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
    • 31. 发明授权
    • Mesh editing with gradient field manipulation and user interactive tools for object merging
    • 使用渐变字段操作进行网格编辑和用于对象合并的用户交互式工具
    • US07589720B2
    • 2009-09-15
    • US10911394
    • 2004-08-04
    • Kun ZhouBaining GuoHeung-Yeung Shum
    • Kun ZhouBaining GuoHeung-Yeung Shum
    • G06T17/20G06T15/00G06T17/00G09G5/00
    • G06T17/205G06T17/20
    • User interactive methods of determining vertex correspondence between boundaries or curves on objects to be merged is provided. One method relates to projecting a boundary of one object onto a second object to determine a merging curve, along which the two objects will be joined. Another method includes projecting a first object onto a plane to form a planar curve. The planar curve is then mapped to a second object to form a merging curve. Still another method includes interactively selecting corresponding key vertices on different objects to form a merging curve. A system presented that can use one or more of the methods of determining correspondence between boundaries. A merged object can be generated from the merging curve using a mesh solver, such as a Poisson or non-Poisson mesh solver.
    • 提供了确定要合并的对象上的边界或曲线之间的顶点对应关系的用户交互方法。 一种方法涉及将一个对象的边界投影到第二对象上以确定两个对象将被连接在一起的合并曲线。 另一种方法包括将第一物体投射到平面上以形成平面曲线。 然后将平面曲线映射到第二个对象以形成合并曲线。 另一种方法包括在不同对象上交互地选择对应的关键顶点以形成合并曲线。 提出的系统可以使用确定边界之间的对应关系的一种或多种方法。 可以使用网格求解器(例如泊松或非泊松网格求解器)从合并曲线生成合并对象。
    • 32. 发明申请
    • HIGH DYNAMIC RANGE IMAGE HALLUCINATION
    • 高动态范围图像捕获
    • US20090022414A1
    • 2009-01-22
    • US11781227
    • 2007-07-20
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • G06K9/40
    • G06T5/008
    • An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.
    • 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。
    • 39. 发明授权
    • Ray tracing on graphics hardware using kd-trees
    • 使用kd-tree对图形硬件进行光线跟踪
    • US08963918B2
    • 2015-02-24
    • US12241044
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T15/00G06T15/06G06T17/00
    • G06T15/06G06T17/005
    • Described is a technology by which a ray tracer incorporates a GPU-based kd-tree builder for rendering arbitrary dynamic scenes. For each frame, the ray tracer builds a kd-tree for the scene geometry. The ray tracer spawns and traces eye rays, reflective and refractive rays, and shadow rays. For each ray to be traced, the ray tracer walks through the kd-tree until it reaches leaf nodes and associated triangles. When a ray passes through both sides of a splitting plane, the “far” sub-tree is pushed into the stack and the “near” sub-tree is traversed first.
    • 描述了一种技术,通过该技术,射线跟踪器结合了用于渲染任意动态场景的基于GPU的kd-tree构建器。 对于每个帧,光线跟踪器为场景几何构建一个kd-tree。 射线追踪器产生并追踪眼睛的光线,反射和折射光线以及阴影线。 对于要跟踪的每条光线,光线跟踪器穿过kd树,直到它到达叶节点和相关联的三角形。 当光线穿过分裂平面的两侧时,“远”子树被推入堆叠中,并且首先遍历“近”子树。
    • 40. 发明授权
    • Bulk-synchronous graphics processing unit programming
    • 批量同步图形处理单元编程
    • US08866827B2
    • 2014-10-21
    • US12146715
    • 2008-06-26
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T1/00G06F9/45G06F9/44G06F9/52
    • G06F8/447G06F8/31G06F9/522
    • Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.
    • 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。