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    • 23. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07940268B2
    • 2011-05-10
    • US11770942
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06T15/50G06T15/00
    • G06T15/506
    • A real-time algorithm for rendering an inhomogeneous scattering medium such as fog is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.
    • 描述了用于渲染非均匀散射介质(如雾)的实时算法。 输入媒体动画被表示为密度字段的序列,每个密度字段被分解成一组径向基函数(RBF)如Gauss的加权和。 该算法计算不均匀散射介质的气孔和表面反射率。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。
    • 24. 发明授权
    • Decorating surfaces with textures
    • 用纹理装饰表面
    • US07602398B2
    • 2009-10-13
    • US11045868
    • 2005-01-28
    • Kun ZhouBaining GuoHeung-Yeung ShumLifeng WangYasuyuki Matsushita
    • Kun ZhouBaining GuoHeung-Yeung ShumLifeng WangYasuyuki Matsushita
    • G09G5/00
    • G06T15/04G06T17/20
    • Surfaces can be decorated with texture tiling and/or texture painting using one or more sample textures, such as BTFs. In a described implementation of texture tiling, a patch-based BTF synthesis algorithm is utilized. In an example embodiment, a mesh of a target surface is re-sampled to produce a dense mesh such that there is a one-to-one correspondence between vertices of the dense mesh and pixels of an image. Patch matching is then employed with a working image that corresponds to a working patch. In an example embodiment, the patch matching is effectuated using translations and rotations of the sample texture. In a described implementation of texture painting, irregular feature(s) of a sample texture are synthesized onto a target surface. In an example embodiment, user-specified constraints as to a desired foreground feature of a sample texture and an intended foreground region of a targeted surface are factored into a graphcut operation.
    • 表面可以使用纹理拼贴和/或使用一个或多个样本纹理(如BTF)的纹理绘画进行装饰。 在所描述的纹理平铺的实现中,使用基于块的BTF合成算法。 在一个示例性实施例中,对目标表面的网格进行重新采样以产生密集网格,使得在密集网格的顶点和图像的像素之间存在一一对应关系。 然后使用补丁匹配与对应于工作补丁的工作图像。 在示例实施例中,使用样本纹理的平移和旋转来实现斑块匹配。 在所描述的纹理绘画实现中,样本纹理的不规则特征被合成到目标表面上。 在示例性实施例中,关于样本纹理的期望前景特征和目标表面的预期前景区域的用户指定约束被考虑到图形切割操作中。
    • 27. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US08009168B2
    • 2011-08-30
    • US11768894
    • 2007-06-26
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • G06T15/00
    • G06T15/55
    • A real-time algorithm for rendering of an inhomogeneous scattering media such as smoke under dynamic low-frequency environment lighting is described. An input media animation is represented as a sequence of density fields, each of which is decompressed into a weighted sum of a set of radial basis functions (RBFs) and an optional residual field. Source radiances from single and optionally multiple scattering are directly computed at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray is performed to render the final image. During the ray marching process, the residual field may be compensated back into the radiance integral to generate images of higher detail.
    • 描述了在动态低频环境照明下渲染非均匀散射介质(如烟雾)的实时算法。 输入媒体动画被表示为密度字段序列,每个密度字段被解压缩成一组径向基函数(RBF)和可选残余字段的加权和。 仅从RBF中心直接计算来自单个和任选多个散射的源辐射,然后使用基于RBF的插值在体积中的其他点处近似。 使用计算的源辐射,执行使用沿着每个观察射线的基于片段的辐射积分的射线行进技术来渲染最终图像。 在射线行进过程中,残余场可以被补偿回到辐射积分中以产生更高细节的图像。
    • 28. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07990377B2
    • 2011-08-02
    • US11830743
    • 2007-07-30
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • G06T15/00
    • G06T15/55
    • A real-time algorithm for rendering of an inhomogeneous scattering media such as smoke under dynamic low-frequency environment lighting is described. An input media animation is represented as a sequence of density fields, each of which is represented by an approximate model density field and a residual density field. The algorithm uses the approximate model density field to compute an approximate source radiance, and further computes an effective exitant radiance by compositing the approximate source radiance using a compositing methods such as ray marching. During the compositing process (e.g., ray marching), the residual field is compensated back into the radiance integral to generate images of higher detail.
    • 描述了在动态低频环境照明下渲染非均匀散射介质(如烟雾)的实时算法。 输入媒体动画被表示为密度域序列,每个密度场由近似模型密度场和残余密度域表示。 该算法使用近似模型密度场来计算近似辐射源,并且通过使用诸如射线行进之类的合成方法合成近似源辐射来进一步计算有效的出射辐射度。 在合成过程(例如,射线行进)期间,残余场被补偿回到辐射积分中以产生更高细节的图像。
    • 29. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07940269B2
    • 2011-05-10
    • US11770974
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06T15/50G06T15/00
    • G06T15/50
    • A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.
    • 描述了用于渲染非均匀散射介质(例如,其中浸入表面物体的雾)的实时算法。 输入媒体动画被表示为一系列密度字段。 该算法计算非均匀散射介质中表面物体的表面反射率。 该算法还可以计算不均匀散射介质的空气光。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。