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    • 11. 发明授权
    • Polygon processing techniques in procedural painting algorithms
    • 多边形处理技术在程序绘画算法中的应用
    • US08917283B2
    • 2014-12-23
    • US13219457
    • 2011-08-26
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • G09G5/00G06T11/20
    • G06T11/203
    • Techniques for improving the performance of vector-based, fluid motion simulation techniques in procedural painting algorithms. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic and serendipitous behaviors of watercolor painting at good interactive rates even on relatively low-powered devices. The techniques may include resampling the vertices of pigment polygons after growth at least at some iterations of the algorithm to provide smoother, more uniform growth; rasterizing dried pigment polygons into a texture so that the dried polygons are not rendered at each iteration of the algorithm; and rendering only a subset of live pigment polygons at each iteration of the algorithm. Polygons used by the techniques may be separated into static water polygons and dynamic pigment polygons.
    • 在程序绘画算法中提高基于矢量的流体运动模拟技术的性能的技术。 这些技术可以在使用基于矢量的流体运动模拟技术的程序绘画算法中实现,以帮助即使在相对低功率的设备上以良好的交互速率实现水彩画的动态和偶然的行为。 这些技术可以包括至少在该算法的一些迭代之后对生长后的颜色多边形的顶点进行重采样以提供更平滑,更均匀的生长; 将干燥的颜料多边形光栅化成纹理,使得干燥的多边形在算法的每次迭代时不被渲染; 并在算法的每次迭代中仅渲染一个活动颜色多边形子集。 该技术使用的多边形可以分为静态水多边形和动态颜色多边形。
    • 12. 发明授权
    • Methods and apparatus for simulation of fluid motion using procedural shape growth
    • 使用程序形状增长来模拟流体运动的方法和装置
    • US08676552B2
    • 2014-03-18
    • US13029036
    • 2011-02-16
    • Radomir MechDaichi Ito
    • Radomir MechDaichi Ito
    • G06F17/50G06F7/60G06G7/48G06G7/50G09G5/00G09G5/02G06K9/00G06K9/34
    • G06T11/001G06T13/80G06T2210/24
    • Methods and apparatus for simulating fluid motion using procedural shape growth. In a vector-based, fluid motion simulation technique, fluid location may be defined by groups of one or more polygons deposited on a digital canvas. Two or more polygons may overlap. The polygons may be semitransparent. To simulate fluid motion, vertices that specify the edges of each deposited polygon are independently moved. By moving the vertices, a polygon may grow, and fluid motion effects may be simulated, including but not limited to directional flow and blending effects. A randomization technique may be applied to the movement at each vertex to simulate the non-uniform spreading of fluids. Overlapped polygons may be blended with overlapping polygons to simulate the mixing of fluids. The technique may be applied, for example, in watercolor painting simulation, where groups of one or more polygons are deposited using brush strokes.
    • 使用程序形状增长来模拟流体运动的方法和装置。 在基于矢量的流体运动模拟技术中,流体位置可以由沉积在数字画布上的一个或多个多边形的组来定义。 两个或多个多边形可能重叠。 多边形可以是半透明的。 为了模拟流体运动,指定每个沉积多边形的边缘的顶点被独立地移动。 通过移动顶点,多边形可能会增长,并且可以模拟流体运动效果,包括但不限于定向流和混合效果。 随机化技术可以应用于每个顶点处的运动,以模拟流体的不均匀扩散。 重叠的多边形可以与重叠的多边形混合以模拟流体的混合。 该技术可以应用于例如水彩绘画模拟中,其中一组或多个多边形使用笔触笔划定。
    • 13. 发明授权
    • Rendering antialiased geometry to an image buffer using jittering
    • 使用抖动将抗锯齿几何渲染到图像缓冲区
    • US08063914B1
    • 2011-11-22
    • US11832765
    • 2007-08-02
    • Gavin S. P. MillerRadomir Mech
    • Gavin S. P. MillerRadomir Mech
    • G09G5/00
    • G06T15/503G06T2200/12
    • Anti-aliased output based on a scene comprising a plurality of objects may be generated. In one embodiment, a number of samples for an anti-aliasing operation is determined. For each of the samples: each of the objects may be translated in space according to jitter values; the objects may be multiplied by a fractional alpha value for the respective sample; a fractional alpha value stored in a buffer may be modified by a transparency value for each transparent object; and the objects may be rendered to the buffer by blending the objects with existing contents of the buffer. The fractional alpha values may vary from sample to sample. In one embodiment, the plurality of objects comprises one or more opaque objects and one or more transparent objects. In one embodiment, the objects may be rendered directly to a screen buffer.
