Method and apparatus for radiometrically accurate texture-based
lightpoint rendering technique

    公开(公告)号:US6163320A

    公开(公告)日:2000-12-19

    申请号:US87380

    申请日:1998-05-29

    IPC分类号: G06T15/04 G06F7/40

    CPC分类号: G06T15/04

    摘要: A method and apparatus for rendering lightpoints is provided. For the method of the present invention, a programmer creates a series of texture maps. Each texture map approximates the lobe of a lightpoint at a respective distance from the lightpoint. Each texture map includes transparency texture information. This allows the lightpoint to correctly model fog and other atmospheric conditions. The series of texture maps are encoded in a mipmap associated with the lightpoint. During use, a simulation environment renders the lightpoint using a billboarding technique. The billboarding technique keeps the lobe of the lightpoint oriented towards the eye point. The simulation environment dynamically tracks the distance from the lightpoint to the eye point. Each time the distance changes, the simulation environment selects an appropriate texture map from the mipmap. The appropriate texture map is the texture map that correctly depicts the lightpoint at the distance between the eye point and the lightpoint. In cases where no appropriate texture map exists, the simulation environment generates an interpolated texture map. The simulation environment then applies the selected or generated texture map during rendering of the lightpoint. The result is that the lightpoint is realistically depicted over a wide range of distances.

    Method and apparatus for radiometrically accurate texture-based lightpoint rendering technique
    2.
    发明授权
    Method and apparatus for radiometrically accurate texture-based lightpoint rendering technique 有权
    用于放射学精确的基于纹理的光点渲染技术的方法和装置

    公开(公告)号:US06445395B1

    公开(公告)日:2002-09-03

    申请号:US09707418

    申请日:2000-11-06

    IPC分类号: G06T1100

    CPC分类号: G06T15/04

    摘要: A method and apparatus for rendering lightpoints is provided. For the method of the present invention, a programmer creates a series of texture maps. Each texture map approximates the lobe of a lightpoint at a respective distance from the lightpoint. Each texture map includes transparency texture information. This allows the lightpoint to correctly model fog and other atmospheric conditions. The series of texture maps are encoded in a mipmap associated with the lightpoint. During use, a simulation environment renders the lightpoint using a billboarding technique. The billboarding technique keeps the lobe of the lightpoint oriented towards the eye point. The simulation environment dynamically tracks the distance from the lightpoint to the eye point. Each time the distance changes, the simulation environment selects an appropriate texture map from the mipmap. The appropriate texture map is the texture map that correctly depicts the lightpoint at the distance between the eye point and the lightpoint. In cases where no appropriate texture map exists, the simulation environment generates an interpolated texture map. The simulation environment then applies the selected or generated texture map during rendering of the lightpoint. The result is that the lightpoint is realistically depicted over a wide range of distances.

    摘要翻译: 提供了一种用于渲染光点的方法和装置。 对于本发明的方法,程序员创建一系列纹理贴图。 每个纹理贴图近似于距离光点相应距离处的光点的波瓣。 每个纹理贴图包括透明纹理信息。 这允许光点正确地模拟雾和其他大气条件。 一系列纹理贴图被编码在与光点相关联的mipmap中。 在使用过程中,模拟环境使用广告牌技术渲染光点。 广告牌技术使光点的眼睛朝向眼点。 模拟环境动态跟踪从光点到眼点的距离。 每次距离变化时,模拟环境都会从mipmap中选择合适的纹理贴图。 适当的纹理贴图是正确描绘了眼点和光点之间距离处的光点的纹理图。 在不存在适当纹理图的情况下,模拟环境生成内插纹理贴图。 然后,仿真环境在渲染光点期间应用所选或生成的纹理贴图。 结果是在很宽的距离范围内实际描绘了光点。

    Local search optimization using personal footprints
    3.
    发明授权
    Local search optimization using personal footprints 有权
    本地搜索优化使用个人脚印

    公开(公告)号:US08706719B1

    公开(公告)日:2014-04-22

    申请号:US12854167

    申请日:2010-08-10

    IPC分类号: G06F17/30

    CPC分类号: G06F17/30241

    摘要: A user's physical location and the time the user is at that location are sampled by an network-enabled mobile computing device at certain intervals, and used to construct a representation of the comparative relevance of the different physical locations where the user lives. This representation is then used then to optimize and prioritize results returned by a local network search operation, informing the user about which search result would be optimal for the user at her intended time for use of that choice.

