Surface detail rendering using leap textures
    1.
    发明授权
    Surface detail rendering using leap textures 失效
    使用跳跃纹理的表面细节渲染

    公开(公告)号:US07586494B2

    公开(公告)日:2009-09-08

    申请号:US11276931

    申请日:2006-03-17

    IPC分类号: G09G5/00

    CPC分类号: G06T15/04

    摘要: The present surface detail rendering technique provides an efficient technique for applying a mesostructure to a macrostructure for an object that minimizes the amount of memory required for pre-computed data. A leap texture is pre-computed for a mesostructure by classifying each voxel in the mesostructure geometry and assigning a value in the leap texture based upon the classification. The value in the leap texture represents a distance to jump along a ray cast in any view direction when a model is decorated with the mesostructure geometry.

    摘要翻译: 目前的表面细节渲染技术提供了一种将介观结构应用于最小化预先计算数据所需的存储量的对象的宏结构的有效技术。 通过对介观结构几何中的每个体素进行分类,并根据分类在跳跃纹理中分配一个值,为中孔结构预先计算飞跃纹理。 跳跃纹理中的值表示当模型用介观结构几何形状装饰时沿着任何视图方向投射的光线跳跃的距离。

    Modeling and rendering of heterogeneous translucent materials using the diffusion equation
    2.
    发明授权
    Modeling and rendering of heterogeneous translucent materials using the diffusion equation 有权
    使用扩散方程建模和渲染异质半透明材料

    公开(公告)号:US08243071B2

    公开(公告)日:2012-08-14

    申请号:US12072925

    申请日:2008-02-29

    IPC分类号: G06T15/00 G06T15/60 G06K9/00

    摘要: An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.

    摘要翻译: 一种示例性方法包括提供用于异质半透明材料的照明物理样品的图像数据,部分地基于扩散方程来确定材料的一种或多种材料性质,其中材料性质之一是用于辐射的扩散的扩散系数 材料,并且其中确定包括扩散系数的正则化术语,将一个或多个材料属性映射到虚拟对象体积,将虚拟照明条件分配给虚拟对象体积,以及使用虚拟照明条件将虚拟对象体积呈现为 虚拟物体体积扩散方程组的边界条件。 还公开了其它方法,装置和系统。

    Modeling and rendering of heterogeneous translucent materals using the diffusion equation
    3.
    发明授权
    Modeling and rendering of heterogeneous translucent materals using the diffusion equation 有权
    使用扩散方程建模和渲染异质半透明材料

    公开(公告)号:US08730240B2

    公开(公告)日:2014-05-20

    申请号:US13584158

    申请日:2012-08-13

    IPC分类号: G06T15/50 G06T15/60 G01N21/47

    摘要: An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.

    摘要翻译: 一种示例性方法包括提供用于异质半透明材料的照明物理样品的图像数据,部分地基于扩散方程来确定材料的一种或多种材料性质,其中材料性质之一是用于辐射的扩散的扩散系数 材料,并且其中确定包括扩散系数的正则化术语,将一个或多个材料属性映射到虚拟对象体积,将虚拟照明条件分配给虚拟对象体积,以及使用虚拟照明条件将虚拟对象体积呈现为 虚拟物体体积扩散方程组的边界条件。 还公开了其它方法,装置和系统。

    Modeling and Rendering of Heterogeneous Translucent Materals Using The Diffusion Equation
    4.
    发明申请
    Modeling and Rendering of Heterogeneous Translucent Materals Using The Diffusion Equation 有权
    使用扩散方程建模和渲染异质半透明材料

    公开(公告)号:US20120306878A1

    公开(公告)日:2012-12-06

    申请号:US13584158

    申请日:2012-08-13

    IPC分类号: G06T15/50

    摘要: An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.

    摘要翻译: 一种示例性方法包括提供用于异质半透明材料的照明物理样品的图像数据,部分地基于扩散方程来确定材料的一种或多种材料性质,其中材料性质之一是用于辐射的扩散的扩散系数 材料,并且其中确定包括扩散系数的正则化术语,将一个或多个材料属性映射到虚拟对象体积,将虚拟照明条件分配给虚拟对象体积,以及使用虚拟照明条件将虚拟对象体积呈现为 虚拟物体体积扩散方程组的边界条件。 还公开了其它方法,装置和系统。

    Modeling and rendering of heterogeneous translucent materials using the diffusion equation
    5.
    发明申请
    Modeling and rendering of heterogeneous translucent materials using the diffusion equation 有权
    使用扩散方程建模和渲染异质半透明材料

    公开(公告)号:US20090219287A1

    公开(公告)日:2009-09-03

    申请号:US12072925

    申请日:2008-02-29

    IPC分类号: G06T15/50 G06F3/048

    摘要: An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed.

