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    • 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。
    • 36. 发明申请
    • MOTION FIELD TEXTURE SYNTHESIS
    • 运动场纹理合成
    • US20110012910A1
    • 2011-01-20
    • US12503162
    • 2009-07-15
    • Li-Yi WeiChongyang MaBaining GuoKun Zhou
    • Li-Yi WeiChongyang MaBaining GuoKun Zhou
    • G06T15/70G09G5/00
    • G06T11/001H04N19/537
    • A system is described for using a texture synthesis approach to produce digital images that simulate motion. The system operates by receiving a large-scale motion image that describes large-scale motion, as well as one or more exemplar images that describes small-scale motion. The system then applies a texture synthesis approach to duplicate the small-scale motion described in the exemplar image(s), as guided by the large-scale motion described in the large-scale motion image. This operation produces a synthesized motion image. The system then combines the synthesized motion image with the large-scale motion image to produce a combined motion image. The combined motion image presents the large-scale motion as modulated by the small-scale motion. The system can also take account for one or more application-specific constraints, such as incompressibility and boundary conditions.
    • 描述了一种使用纹理合成方法来产生模拟运动的数字图像的系统。 该系统通过接收描述大规模运动的大规模运动图像以及描述小规模运动的一个或多个示例图像来操作。 然后,系统应用纹理合成方法来复制在大型运动图像中描述的大规模运动所指示的示例图像中描述的小规模运动。 该操作产生合成运动图像。 然后,系统将合成的运动图像与大规模运动图像组合以产生组合运动图像。 组合的运动图像呈现由小规模运动调制的大规模运动。 系统还可以考虑一个或多个特定于应用程序的约束,例如不可压缩性和边界条件。
    • 37. 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。
    • 38. 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。
    • 39. 发明申请
    • BULK-SYNCHRONOUS GRAPHICS PROCESSING UNIT PROGRAMMING
    • 大容量图形处理单元编程
    • US20090322769A1
    • 2009-12-31
    • US12146715
    • 2008-06-26
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T1/00
    • 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。
    • 40. 发明申请
    • Mesh Puppetry
    • 网状木偶
    • US20080309664A1
    • 2008-12-18
    • US11764557
    • 2007-06-18
    • Kun ZhouXiaohan ShiBaining Guo
    • Kun ZhouXiaohan ShiBaining Guo
    • G06T17/00
    • G06T13/40G06T17/20G06T19/20G06T2219/2021
    • This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.
    • 本公开描述了用于细节保留皮肤网格操纵或变形的变体框架。 通过以一体化的方式优化骨骼皮肤网格的骨架位置和顶点权重,发生皮肤网格变形。 该过程允许通过在交互式变形平台中为骨骼皮肤网格指定一些所需的约束来创建新的姿势和动画。 该过程调整骨骼位置,并与算法结合约束同时解决变形的皮肤网格。 该算法包括级联优化过程。 网状木偶实时显示皮肤网格操纵。 用户界面将启用交互式设计,为骨骼皮肤网格创建新的姿势和动画,从而直接操纵骨骼皮肤网格以创建自然,生命般的姿势,并提供自动平衡和最严格的约束,以创建木偶 - 喜欢动画。