Interactive Relighting of Dynamic Refractive Objects
    1.
    发明申请
    Interactive Relighting of Dynamic Refractive Objects 审中-公开
    动态折射物体的相互作用

    公开(公告)号:US20100033482A1

    公开(公告)日:2010-02-11

    申请号:US12189763

    申请日:2008-08-11

    IPC分类号: G06T17/00

    CPC分类号: G06T15/06 G06T15/50

    摘要: Dynamic refractive object relighting technique embodiments are presented which involve rendering an image of a refractive object in a dynamic scene by first voxelizing a representation of the surfaces of the object into a volumetric representation in the form of a rectangular voxel grid. A refractive index is assigned to each voxel based on user-input material parameters. Next, the paths of photons are traced in a step-wise manner as each photon refracts through the object. The size of each step forward is variable and based on variations in refractive index of the object. Radiance values are assigned to all the voxels that the photons traverse in their paths through the object. An output image of the refractive object is then rendered from a user-input viewpoint by tracing viewing rays from the viewpoint into the scene and calculating the amount of radiance that reaches the viewpoint along each of the rays.

    摘要翻译: 提出了一种动态折射物体重心技术实施例,其包括通过首先将物体表面的表示体视为矩形体素网格形式的体积表示来在动态场景中渲染折射物体的图像。 基于用户输入的材料参数将折射率分配给每个体素。 接下来,当每个光子通过物体折射时,以逐步的方式跟踪光子的路径。 前进的每一步的大小是可变的,并且基于物体的折射率的变化。 辐射值被分配给光子穿过对象的路径中遍历的所有体素。 然后,通过将从视点观看的光线追踪到场景中并且计算沿着每个光线到达视点的辐射量,从用户输入的视点来渲染折射物体的输出图像。

    Ray tracing on graphics hardware using kd-trees
    2.
    发明授权
    Ray tracing on graphics hardware using kd-trees 有权
    使用kd-tree对图形硬件进行光线跟踪

    公开(公告)号:US08963918B2

    公开(公告)日:2015-02-24

    申请号:US12241044

    申请日:2008-09-30

    IPC分类号: G06T15/00 G06T15/06 G06T17/00

    CPC分类号: G06T15/06 G06T17/005

    摘要: Described is a technology by which a ray tracer incorporates a GPU-based kd-tree builder for rendering arbitrary dynamic scenes. For each frame, the ray tracer builds a kd-tree for the scene geometry. The ray tracer spawns and traces eye rays, reflective and refractive rays, and shadow rays. For each ray to be traced, the ray tracer walks through the kd-tree until it reaches leaf nodes and associated triangles. When a ray passes through both sides of a splitting plane, the “far” sub-tree is pushed into the stack and the “near” sub-tree is traversed first.

    摘要翻译: 描述了一种技术,通过该技术,射线跟踪器结合了用于渲染任意动态场景的基于GPU的kd-tree构建器。 对于每个帧,光线跟踪器为场景几何构建一个kd-tree。 射线追踪器产生并追踪眼睛的光线,反射和折射光线以及阴影线。 对于要跟踪的每条光线,光线跟踪器穿过kd树,直到它到达叶节点和相关联的三角形。 当光线穿过分裂平面的两侧时,“远”子树被推入堆叠中,并且首先遍历“近”子树。

    Bulk-synchronous graphics processing unit programming
    3.
    发明授权
    Bulk-synchronous graphics processing unit programming 有权
    批量同步图形处理单元编程

    公开(公告)号:US08866827B2

    公开(公告)日:2014-10-21

    申请号:US12146715

    申请日:2008-06-26

    CPC分类号: G06F8/447 G06F8/31 G06F9/522

    摘要: Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.

    摘要翻译: 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。

    Three dimensional polygon mesh deformation using subspace energy projection
    4.
    发明授权
    Three dimensional polygon mesh deformation using subspace energy projection 有权
    使用子空间能量投影的三维多边形网格变形

    公开(公告)号:US08749543B2

    公开(公告)日:2014-06-10

    申请号:US11464721

    申请日:2006-08-15

    CPC分类号: G06T17/20 G06T13/00

    摘要: A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.

    摘要翻译: 一种用于使用非线性和线性约束来变形3D多边形网格的计算机实现的方法。 该方法包括创建完全封装要变形的3D多边形网格的粗略控制3D多边形网格,将3D多边形网格的变形能量和3D多边形网格的约束投射到粗略控制3D的顶点或子空间 多边形网格,并且通过迭代地确定子空间的变形能量来确定产生的变形的3D多边形网格。 约束可以是线性或非线性约束,例如拉普拉斯约束,位置约束,投影约束,骨架约束或体积约束。

    High dynamic range image hallucination
    5.
    发明授权
    High dynamic range image hallucination 有权
    高动态范围图像幻象

    公开(公告)号:US08346002B2

    公开(公告)日:2013-01-01

    申请号:US11781227

    申请日:2007-07-20

    IPC分类号: G06K9/00

    CPC分类号: G06T5/008

    摘要: An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.

