View dependent displacement mapping
    1.
    发明申请
    View dependent displacement mapping 有权
    查看依赖位移图

    公开(公告)号:US20050093857A1

    公开(公告)日:2005-05-05

    申请号:US10698909

    申请日:2003-10-31

    IPC分类号: G06T15/20 G06T15/00

    CPC分类号: G06T15/04

    摘要: A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.

    摘要翻译: 提供了一种用于生成用于渲染合成图像的结构的表示的计算机实现的方法。 该表示是视图相关的位移映射,其表示沿观察方向的位移。 该视图依赖性允许在用于合成的渲染期间使用表示来确定自身阴影以及阴影,遮挡和剪影。

    VIEW-DEPENDENT DISPLACEMENT MAPPING
    2.
    发明申请
    VIEW-DEPENDENT DISPLACEMENT MAPPING 有权
    查看依赖位移映射

    公开(公告)号:US20070297646A1

    公开(公告)日:2007-12-27

    申请号:US11679275

    申请日:2007-02-27

    IPC分类号: G06K9/00

    CPC分类号: G06T15/04

    摘要: A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.

    摘要翻译: 提供了一种用于生成用于渲染合成图像的结构的表示的计算机实现的方法。 该表示是视图相关的位移映射,其表示沿观察方向的位移。 该视图依赖性允许在用于合成的渲染期间使用表示来确定自身阴影以及阴影,遮挡和剪影。

    View-dependent displacement mapping
    3.
    发明授权
    View-dependent displacement mapping 有权
    视图相关的位移映射

    公开(公告)号:US07545375B2

    公开(公告)日:2009-06-09

    申请号:US11679275

    申请日:2007-02-27

    IPC分类号: G06T15/10

    CPC分类号: G06T15/04

    摘要: A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.

    摘要翻译: 提供了一种用于生成用于渲染合成图像的结构的表示的计算机实现的方法。 该表示是视图相关的位移映射,其表示沿观察方向的位移。 该视图依赖性允许在用于合成的渲染期间使用表示来确定自身阴影以及阴影,遮挡和剪影。

    View dependent displacement mapping
    4.
    发明授权
    View dependent displacement mapping 有权
    查看依赖位移图

    公开(公告)号:US07196711B2

    公开(公告)日:2007-03-27

    申请号:US10698909

    申请日:2003-10-31

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: A computer implemented method for generating a representation of structure for use in rendering a synthesized image is provided. The representation is a view-dependent displacement mapping that represents displacements along a viewing direction. This view dependency allows the representation to be used to determine self shadows as well as shading, occlusion and silhouettes when used during rendering for synthesis.

    摘要翻译: 提供了一种用于生成用于渲染合成图像的结构的表示的计算机实现的方法。 该表示是视图相关的位移映射,其表示沿观察方向的位移。 该视图依赖性允许在用于合成的渲染期间使用表示来确定自身阴影以及阴影,遮挡和剪影。

    Texture montage
    5.
    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
    6.
    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。

    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    7.
    发明申请
    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds 有权
    优化纹理映射对象模型相对于可调失真阈值的实时渲染

    公开(公告)号:US20050280648A1

    公开(公告)日:2005-12-22

    申请号:US10990244

    申请日:2004-11-15

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。

    Real-time texture rendering using generalized displacement maps
    8.
    发明申请
    Real-time texture rendering using generalized displacement maps 有权
    使用广义位移图进行实时纹理渲染

    公开(公告)号:US20050280646A1

    公开(公告)日:2005-12-22

    申请号:US10965603

    申请日:2004-10-13

    CPC分类号: G06T15/04

    摘要: A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.

    摘要翻译: “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。

    Mesh quilting for geometric texture synthesis
    9.
    发明授权
    Mesh quilting for geometric texture synthesis 有权
    网格绗缝几何纹理合成

    公开(公告)号:US07800627B2

    公开(公告)日:2010-09-21

    申请号:US11760607

    申请日:2007-06-08

    IPC分类号: G09G5/00 G06T17/00 G06F15/00

    CPC分类号: G06T15/04

    摘要: Mesh quilting for geometric texture synthesis involves synthesizing a geometric texture by quilting a mesh texture swatch. In an example embodiment, geometry is matched between a mesh texture swatch and a portion of a synthesized geometric texture. Correspondences are ascertained between elements of the mesh texture swatch and the portion of the synthesized geometric texture. The ascertained corresponding elements of the mesh texture swatch and the portion of the synthesized geometric texture are aligned via local deformation to create a new patch. The new patch is merged into an output texture space to grow the synthesized geometric texture.

    摘要翻译: 用于几何纹理合成的网格绗缝涉及通过绗缝网格纹理样本来合成几何纹理。 在示例实施例中,几何在网格纹理样本和合成几何纹理的一部分之间进行匹配。 在网格纹理样本的元素和合成的几何纹理的部分之间确定对应关系。 确定的网格纹理样本的对应元素和合成的几何纹理的部分通过局部变形对齐,以创建新的补丁。 新的补丁被合并到输出纹理空间中,以增加合成的几何纹理。

    Mesh Quilting for Geometric Texture Synthesis
    10.
    发明申请
    Mesh Quilting for Geometric Texture Synthesis 有权
    网纹绗缝几何纹理合成

    公开(公告)号:US20080303840A1

    公开(公告)日:2008-12-11

    申请号:US11760607

    申请日:2007-06-08

    IPC分类号: G09G5/00 G06T17/00

    CPC分类号: G06T15/04

    摘要: Mesh quilting for geometric texture synthesis involves synthesizing a geometric texture by quilting a mesh texture swatch. In an example embodiment, geometry is matched between a mesh texture swatch and a portion of a synthesized geometric texture. Correspondences are ascertained between elements of the mesh texture swatch and the portion of the synthesized geometric texture. The ascertained corresponding elements of the mesh texture swatch and the portion of the synthesized geometric texture are aligned via local deformation to create a new patch. The new patch is merged into an output texture space to grow the synthesized geometric texture.

    摘要翻译: 用于几何纹理合成的网格绗缝涉及通过绗缝网格纹理样本来合成几何纹理。 在示例实施例中,几何在网格纹理样本和合成几何纹理的一部分之间进行匹配。 在网格纹理样本的元素和合成的几何纹理的部分之间确定对应关系。 确定的网格纹理样本的对应元素和合成的几何纹理的部分通过局部变形对齐,以创建新的补丁。 新的补丁被合并到输出纹理空间中,以增加合成的几何纹理。