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:
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:
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:
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:
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:
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:
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:
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:
The present invention relates to a system for interactively moving a hit point within a current triangle of the model, where the hit point defines a location of a brush stamp relative to the model, where a circle with a radius either defines the brush stamp or minimally contains the brush stamp. For each vertex of the current triangle containing the hit point, a sub-neighborhood of vertices of the model is defined by including in the sub-neighborhood vertices of the model that are within a distance of the hit point, the distance being a sum of the radius of the circle added to a length of a longest edge that is attached to the vertex. A sub-parameterization for each sub-neighborhood is then computed. The system then finds a barycentric coordinate of the hit point in the current triangle, where the barycentric coordinate has three barycentric values, each corresponding to a vertex of the current triangle. The system the computes a local parameterization by weighted averaging of the sub-parameterizations, where each sub-parameterization is weighted according to the barycentric value of the vertex of its sub-neighborhood.
摘要:
Embodiments of the invention provide a renderer-agnostic method for representing materials independently from an underlying rendering engine. Advantageously, materials libraries may be extended with new materials for rendering with an existing rendering engine and implementation. Also, new rendering engines and implementations may be added for existing materials. Thus, at run-time, rather than limiting the rendering to being performed on a pre-determined rendering engine, the rendering application may efficiently and conveniently manage rendering a graphics scene on a plurality of rendering engines or implementations.