    • 可以生成基于包括多个对象的场景的抗锯齿输出。 在一个实施例中,确定用于抗锯齿操作的多个样本。 对于每个样本:可以根据抖动值在空间中翻译每个对象; 对象可以乘以相应样本的分数α值; 可以通过每个透明对象的透明度值来修改存储在缓冲器中的分数α值; 并且可以通过将对象与缓冲器的现有内容混合来将对象呈现到缓冲器。 分数α值可能因样品而异。 在一个实施例中,多个对象包括一个或多个不透明对象和一个或多个透明对象。 在一个实施例中,可以将对象直接呈现到屏幕缓冲器。
    • 14. 发明申请
    • System and Methods for Rendering Transparent Surfaces in High Depth Complexity Scenes Using Hybrid and Coherent Layer Peeling
    • 使用混合和相干层剥离在高深度复杂性场景中渲染透明表面的系统和方法
    • US20090184960A1
    • 2009-07-23
    • US12177709
    • 2008-07-22
    • Nathan A. CarrGavin S.P. MillerRadomir Mech
    • Nathan A. CarrGavin S.P. MillerRadomir Mech
    • G06T15/40
    • G06T15/503
    • Systems, methods, and computer-readable storage media for rendering three-dimensional scenes including transparent surfaces are described, including two techniques for efficient rendering of transparent surfaces that exploit partial ordering in the scene geometry. The first (hybrid layer peeling) may combine unordered meshes with ordered meshes in an efficient way, and may be well suited for rendering scenes such as volumes with embedded transparent meshes. The second (coherent layer peeling) may efficiently detect and render correctly sorted fragment sequences for a given pixel in one iteration, allowing for a smaller number of passes than traditional depth peeling. Pre-sorting and/or periodic sorting of some or all of the surfaces in a scene may be performed, but perfect sorting may not be required. The methods may be implemented in hardware, software, or a combination thereof, such as by program instructions executable on one or more CPUs and/or GPUs.
    • 描述了用于渲染包括透明表面的三维场景的系统,方法和计算机可读存储介质,包括用于在场景几何中利用部分排序的透明表面的有效渲染的两种技术。 第一(混合层剥离)可以以有效的方式组合无序网格与有序网格,并且可以非常适合于渲染诸如具有嵌入的透明网格的体积的场景。 第二(相干层剥离)可以在一次迭代中有效地检测并呈现给定像素的正确分选的片段序列,从而允许比传统深度剥离更少的通行数。 可以执行场景中的一些或全部表面的预排序和/或定期排序,但是不需要完美的分类。 这些方法可以以硬件,软件或其组合来实现,例如通过可在一个或多个CPU和/或GPU上执行的程序指令来实现。
    • 15. 发明申请
    • System and Method for Image-Based Rendering with Object Proxies
    • 使用对象代理进行基于图像的渲染的系统和方法
    • US20080218526A1
    • 2008-09-11
    • US12050104
    • 2008-03-17
    • Radomir MECH
    • Radomir MECH
    • G09G5/00
    • G06T15/205G06T15/04
    • A system and method for rendering with an object proxy. In one embodiment, a method includes forming a set of view textures corresponding to a set of viewing directions; selecting a viewing direction for rendering; selecting at least two view textures from the formed set based on the selected viewing direction; and rendering the object proxy at the selected viewing direction. The rendering step includes applying texture from the selected view textures onto the selected object proxy. The view texture set forming step includes: calculating texture coordinates for the object proxy based on the level of obstruction at different portions of the object proxy and texture packing data; and drawing portions of the object based on the level of obstruction data for the object proxy and based on the texture packing data to obtain a view texture at the selected viewing direction.
    • 一种使用对象代理呈现的系统和方法。 在一个实施例中,一种方法包括形成与一组观看方向相对应的一组视图纹理; 选择呈现的观看方向; 基于所选择的观察方向从形成的组中选择至少两个视图纹理; 并将对象代理呈现在所选择的观看方向。 渲染步骤包括将所选视图纹理中的纹理应用于所选择的对象代理。 视图纹理集形成步骤包括:基于对象代理的不同部分的阻塞级别和纹理打包数据,计算对象代理的纹理坐标; 以及基于对象代理的阻塞数据的级别并基于纹理打包数据绘制对象的部分,以在所选择的观看方向获得视图纹理。
    • 16. 发明授权
    • Separating water from pigment in procedural painting algorithms
    • 在程序绘画算法中分离水与颜料
    • US08917282B2
    • 2014-12-23
    • US13219453
    • 2011-08-26
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • G09G5/00G06T11/20
    • G06T11/203
    • Techniques for improving the performance of vector-based, fluid motion simulation techniques. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic, serendipitous behaviors of painting at good interactive rates even on relatively low-powered devices. Instead of employing polygons in a procedural painting algorithm that are combinations of pigment and water, a technique may be employed in which the polygons are separated into pigment polygons and water polygons. The water polygons are not rendered; only the pigment polygons are rendered. To improve the performance of the wetness determination at vertices of the pigment polygons, a technique may be used that first rasterizes all of the water polygons into a buffer, which may be referred to as a wetness layer or wetmap; the wetness at a vertex is then determined by sampling this buffer or layer at the vertex's position.
