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公开(公告)号:US20170024930A1
公开(公告)日:2017-01-26
申请号:US14803687
申请日:2015-07-20
申请人: Ming Chuang , Alvaro Collet Romea , Pat Sweeney , Steve Sullivan , Don Gillett
发明人: Ming Chuang , Alvaro Collet Romea , Pat Sweeney , Steve Sullivan , Don Gillett
IPC分类号: G06T17/20
CPC分类号: G06T17/205 , G06T7/20 , G06T7/251 , G06T17/20 , G06T2207/10028 , G06T2207/30196
摘要: Consistent tessellation via topology-aware surface tracking is provided in which a series of meshes is approximated by taking one or more meshes from the series and calculating a transformation field to transform the keyframe mesh into each mesh of the series, and substituting the transformed keyframe meshes for the original meshes. The keyframe mesh may be selected advisedly based upon a scoring metric. An error measurement on the transformed keyframe exceeding tolerance or threshold may suggest another keyframe be selected for one or more frames in the series. The sequence of frames may be divided into a number of subsequences to permit parallel processing, including two or more recursive levels of keyframe substitution. The transformed keyframe meshes achieve more consistent tessellation of the object across the series.
摘要翻译: 提供了通过拓扑感知表面跟踪的一致的细分,其中通过从该系列中获取一个或多个网格来近似一系列网格,并且计算一个变换字段以将关键帧网格变换成该系列的每个网格,并且将经变换的关键帧网格 对于原始的网格。 关键帧网格可以基于评分度量被建议地选择。 对转换的关键帧超出公差或阈值的误差测量可能会建议为该系列中的一个或多个帧选择另一关键帧。 帧的序列可以被划分成许多子序列以允许并行处理,包括关键帧替换的两个或多个递归级别。 变换的关键帧网格在整个系列中实现了对象的更一致的细分。
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公开(公告)号:US20170018111A1
公开(公告)日:2017-01-19
申请号:US14799220
申请日:2015-07-14
申请人: Alvaro Collet Romea , Ming Chuang , Pat Sweeney , Steve Sullivan
发明人: Alvaro Collet Romea , Ming Chuang , Pat Sweeney , Steve Sullivan
摘要: A computing system is configured for context-adaptive allocation of render model resources that may sacrifice some level of detail in a computational description of a 3D scene before rendering in order to accommodate resource limitations in a rendering environment such as available processor cycles, and/or bandwidth for data transmission to a processor. Such resource limitations can often preclude rendering a richly detailed 3D scene, particularly in full-motion and/or in real time. An importance function describing the relative perceptual importance of elements that make up the 3D scene is utilized to enable resources to be adaptively allocated so that more resources go to visual elements of the 3D scene that have a higher perceptual importance. The rendered output may thus optimize visual fidelity for the computational description within the resource constrained rendering environment.
摘要翻译: 一种计算系统被配置用于渲染模型资源的上下文自适应分配,其在渲染之前可能牺牲3D场景的计算描述中的某些级别的细节,以便适应诸如可用处理器周期之类的呈现环境中的资源限制,和/或 用于数据传输到处理器的带宽。 这种资源限制通常可能导致渲染丰富详细的3D场景,特别是在全动画和/或实时中。 描述构成3D场景的元素的相对感知重要性的重要性功能被用于使资源被自适应地分配,使得更多的资源到达具有较高感知重要性的3D场景的视觉元素。 因此,渲染的输出可以优化在资源约束呈现环境内的计算描述的视觉保真度。
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