    摘要翻译: 用户的物理位置和用户在该位置处的时间以特定间隔由启用网络的移动计算设备进行采样,并用于构建用户居住的不同物理位置的比较关联性的表示。 然后,然后使用该表示来优化和本地网络搜索操作返回的结果的优先级,通知用户在她期望的时间使用该选择的哪个搜索结果对于用户是最佳的。

    LUT-based system for simulating sensor-assisted perception of terrain
    4.
    发明授权
    LUT-based system for simulating sensor-assisted perception of terrain 有权
    基于LUT的系统,用于模拟传感器辅助的地形感知

    公开(公告)号:US06735557B1

    公开(公告)日:2004-05-11

    申请号:US09418949

    申请日:1999-10-15

    IPC分类号: G06G748

    摘要: A set of specially-configured LUT's are used in a rasterizing portion of a graphics system for simulating Sensor-assisted Perception of Terrain (SaPOT) so that simulation of the image produced by a given sensor can proceed rapidly and with good accuracy at a per-texel level of resolution. More specifically, terrain texels-defining memory is provided with a plurality of addressable texel records where each record contains: (a) one or more material identification fields (MID's); (b) one or more mixture fields (MIX's) for defining mixture proportions for the materials; and (c) slope-defining data for defining a surface slope or normal of the corresponding texel. A sky-map LUT is provided for simulating the act of looking up to the sky along the normal surface vector of a given texel to thereby obtain a reading of the sky's contribution of illumination to that terrain texel. A reflectance LUT is provided for simulating the act of reflecting filtered radiation (light) off the material surface of the given terrain texel to thereby obtain a reading of the amount of light that the surface of the texel will reflect. The reflectance and sky contribution factors are multiplied to obtain a per-texel signal representing the amount sensor-detectable light produced from each terrain texel. A generally similar approach is taken to determine what amount of sensor-detectable, black body radiation will be produced from each terrain texel. Each terrain texel is simulated as having a specifiable mixture of plural surface materials. Each terrain texel is allowed to be shadowed during different times and the per-texel shadowing is accounted for.

    摘要翻译: 一组特殊配置的LUT用于图形系统的光栅化部分,用于模拟传感器辅助的地形感知(SaPOT),使得由给定传感器产生的图像的模拟可以在每秒钟的速度下以高精度进行, 纹素水平的分辨率。 更具体地,地形纹理定义存储器被提供有多个可寻址纹素记录,其中每个记录包含:(a)一个或多个材料标识字段(MID); (b)用于定义材料的混合比例的一个或多个混合区域(MIX); 和(c)用于定义相应纹素的表面斜率或法线的斜率定义数据。 提供了一种天空地图LUT,用于模拟沿给定纹素的正常表面向量仰视天空的行为,从而获得天空对该地形纹素的照明贡献的读数。 反射率LUT被提供用于模拟从给定地形纹素的材料表面反射经滤波的辐射(光)的行为,从而获得纹素表面将反射的光量的读数。 将反射率和天空贡献因子相乘以获得表示从每个地形纹素产生的传感器可检测光的量的每个纹理信号。 采取一般的相似方法来确定从每个地形纹理纹素产生的传感器可检测的黑体辐射量。 每个地形纹理模拟为具有多种表面材料的可指定混合物。 每个地形纹理纹理被允许在不同的时间被遮蔽,并且考虑到每个纹理的阴影。

    Volumetric three-dimensional fog rendering technique
    5.
    发明授权
    Volumetric three-dimensional fog rendering technique 有权
    体积三维雾化技术

    公开(公告)号:US06268861B1

    公开(公告)日:2001-07-31

    申请号:US09139961

    申请日:1998-08-25

    IPC分类号: G06T1500

    CPC分类号: G06T15/503

    摘要: A method and apparatus for volumetric three-dimensional fog rendering is provided. To add fog effects to an image, a host processor computes the location of the eye-point relative to the image to be fogged. Using the eye-point location, the host processor generates a three-dimensional fog texture and a blending function. The three-dimensional fog texture and blending function are downloaded or otherwise passed by the host processor to the graphics processor. The graphics processor then renders the primitives that make up the image. When rendering is complete, the graphics processor applies the tree-dimensional fog texture in an additional rendering pass. The method may then be repeated, to create animated fog effects such as swirling or wind-driven fog.

    摘要翻译: 提供了体积三维雾化的方法和装置。 为了向图像添加雾效应,主机处理器计算眼点相对于要被模糊的图像的位置。 使用眼点位置,主机处理器产生三维雾纹理和混合功能。 三维雾纹理和混合功能被主机处理器下载或以其他方式传递给图形处理器。 然后,图形处理器渲染构成图像的图元。 渲染完成后,图形处理器会在附加的渲染过程中应用树形立体雾纹理。 然后可以重复该方法,以产生诸如漩涡或风驱动雾的动画雾效应。