Abstract:
A system, method, and computer program product are provided for computing values for pixels in an image plane. In use, a low discrepancy sequence associated with an image plane is identified. Additionally, a function with the set of pixels of the image plane as a domain is determined. Further, a value is computed for each pixel in the image plane, utilizing the low discrepancy sequence and the function with the set of pixels of the image plane as a domain.
Abstract:
A material representation data structure and a method of representing a material for digital image synthesis. The data structure may be embodied in a graphics processing subsystem, including: (1) a memory configured to store a material representation data structure according to which a material is declaratively represented by a property indicative of an interaction between the material and light, and (2) a processor operable to gain access to the memory and employ the property in a rendering procedure defined independent of the material representation data structure and designed to effect the interaction.
Abstract:
A system, method, and computer program product are provided for computing values for pixels in an image plane. In use, a low discrepancy sequence associated with an image plane is identified. Additionally, a function with the set of pixels of the image plane as a domain is determined. Further, a value is computed for each pixel in the image plane, utilizing the low discrepancy sequence and the function with the set of pixels of the image plane as a domain.
Abstract:
A method, system, and computer program product for performing a lighting simulation are disclosed. The method includes the steps of receiving a three-dimensional (3D) model, receiving a set of probes, where each probe specifies a location within the 3D model and an orientation of the probe, and performing, via a processor, a lighting simulation based on the 3D model, the set of probes, and one or more light path expressions. The light path expressions are regular expressions that represent a series of events, each event representing an interaction of a ray at a location in the 3D model.
Abstract:
A method, system, and computer program product for performing a lighting simulation are disclosed. The method includes the steps of receiving a three-dimensional (3D) model, receiving a set of probes, where each probe specifies a location within the 3D model and an orientation of the probe, and performing, via a processor, a lighting simulation based on the 3D model, the set of probes, and one or more light path expressions. The light path expressions are regular expressions that represent a series of events, each event representing an interaction of a ray at a location in the 3D model.
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:
A method, system, and computer program product for performing a lighting simulation are disclosed. The method includes the steps of receiving a three-dimensional (3D) model, receiving a set of probes, where each probe specifies a location within the 3D model and an orientation of the probe, and performing, via a processor, a lighting simulation based on the 3D model, the set of probes, and one or more light path expressions. The light path expressions are regular expressions that represent a series of events, each event representing an interaction of a ray at a location in the 3D model.
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:
A method, system, and computer program product for performing a lighting simulation are disclosed. The method includes the steps of receiving a three-dimensional (3D) model, receiving a set of probes, where each probe specifies a location within the 3D model and an orientation of the probe, and performing, via a processor, a lighting simulation based on the 3D model, the set of probes, and one or more light path expressions. The light path expressions are regular expressions that represent a series of events, each event representing an interaction of a ray at a location in the 3D model.