RENDERING IN SCATTERING MEDIA
    1.
    发明申请
    RENDERING IN SCATTERING MEDIA 审中-公开
    渲染散文媒体

    公开(公告)号:US20100085360A1

    公开(公告)日:2010-04-08

    申请号:US12245708

    申请日:2008-10-04

    IPC分类号: G06T15/50

    CPC分类号: G06T15/50

    摘要: Techniques are described for rendering a volume of scattering media, in particular by computing radiances of points or voxels in the scattering media. A set of sample points in the scattering media are found. Radiances of the sample points are computed. Radiance gradients of the sample points are computed from the radiances. The radiances and gradients are used to interpolate radiances throughout the scattering media. The set of sample points may be computed in an iterative dynamic manner in order to concentrate samples near features (e.g., shadow edges) of the scattering media.

    摘要翻译: 描述了用于渲染体积的散射介质的技术,特别是通过计算散射介质中的点或体素的辐射。 发现散射介质中的一组采样点。 计算采样点的辐射。 采样点的辐射梯度由辐射计算。 辐射和梯度用于在整个散射介质中内插辐射。 可以以迭代动态方式计算采样点集合,以便将样本集中在散射介质的特征(例如,阴影边缘)附近。

    Spherical harmonics scaling
    2.
    发明授权
    Spherical harmonics scaling 有权
    球面谐波缩放

    公开(公告)号:US07663623B2

    公开(公告)日:2010-02-16

    申请号:US11612394

    申请日:2006-12-18

    IPC分类号: G06T15/50 G06T15/00

    CPC分类号: G06T15/55

    摘要: A method, device and system is provided for providing global illumination of a scene. For example, global illumination may be provided in a rendered 3-dimensional image that may contain objects and/or light sources. Radiance functions or visibility functions may further be represented by scaling of spherical harmonics functions in the spherical harmonics domain. For example, scaling of spherical harmonics coefficients corresponding to a spherical function may be performed based on a spherical harmonics scaling transformation matrix based on an angular scaling function.

    摘要翻译: 提供了一种用于提供场景的全局照明的方法,装置和系统。 例如,可以在可以包含对象和/或光源的渲染的三维图像中提供全局照明。 亮度函数或可见度函数可以进一步通过球面谐波域中的球谐函数的缩放来表示。 例如,可以基于基于角度缩放函数的球面谐波缩放变换矩阵来执行对应于球面函数的球谐函数的缩放。

    SPHERICAL HARMONICS SCALING
    3.
    发明申请
    SPHERICAL HARMONICS SCALING 有权
    球形谐波缩放

    公开(公告)号:US20080143719A1

    公开(公告)日:2008-06-19

    申请号:US11612394

    申请日:2006-12-18

    IPC分类号: G06T15/50

    CPC分类号: G06T15/55

    摘要: A method, device and system is provided for providing global illumination of a scene. For example, global illumination may be provided in a rendered 3-dimensional image that may contain objects and/or light sources. Radiance functions or visibility functions may further be represented by scaling of spherical harmonics functions in the spherical harmonics domain. For example, scaling of spherical harmonics coefficients corresponding to a spherical function may be performed based on a spherical harmonics scaling transformation matrix based on an angular scaling function.

    摘要翻译: 提供了一种用于提供场景的全局照明的方法,装置和系统。 例如,可以在可以包含对象和/或光源的渲染的三维图像中提供全局照明。 亮度函数或可见度函数可以进一步通过球面谐波域中的球谐函数的缩放来表示。 例如,可以基于基于角度缩放函数的球面谐波缩放变换矩阵来执行对应于球面函数的球谐函数的缩放。

    Removal of image artifacts from sensor dust
    5.
    发明授权
    Removal of image artifacts from sensor dust 有权
    从传感器灰尘中去除图像伪影

    公开(公告)号:US08244057B2

    公开(公告)日:2012-08-14

    申请号:US11928951

    申请日:2007-10-30

    IPC分类号: G06K9/40

    摘要: Removal of the effects of dust or other impurities on image data is described. In one example, a model of artifact formation from sensor dust is determined. From the model of artifact formation, contextual information in the image and a color consistency constraint may be applied on the dust to remove the dust artifacts. Artifacts may also be removed from multiple images from the same or different cameras or camera settings.

    摘要翻译: 描述了去除灰尘或其他杂质对图像数据的影响。 在一个示例中,确定来自传感器灰尘的人造物形成的模型。 从人造物形成的模型,图像中的上下文信息和颜色一致性约束可以应用于灰尘以去除灰尘伪像。 人造物也可以从相同或不同的相机或相机设置的多个图像中移除。

    Appearance manifolds for modeling time-variant appearance of materials
    6.
    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。

    Single-image vignetting correction
    7.
    发明申请
    Single-image vignetting correction 有权
    单图像渐晕校正

    公开(公告)号:US20070146506A1

    公开(公告)日:2007-06-28

    申请号:US11384063

    申请日:2006-03-17

    IPC分类号: H04N5/217

    摘要: A system and process for determining the vignetting function of an image and using the function to correct for the vignetting is presented. The image can be any arbitrary image and no other images are required. The system and process is designed to handle both textured and untextured segments in order to maximize the use of available information. To extract vignetting information from an image, segmentation techniques are employed that locate image segments with reliable data for vignetting estimation. Within each image segment, the system and process capitalizes on frequency characteristics and physical properties of vignetting to distinguish it from other sources of intensity variation. The vignetting data acquired from segments are weighted according to a presented reliability measure to promote robustness in estimation.

    摘要翻译: 提出了一种用于确定图像的渐晕功能并使用功能来校正渐晕的系统和过程。 图像可以是任意图像,并且不需要其他图像。 系统和过程被设计为处理纹理和非纹理段,以便最大限度地利用可用信息。 为了从图像中提取渐晕信息,采用定位图像片段以进行晕影估计的可靠数据的分割技术。 在每个图像片段中,系统和过程利用渐晕的频率特性和物理特性来区别其与强度变化的其他来源。 根据提出的可靠性度量对从片段获取的渐晕数据进行加权,以提高估计的鲁棒性。

    Shell texture functions
    8.
    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。

    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。

    System and method for generating generalized displacement maps from mesostructure geometries
    10.
    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。