    摘要翻译: 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或者包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。

    BULK-SYNCHRONOUS GRAPHICS PROCESSING UNIT PROGRAMMING
    6.
    发明申请
    BULK-SYNCHRONOUS GRAPHICS PROCESSING UNIT PROGRAMMING 有权
    大容量图形处理单元编程

    公开(公告)号:US20090322769A1

    公开(公告)日:2009-12-31

    申请号:US12146715

    申请日:2008-06-26

    IPC分类号: G06T1/00

    CPC分类号: G06F8/447 G06F8/31 G06F9/522

    摘要: Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.

    摘要翻译: 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。

    Real-Time Rendering of Light-Scattering Media
    7.
    发明申请
    Real-Time Rendering of Light-Scattering Media 有权
    光散射介质的实时渲染

    公开(公告)号:US20090006052A1

    公开(公告)日:2009-01-01

    申请号:US11770974

    申请日:2007-06-29

    IPC分类号: G06G7/48

    CPC分类号: G06T15/50

    摘要: A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in the real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.

    摘要翻译: 描述了用于渲染非均匀散射介质(例如,其中浸入表面物体的雾)的实时算法。 输入媒体动画被表示为一系列密度字段。 该算法计算非均匀散射介质中表面物体的表面反射率。 该算法还可以计算不均匀散射介质的空气光。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效果的非均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。

    Mesh Puppetry
    8.
    发明申请
    Mesh Puppetry 有权
    网状木偶

    公开(公告)号:US20080309664A1

    公开(公告)日:2008-12-18

    申请号:US11764557

    申请日:2007-06-18

    IPC分类号: G06T17/00

    摘要: This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.

    摘要翻译: 本公开描述了用于细节保留皮肤网格操纵或变形的变体框架。 通过以一体化的方式优化骨骼皮肤网格的骨架位置和顶点权重,发生皮肤网格变形。 该过程允许通过在交互式变形平台中为骨骼皮肤网格指定一些所需的约束来创建新的姿势和动画。 该过程调整骨骼位置,并与算法结合约束同时解决变形的皮肤网格。 该算法包括级联优化过程。 网状木偶实时显示皮肤网格操纵。 用户界面将启用交互式设计,为骨骼皮肤网格创建新的姿势和动画,从而直接操纵骨骼皮肤网格以创建自然,生命般的姿势,并提供自动平衡和最严格的约束,以创建木偶 - 喜欢动画。

    Texture montage
    9.
    发明授权
    Texture montage 有权
    纹理蒙太奇

    公开(公告)号:US07283140B2

    公开(公告)日:2007-10-16

    申请号:US11157657

    申请日:2005-06-21

    CPC分类号: G06T15/04

    摘要: Texture montage is described. In one aspect, feature correspondences are received. The feature correspondences map at least one region on a 3-D mesh to at least one region on an image of one or more images. Each of the images provides texture information. An atlas of texture patches is created based on the feature correspondences. The atlas of texture patches provides for rendering texture from the images onto the 3-D mesh.

    摘要翻译: 纹理蒙太奇被描述。 在一个方面,接收到特征对应。 特征对应将三维网格上的至少一个区域映射到一个或多个图像的图像上的至少一个区域。 每个图像提供纹理信息。 基于特征对应创建纹理补丁的图集。 纹理贴图的图集用于将图像中的纹理渲染到3-D网格上。

    Texture montage
    10.
    发明申请
    Texture montage 有权
    纹理蒙太奇

    公开(公告)号:US20060284880A1

    公开(公告)日:2006-12-21

    申请号:US11157657

    申请日:2005-06-21

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: Texture montage is described. In one aspect, feature correspondences are received. The feature correspondences map at least one region on a 3-D mesh to at least one region on an image of one or more images. Each of the images provides texture information. An atlas of texture patches is created based on the feature correspondences. The atlas of texture patches provides for rendering texture from the images onto the 3-D mesh.

    摘要翻译: 纹理蒙太奇被描述。 在一个方面,接收到特征对应。 特征对应将三维网格上的至少一个区域映射到一个或多个图像的图像上的至少一个区域。 每个图像提供纹理信息。 基于特征对应创建纹理补丁的图集。 纹理贴图的图集用于将图像中的纹理渲染到3-D网格上。