Shell texture functions
    3.
    发明申请
    Shell texture functions 失效
    Shell纹理功能

    公开(公告)号:US20060028468A1

    公开(公告)日:2006-02-09

    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。

    Appearance manifolds for modeling time-variant appearance of materials
    4.
    发明授权
    Appearance manifolds for modeling time-variant appearance of materials 有权
    外观歧管用于建模材料的时变外观

    公开(公告)号:US07933442B2

    公开(公告)日:2011-04-26

    申请号:US11694840

    申请日:2007-03-30

    IPC分类号: G06K9/00

    摘要: A method for modeling a time-variant appearance of a material is described. A sample analysis of a material sample is performed, wherein the sample analysis orders surface points of the material sample with respect to weathering from data captured at a single instant in time. An appearance synthesis using the sample analysis is performed, wherein the appearance synthesis generates a time-variant sequence of frames for weathering an object.

    摘要翻译: 描述了用于对材料的时变外观进行建模的方法。 进行材料样品的样品分析,其中样品分析根据在单个时刻捕获的数据对材料样品的表面点进行排序。 执行使用样本分析的外观合成,其中外观合成生成用于风化对象的帧的时变序列。

    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    5.
    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。

    System and method for generating generalized displacement maps from mesostructure geometries
    6.
    发明授权
    System and method for generating generalized displacement maps from mesostructure geometries 有权
    从介观结构几何生成广义位移图的系统和方法

    公开(公告)号:US07310101B2

    公开(公告)日:2007-12-18

    申请号:US10990142

    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。

    Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    7.
    发明授权
    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:US07286135B2

    公开(公告)日:2007-10-23

    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。

    Representing quasi-homogenous materials
    8.
    发明申请
    Representing quasi-homogenous materials 有权
    代表准同质材料

    公开(公告)号:US20060290719A1

    公开(公告)日:2006-12-28

    申请号:US11166559

    申请日:2005-06-24

    IPC分类号: G09G5/00 G09G5/02

    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。

    System and method for generating generalized displacement maps from mesostructure geometries
    9.
    发明申请
    System and method for generating generalized displacement maps from mesostructure geometries 有权
    从介观结构几何生成广义位移图的系统和方法

    公开(公告)号:US20050280647A1

    公开(公告)日:2005-12-22

    申请号:US10990142

    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。

    APPEARANCE MANIFOLDS FOR MODELING TIME-VARIANT APPEARANCE OF MATERIALS
    10.
    发明申请
    APPEARANCE MANIFOLDS FOR MODELING TIME-VARIANT APPEARANCE OF MATERIALS 有权
    用于建模材料的时变外观的外观设计

    公开(公告)号:US20080240540A1

    公开(公告)日:2008-10-02

    申请号:US11694840

    申请日:2007-03-30

    IPC分类号: G06K9/00

    摘要: A method for modeling a time-variant appearance of a material is described. A sample analysis of a material sample is performed, wherein the sample analysis orders surface points of the material sample with respect to weathering from data captured at a single instant in time. An appearance synthesis using the sample analysis is performed, wherein the appearance synthesis generates a time-variant sequence of frames for weathering an object.

    摘要翻译: 描述了用于对材料的时变外观进行建模的方法。 进行材料样品的样品分析,其中样品分析根据在单个时刻捕获的数据对材料样品的表面点进行排序。 执行使用样本分析的外观合成,其中外观合成生成用于风化对象的帧的时变序列。