting a brush directly onto a surface of the selected area.

    摘要翻译: 实现“切线空间刷”的系统,允许用户直接绘制到参数化对象上,例如三维对象。 切线空间画笔将输入设备的坐标投影到3D对象表面上的世界空间点。 在该点确定正常,并且从该点沿着法线将投影图像投影到下面的表面。 该系统通过提供实现选择所显示对象的选定区域并将画笔直接投影到所选区域的表面上的系统来实现。

    Unified subdivision scheme for polygonal modeling
    4.
    发明授权
    Unified subdivision scheme for polygonal modeling 有权
    多边形建模的统一细分方案

    公开(公告)号:US07227545B2

    公开(公告)日:2007-06-05

    申请号:US10153888

    申请日:2002-05-24

    IPC分类号: G06T17/20

    CPC分类号: G06T17/20

    摘要: A method, computer readable storage, and apparatus for improving subdivision schemes for subdivision surfaces. The present method can correct distortion from the base mesh caused by prior art subdivision and smoothing schemes. In one embodiment, the method includes: (a) subdividing a curve having original vertices producing additional vertices; (b) smoothing the curve into smoothed vertices comprising smoothed original vertices and smoothed additional vertices; and (c) adjusting positions of the smoothed vertices.

    摘要翻译: 一种用于改进细分表面的细分方案的方法,计算机可读存储和装置。 本方法可以校正由现有技术细分和平滑方案引起的基网的失真。 在一个实施例中,该方法包括:(a)细分具有产生附加顶点的原始顶点的曲线; (b)将曲线平滑到包括平滑的原始顶点和平滑的附加顶点的平滑顶点; 和(c)调整平滑顶点的位置。

    DYNAMICALLY ADJUSTED BRUSH FOR DIRECT PAINT SYSTEMS ON PARAMETERIZED MULTI-DIMENSIONAL SURFACES
    5.
    发明申请
    DYNAMICALLY ADJUSTED BRUSH FOR DIRECT PAINT SYSTEMS ON PARAMETERIZED MULTI-DIMENSIONAL SURFACES 有权
    用于参数化多维表面的直接涂料系统的动态调整刷

    公开(公告)号:US20070115295A1

    公开(公告)日:2007-05-24

    申请号:US11622228

    申请日:2007-01-11

    IPC分类号: G09G5/00

    摘要: A system that implements a “tangent space brush,” allowing a user to paint directly onto a parameterized object, for example a three dimensional object. A tangent space brush projects coordinates from an input device to the world-space point on the surface of the 3D object. A normal is determined at that point and a brush image is projected from that point, along the normal, to the underlying surfaces. The system is implemented by providing a system that implements selecting a selected area of a displayed object, and projecting a brush directly onto a surface of the selected area.

    摘要翻译: 实现“切线空间刷”的系统,允许用户直接绘制到参数化对象上,例如三维对象。 切线空间画笔将输入设备的坐标投影到3D对象表面上的世界空间点。 在该点确定正常,并且从该点沿着法线将投影图像投影到下面的表面。 该系统通过提供实现选择所显示对象的选定区域并将画笔直接投影到所选区域的表面上的系统来实现。

    Material Data Processing Pipeline
    6.
    发明申请
    Material Data Processing Pipeline 有权
    材料数据处理管道

    公开(公告)号:US20100103171A1

    公开(公告)日:2010-04-29

    申请号:US12259205

    申请日:2008-10-27

    IPC分类号: G06T15/50

    CPC分类号: G06T11/001

    摘要: A method for generating a shader that is used by a rendering engine to render a visual representation of a computer model. A shader generation engine receives a set of surface data that describes a surface in view of various lighting conditions. The shader generation engine compresses the set of surface data to generate a compressed representation of the set of surface data based on a selected compression algorithm. The shader generation engine generates a shader based on the compressed representation that is configured to be implemented with a rendering engine, and generates a set of shader data based on the compressed representation that includes a set of material characteristics for coloring pixels of the visual representation. Advantageously, the shader generation process is simplified because different compression algorithm-rendering engine shader combinations can be generated without manually programming the shaders.

    摘要翻译: 一种用于生成着色器的方法,由着色引擎使用来渲染计算机模型的可视化表示。 着色器生成引擎从各种照明条件的角度接收描述表面的一组表面数据。 着色器生成引擎根据选定的压缩算法压缩一组表面数据以生成表面数据集的压缩表示。 着色器生成引擎基于被配置为用渲染引擎实现的压缩表示生成着色器,并且基于压缩表示生成一组着色器数据,所述压缩表示包括用于着色可视表示的像素的一组材料特征。 有利地,着色器生成过程被简化,因为可以生成不同的压缩算法渲染引擎着色器组合,而无需手动编程着色器。

    DATA-DRIVEN INTERFACE FOR MANAGING MATERIALS

    公开(公告)号:US20100095230A1

    公开(公告)日:2010-04-15

    申请号:US12250460

    申请日:2008-10-13

    IPC分类号: G06F3/048

    摘要: Embodiments of the invention provide system and methods for organizing, browsing and editing materials stored in a computer system. The system is configured to dynamically create an organizational structure for the materials according to classification groups specified by the creator of each stored material. Additionally, the system is configured to expose certain editable material parameters of a selected material to the end-user and make available specific GUI elements to the end-user so that the end-user can edit the selected material, thereby changing the appearance of the material.

