会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 32. 发明授权
    • Parallel surface reconstruction
    • 平行面重构
    • US08610706B2
    • 2013-12-17
    • US12245707
    • 2008-10-04
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • G06T15/00
    • G06T17/20G06T17/005
    • Described is a technology in which point cloud surface reconstruction is performed via parallel processing on a graphics processing unit, achieving real-time reconstruction rates. An octree is built for a given set of oriented points, with each node containing a set of points enclosed by the node. The data structure is built on the GPU, in parallel, using level-order traversals to process nodes at a same tree level. The surface is reconstructed based on data configured and located via the traversals. To produce the surface, an implicit function over the volume spanned by the octree nodes is computed using the GPU, e.g., based on a Poisson surface reconstruction method. A sparse linear system is built and a multi-grid solver is employed to solve the system. An adaptive marching cubes procedure is performed on the GPU to extract an isosurface of the implicit function as a triangular mesh.
    • 描述了通过图形处理单元上的并行处理进行点云表面重建的技术,实现了实时重建率。 为给定的一组定向点构建八叉树,每个节点包含由节点包围的一组点。 数据结构并行构建在GPU上,使用级别遍历来处理同一树级的节点。 基于通过遍历配置和定位的数据来重构表面。 为了产生表面,例如基于泊松表面重建方法,使用GPU计算由八叉树节点跨越的卷的隐式函数。 构建了一个稀疏线性系统,并采用多网格求解器来解决系统问题。 在GPU上执行自适应行进立方体程序以将隐含函数的等值面提取为三角形网格。
    • 33. 发明授权
    • Real-time kd-tree construction on graphics hardware
    • 图形硬件上的实时kd-tree构造
    • US08581914B2
    • 2013-11-12
    • US12241045
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F17/30G06F15/80
    • G06F17/30961
    • Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-based parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).
    • 描述了一种用于在GPU上构建kd-tree的技术,其方法通过在kd-tree构造期间利用基于GPU的并行性足以快速实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。
    • 34. 发明授权
    • Example-based motion detail enrichment in real-time
    • 基于实例的运动细节实时丰富
    • US08144155B2
    • 2012-03-27
    • US12189212
    • 2008-08-11
    • Kun ZhouXiaohan ShiBaining Guo
    • Kun ZhouXiaohan ShiBaining Guo
    • G06T15/00
    • G06T13/40
    • An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.
    • 描述了一种以物理为基础的二次变形实时丰富骨架驱动动画的方法。 为了实现这一目标,所描述的技术采用基于表面的可变形模型,其可以交互地模拟低频和高频体积效应的动力学。 给定表面网格和其物理行为的几个样本序列,在离线预处理步骤期间学习材料的一组运动参数。 可变形模型然后适用于任何给定的骨架驱动的表面网格动画。 此外,所描述的动态外观技术可以完全在GPU上实现并且以高效率执行。 因此,通过对传统图形管线的最小改变,该技术可以通过实时添加二次变形来显着增强骨架驱动动画的视觉体验。
    • 36. 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。
    • 38. 发明申请
    • USER-GUIDED SURFACE RECONSTRUCTION
    • 用户指导的表面重建
    • US20100085353A1
    • 2010-04-08
    • US12245709
    • 2008-10-04
    • Kun ZhouXin HuangBaining Guo
    • Kun ZhouXin HuangBaining Guo
    • G06T15/00
    • G06T17/005G06T17/00G06T2210/52
    • Described is a technology by which a user interacts with a surface representative of a point cloud data to correct for imperfect scan data. The surface is reconstructed based on the interaction. Real time viewing of the image is facilitated by parallel surface reconstruction. For example, the user may draw strokes to reduce topological ambiguities in poorly-sampled areas. An algorithm automatically adds new oriented sample points to the original point cloud based on the user interaction. Then a new isosurface is generated for the augmented point cloud. The user also may specify the geometry of missing areas of the surface. The user copies a set of points from another point cloud, and places the points around the target area. A new isosurface is then generated.
    • 描述了用户与表示点云数据的表面进行交互以校正不完美扫描数据的技术。 基于交互重建表面。 通过平行表面重建,实现了图像的实时观察。 例如,用户可以绘制笔画以减少不良采样区域的拓扑模糊。 基于用户交互,算法会自动将新的定向采样点添加到原始点云。 然后为增强点云生成一个新的等值面。 用户还可以指定表面缺失区域的几何形状。 用户从另一个点云复制一组点,并将点放在目标区域周围。 然后生成新的等值面。
    • 39. 发明申请
    • PARALLEL SURFACE RECONSTRUCTION
    • 并行表面重建
    • US20100085352A1
    • 2010-04-08
    • US12245707
    • 2008-10-04
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • G06T15/00
    • G06T17/20G06T17/005
    • Described is a technology in which point cloud surface reconstruction is performed via parallel processing on a graphics processing unit, achieving real-time reconstruction rates. An octree is built for a given set of oriented points, with each node containing a set of points enclosed by the node. The data structure is built on the GPU, in parallel, using level-order traversals to process nodes at a same tree level. The surface is reconstructed based on data configured and located via the traversals. To produce the surface, an implicit function over the volume spanned by the octree nodes is computed using the GPU, e.g., based on a Poisson surface reconstruction method. A sparse linear system is built and a multi-grid solver is employed to solve the system. An adaptive marching cubes procedure is performed on the GPU to extract an isosurface of the implicit function as a triangular mesh
    • 描述了通过图形处理单元上的并行处理进行点云表面重建的技术,实现了实时重建率。 为给定的一组定向点构建八叉树,每个节点包含由节点包围的一组点。 数据结构并行构建在GPU上,使用级别遍历来处理同一树级的节点。 基于通过遍历配置和定位的数据来重构表面。 为了产生表面,例如基于泊松表面重建方法,使用GPU计算由八叉树节点跨越的卷的隐式函数。 构建了一个稀疏线性系统,并采用多网格求解器来解决系统问题。 在GPU上执行自适应行进立方体程序以将隐含函数的等值面提取为三角形网格
    • 40. 发明申请
    • REAL-TIME KD-TREE CONSTRUCTION ON GRAPHICS HARDWARE
    • 图形硬件实时KD-TREE构造
    • US20100082704A1
    • 2010-04-01
    • US12241045
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F17/30
    • G06F17/30961
    • Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-bsaed parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).
    • 描述了一种用于在GPU上构建kd-tree的技术,其方式通过在kd-tree构造期间利用GPU-bsaed并行性足够快地实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。