View-dependant shading normal adaptation

    公开(公告)号:US10565781B2

    公开(公告)日:2020-02-18

    申请号:US14875813

    申请日:2015-10-06

    Abstract: A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.

    VIEW-DEPENDANT SHADING NORMAL ADAPTATION
    2.
    发明申请
    VIEW-DEPENDANT SHADING NORMAL ADAPTATION 审中-公开
    查看依赖关系正常适应

    公开(公告)号:US20170053433A1

    公开(公告)日:2017-02-23

    申请号:US14875813

    申请日:2015-10-06

    Abstract: A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.

    Abstract translation: 一种调整计算机图形渲染程序的阴影法线向量的方法。 计算从纹理表面上的原点指向外部的归一化阴影法线向量,以建模要渲染的目标表面。 计算从原点投射的归一化出射反射矢量,用于指向原点的入射视图矢量,并反射相对于归一化阴影法线矢量。 计算校正矢量,使得当校正矢量被添加到归一化出射反射矢量时,得到的矢量和等于最大反射矢量,其中最大反射矢量在镶嵌表面上或上方。 通过归一化校正矢量加上最大反射矢量的矢量和来计算归一化的最大反射矢量。 通过归一化归一化最大反射矢量减去入视图矢量的向量差来计算归一化的调整阴影法线向量。

    DECORRELATION OF LOW DISCREPANCY SEQUENCES FOR PROGRESSIVE RENDERING
    3.
    发明申请
    DECORRELATION OF LOW DISCREPANCY SEQUENCES FOR PROGRESSIVE RENDERING 审中-公开
    用于渐进渲染的低分辨率序列的装饰

    公开(公告)号:US20170032566A1

    公开(公告)日:2017-02-02

    申请号:US15222152

    申请日:2016-07-28

    CPC classification number: G06T15/506

    Abstract: A method and renderer for a progressive computation of a light transport simulation are provided. The method includes the steps of employing a low discrepancy sequence of samples; and scrambling an index of the low discrepancy sequence independently per region using a hash value based on coordinates of a respective region, wherein for each set of a power-of-two number of the samples, the scrambling is a permutation.

    Abstract translation: 提供了用于光传输模拟的逐行计算的方法和渲染器。 该方法包括采用低差分样本序列的步骤; 以及使用基于相应区域的坐标的散列值来对每个区域独立地加扰所述低差异序列的索引,其中对于每两组数量的样本,所述加扰是置换。

    Decorrelation of low discrepancy sequences for progressive rendering

    公开(公告)号:US10074212B2

    公开(公告)日:2018-09-11

    申请号:US15222152

    申请日:2016-07-28

    CPC classification number: G06T15/506

    Abstract: A method and renderer for a progressive computation of a light transport simulation are provided. The method includes the steps of employing a low discrepancy sequence of samples; and scrambling an index of the low discrepancy sequence independently per region using a hash value based on coordinates of a respective region, wherein for each set of a power-of-two number of the samples, the scrambling is a permutation.

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