    REDUCING SEAM ARTIFACTS WHEN APPLYING A TEXTURE TO A THREE-DIMENSIONAL (3D) MODEL
    8.
    发明申请
    REDUCING SEAM ARTIFACTS WHEN APPLYING A TEXTURE TO A THREE-DIMENSIONAL (3D) MODEL 有权
    当将纹理应用于三维(3D)模型时,减少SEAM ARTIFACTS

    公开(公告)号:US20090219281A1

    公开(公告)日:2009-09-03

    申请号:US12039694

    申请日:2008-02-28

    申请人: JEROME MAILLOT

    发明人: JEROME MAILLOT

    IPC分类号: G06T15/00

    CPC分类号: G06T15/04

    摘要: Embodiments of the present invention include techniques for reducing artifacts in rendered images. In one embodiment, a dual UV engine generates a dual of the graph defined by an initial UV set associated with a 3D model. The dual UV engine then uses existing flattening and layout engines to generate a dual UV set from this dual graph. Using the dual graph to define the dual UV set ensures that the seams corresponding to the initial UV set and the dual UV set minimally intersect.

    摘要翻译: 本发明的实施例包括用于减少渲染图像中的伪影的技术。 在一个实施例中,双UV引擎生成由与3D模型相关联的初始UV集定义的图形的双重。 双UV引擎然后使用现有的扁平化和布局引擎从该双图生成双UV组。 使用双曲线图来定义双重UV组确保了与初始UV组和双UV组相对应的接缝最小相交。

    SAMPLING METHODS SUITED FOR GRAPHICS HARDWARE ACCELERATION
    9.
    发明申请
    SAMPLING METHODS SUITED FOR GRAPHICS HARDWARE ACCELERATION 失效
    用于图形硬件加速的采样方法

    公开(公告)号:US20080074438A1

    公开(公告)日:2008-03-27

    申请号:US11534559

    申请日:2006-09-22

    申请人: JEROME MAILLOT

    发明人: JEROME MAILLOT

    IPC分类号: G09G5/00

    摘要: Embodiments of the invention provide sampling methods suited for graphics hardware acceleration. A graphics application may specify a grid of pixels to be rendered. The graphics application may supply a graphics rendering engine with one or more sets of camera parameters. Each set of camera parameters is used to alter the position of the pixel grid relative its original position so that a grid of samples can be generated at the new grid position. The graphics rendering engine then renders a grid of samples at the new grid position. Each sample grid may be used sampled to determine a set of intermediate color values that may be blended together to generate a final color value for each pixel in the pixel grid.

    摘要翻译: 本发明的实施例提供了适用于图形硬件加速的采样方法。 图形应用程序可以指定要渲染的像素网格。 图形应用程序可以向图形呈现引擎提供一组或多组相机参数。 每组相机参数用于改变像素网格相对于其原始位置的位置,使得可以在新的网格位置处生成样本网格。 然后,图形渲染引擎在新的网格位置呈现样本网格。 每个样本网格可以被采样来确定可以混合在一起以生成像素网格中的每个像素的最终颜色值的一组中间颜色值。

    Accelerated ray-object intersection
    10.
    发明申请
    Accelerated ray-object intersection 有权
    加速射线对象交点

    公开(公告)号:US20050146522A1

    公开(公告)日:2005-07-07

    申请号:US10748235

    申请日:2003-12-31

    申请人: Jerome Maillot

    发明人: Jerome Maillot

    IPC分类号: G06T17/20

    CPC分类号: G06T17/20 G06T15/06

    摘要: An original mesh is provided with a bounding surface and a convex hull surface. A first tessellation links the convex hull to the original mesh, and a second tessellation links the bounding surface to the convex hull. Using the tessellations to find a first intersection between a ray and the original mesh by finding a first intersected polygon of the bounding surface, and then traversing adjacent intersected polygons starting from the first intersection until the intersection is found. When the ray is moved, a second ray-surface intersection can be found by finding a polygon locally near the first intersection and containing a first intersection with the moved ray, traversing out from the local polygon through adjacent polygons intersected by the moved ray, and determining whether traversed polygons are unoccluded based on whether they are part of the convex hull surface.

    摘要翻译: 原始网格设有边界表面和凸包表面。 第一个细分将凸包与原始网格相连,第二个细分将链接到凸包的边界表面。 通过找到第一个相交多边形的边界面,然后遍历从第一个交叉点开始到相交的相邻相交的多边形,使用镶嵌来找到射线与原始网格之间的第一个交点。 当光线移动时,可以通过在第一交叉点附近找到多边形,并且包含与移动的光线的第一交点,通过与移动的光线相交的相邻多边形从局部多边形横穿出来,找到第二光线表面交叉,以及 基于它们是否是凸包表面的一部分,确定是否未覆盖经过的多边形。