    • 提高基于矢量,流体运动模拟技术的性能的技术。 这些技术可以在使用基于矢量的流体运动模拟技术的程序绘画算法中实现,以帮助即使在相对低功率的设备上以良好的交互速率实现绘画的动态,偶然的行为。 代替在作为颜料和水的组合的程序绘画算法中使用多边形,可以采用其中将多边形分离成颜色多边形和水多边形的技术。 水多边形没有渲染; 只有颜色多边形被渲染。 为了提高颜色多边形的顶点处的湿度确定的性能,可以使用首先将所有水多边形光栅化成缓冲器的技术,其可以被称为湿度层或湿图; 然后通过在顶点的位置对该缓冲区或层进行采样来确定顶点处的湿度。
    • 18. 发明申请
    • Polygon Processing Techniques in Procedural Painting Algorithms
    • 多边形处理技术在程序绘画算法中的应用
    • US20130127890A1
    • 2013-05-23
    • US13219457
    • 2011-08-26
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • G09G5/00
    • G06T11/203
    • Techniques for improving the performance of vector-based, fluid motion simulation techniques in procedural painting algorithms. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic and serendipitous behaviors of watercolor painting at good interactive rates even on relatively low-powered devices. The techniques may include resampling the vertices of pigment polygons after growth at least at some iterations of the algorithm to provide smoother, more uniform growth; rasterizing dried pigment polygons into a texture so that the dried polygons are not rendered at each iteration of the algorithm; and rendering only a subset of live pigment polygons at each iteration of the algorithm. Polygons used by the techniques may be separated into static water polygons and dynamic pigment polygons.
    • 在程序绘画算法中提高基于矢量的流体运动模拟技术的性能的技术。 这些技术可以在使用基于矢量的流体运动模拟技术的程序绘画算法中实现,以帮助即使在相对低功率的设备上以良好的交互速率实现水彩画的动态和偶然的行为。 这些技术可以包括至少在该算法的一些迭代之后对生长后的颜色多边形的顶点进行重采样以提供更平滑,更均匀的生长; 将干燥的颜料多边形光栅化成纹理,使得干燥的多边形在算法的每次迭代时不被渲染; 并在算法的每次迭代中仅渲染一个活动颜色多边形子集。 该技术使用的多边形可以分为静态水多边形和动态颜色多边形。
    • 19. 发明申请
    • Methods and Apparatus for Specifying and Interpolating Hierarchical Procedural Models
    • 用于指定和插入分层程序模型的方法和装置
    • US20130120392A1
    • 2013-05-16
    • US12857382
    • 2010-08-16
    • Radomir MechJerry O. Talton, III
    • Radomir MechJerry O. Talton, III
    • G06T11/20
    • G06T11/001
    • Methods and apparatus for procedural modeling are described for generating procedural models and exploring procedural model space. Common procedural components (models, modules, and methods) and a hierarchical framework are described that may be used to construct hierarchical procedural models. A model may comprise a hierarchy of one or more modules. Each module includes a sequence of methods and an optional geometry for display. A method may be controlled by one or more parameters. The values of the parameters may be specified via curves. A module description may be condensed into a single array of values for parameters of the module. Thus, a model or module may be specified by filling in values for arrays of parameters for the sequence of methods. An interpolation technique for interpolating between models is described in which models are matched according to a cost function so that ancestry is preserved.
    • 描述了用于生成程序模型和探索程序模型空间的程序建模的方法和装置。 描述了可用于构建分级过程模型的常见过程组件(模型,模块和方法)和层次框架。 模型可以包括一个或多个模块的层次结构。 每个模块包括一系列方法和可选几何显示。 方法可以由一个或多个参数控制。 可以通过曲线指定参数的值。 模块描述可以被简化为模块的参数的单个数组值。 因此,可以通过填充方法序列的参数数组来指定模型或模块。 描述了用于在模型之间插值的插值技术,其中根据成本函数匹配模型,从而保留祖先。