    摘要翻译: 一种示例性方法包括提供用于异质半透明材料的照明物理样品的图像数据,部分地基于扩散方程来确定材料的一种或多种材料性质,其中材料性质之一是用于辐射的扩散的扩散系数 材料,并且其中确定包括扩散系数的正则化术语,将一个或多个材料属性映射到虚拟对象体积,将虚拟照明条件分配给虚拟对象体积,以及使用虚拟照明条件将虚拟对象体积呈现为 虚拟物体体积扩散方程组的边界条件。 还公开了其它方法,装置和系统。

    Shell texture functions
    6.
    发明授权
    Shell texture functions 失效
    Shell纹理功能

    公开(公告)号:US07327365B2

    公开(公告)日:2008-02-05

    申请号:US10898435

    申请日:2004-07-23

    IPC分类号: G06T17/00

    CPC分类号: G06T15/04

    摘要: Techniques are provided for at least modeling any one of mesostructure shadowing, masking, interreflection and silhouettes on a surface, as well as subsurface scattering within a non-homogeneous volume. Such techniques include, at least, acquiring material parameters for a material sample, determining irradiance distribution values for the material sample, synthesizing the material sample onto a mesh of an object. The synthesized object may then be rendered by one of plural rendering techniques.

    摘要翻译: 提供技术用于至少建模表面上的任何一种介观结构阴影,掩模,反射和剪影,以及非均匀体积内的地下散射。 这些技术至少包括获取材料样品的材料参数,确定材料样品的辐照度分布值,将材料样品合成到物体的网格上。 然后可以通过多个渲染技术之一来呈现合成对象。

    Representing quasi-homogenous materials
    7.
    发明授权
    Representing quasi-homogenous materials 有权
    代表准同质材料

    公开(公告)号:US07312797B2

    公开(公告)日:2007-12-25

    申请号:US11166559

    申请日:2005-06-24

    IPC分类号: G06T11/00

    摘要: Representing quasi-homogenous materials is described. In one aspect, quasi-homogenous materials are modeled to generate a material model of a physical sample. The material model identifies how light is scattered by the quasi-homogenous materials. The material model, independent of an object model of the physical sample, provides information that is useful to texture surfaces of arbitrary types and sizes of mesh models (e.g., representing the physical sample or other objects) with the quasi-homogenous materials.

    摘要翻译: 描述了准均匀材料。 在一个方面,准均质材料被建模以产生物理样品的材料模型。 材料模型通过准均质材料识别光如何散射。 材料模型独立于物理样本的对象模型,提供了有用于使用准均质材料对任意类型和大小的网格模型(例如,表示物理样本或其他对象)的表面进行纹理的信息。

    Encoded High Dynamic Range Textures
    8.
    发明申请
    Encoded High Dynamic Range Textures 有权
    编码高动态范围纹理

    公开(公告)号:US20070269115A1

    公开(公告)日:2007-11-22

    申请号:US11419697

    申请日:2006-05-22

    IPC分类号: G06K9/36

    摘要: Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.

    摘要翻译: 描述编码的HDR纹理。 在一个方面,包括的HDR图像被预处理,使得HDR信息被表示在单个颜色通道中。 考虑到两个亮度范围来量化预处理图像,以将HDR保留在单色通道中。 然后每个块的量化信道信息被编码在两个纹理(编码的HDR纹理)之间。 具体地,当对量化信息的块进行编码时,将两个亮度范围的第一范围中的像素放入与第一纹理相关联的颜色通道中。 此外,两个亮度范围的第二范围中的像素被存储到与第二纹理相关联的颜色通道中。

    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    9.
    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。

    Encoded high dynamic range textures
    10.
    发明授权
    Encoded high dynamic range textures 有权
    编码高动态范围纹理

    公开(公告)号:US07885469B2

    公开(公告)日:2011-02-08

    申请号:US11419697

    申请日:2006-05-22

    IPC分类号: G06K9/36

    摘要: Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.

    摘要翻译: 描述编码的HDR纹理。 在一个方面,包括的HDR图像被预处理,使得HDR信息被表示在单个颜色通道中。 考虑到两个亮度范围来量化预处理图像,以将HDR保留在单色通道中。 然后每个块的量化信道信息被编码在两个纹理(编码的HDR纹理)之间。 具体地,当对量化信息的块进行编码时,将两个亮度范围的第一范围中的像素放入与第一纹理相关联的颜色通道中。 此外,两个亮度范围的第二范围中的像素被存储到与第二纹理相关联的颜色通道中。