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    • 71. 发明申请
    • System and method for generating generalized displacement maps from mesostructure geometries
    • 从介观结构几何生成广义位移图的系统和方法
    • US20050280647A1
    • 2005-12-22
    • US10990142
    • 2004-11-15
    • Xi WangXin TongStephen LinBaining GuoHeung-Yeung Shum
    • Xi WangXin TongStephen LinBaining GuoHeung-Yeung Shum
    • G06T15/20G06T15/50G06T15/60G06T17/00G09G5/00
    • G06T15/04
    • A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.
    • “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。
    • 75. 发明授权
    • Virtual texture
    • 虚拟纹理
    • US06448973B1
    • 2002-09-10
    • US09578574
    • 2000-05-25
    • Baining GuoYing-Qing XuHeung-Yeung Shum
    • Baining GuoYing-Qing XuHeung-Yeung Shum
    • G06T1140
    • G06T15/04
    • A structure that can be used to efficiently represent a virtual texture is disclosed. In one embodiment, a machine-readable medium has such a structure stored thereon, and includes a predetermined sample texture, and a predetermined global structure upon which the predetermined sample texture is to be overlaid in a predetermined manner. For example, a specific global structure is disclosed that includes a tiling encoding that describes a structure of a tiling, and a random block sequence that describes a predetermined number of random blocks within the sample texture that are to be pasted over the tiling to actualize the virtual texture. In such an instance, the sequence also describes locations where the blocks are to be pasted over the tiling. Also disclosed is that the structure can in some embodiments be utilized in texturing, such as procedural texturing.
    • 公开了可用于有效地表现虚拟纹理的结构。 在一个实施例中,机器可读介质具有存储在其上的这种结构,并且包括预定样本纹理以及以预定方式覆盖预定样本纹理的预定全局结构。 例如,公开了一种特定的全局结构,其包括描述平铺结构的平铺编码,以及随机块序列,其描述样本纹理中预定数量的待贴在平铺上的随机块,以实现 虚拟纹理。 在这种情况下,序列还描述了要在块上粘贴块的位置。 还公开的是,在一些实施例中,该结构可用于纹理化,例如程序纹理化。
    • 76. 发明授权
    • Radiometric calibration from a single image
    • 单个图像的辐射校准
    • US07986830B2
    • 2011-07-26
    • US12327680
    • 2008-12-03
    • Stephen S. LinBaining GuoHeung-Yeung ShumJinwei Gu
    • Stephen S. LinBaining GuoHeung-Yeung ShumJinwei Gu
    • G06K9/00
    • H04N1/603G06T7/80G06T7/90
    • Radiometric calibration of an image capture device (e.g., a digital camera) using a single image is described. The single image may be a color image or a grayscale image. The calibration identifies and analyzes edge pixels of the image that correspond to an edge between two colors or grayscale levels of a scene. Intensity distributions of intensities measured from the single image are then analyzed. An inverse response function for the image capture device is determined based on the intensity distributions. For a color image, the radiometric calibration involves calculating an inverse response function that maps measured blended colors of edge pixels and the associated measured component colors into linear distributions. For a grayscale image, the radiometric calibration involves deriving an inverse response function that maps non-uniform histograms of measured intensities into uniform distributions of calibrated intensities.
    • 描述使用单个图像的图像捕获装置(例如,数码相机)的放射线校准。 单个图像可以是彩色图像或灰度图像。 校准识别和分析与场景的两种颜色或灰度级之间的边缘对应的图像的边缘像素。 然后分析从单个图像测量的强度的强度分布。 基于强度分布确定图像捕获装置的反应响应函数。 对于彩色图像,辐射校准包括计算反向响应函数,其将边缘像素的测量混合颜色和相关联的测量分量颜色映射为线性分布。 对于灰度图像,辐射校准涉及导出将测得的强度的非均匀直方图映射到校准强度的均匀分布的反向响应函数。
    • 78. 发明授权
    • Real-time rendering of partially translucent objects
    • 实时渲染部分半透明物体
    • US07589723B2
    • 2009-09-15
    • US11189491
    • 2005-07-25
    • Lifeng WangXu YangBaining GuoHeung-Yeung Shum
    • Lifeng WangXu YangBaining GuoHeung-Yeung Shum
    • G06T15/50G06T15/60G09G5/00
    • G06T15/50
    • Rendering of a partially translucent object is performed using a set of parameter maps derived from data measuring reflectance and transmittance of light received at the surface of the partially translucent object. Data is captured from an actual object being modeled, rather than estimated based on internal structure and composition. Parameter maps relating albedo, thickness variation, and specular intensity and roughness are stored as textures to facilitate rendering. In addition, realistic illumination from high energy sources such as sunlight is effected by separating light into low frequency and high frequency components. Low frequency components are rendered by precomputed radiance transfer. High frequency components, which are not modeled well by precomputed radiance transfer, are modeled using a light visibility convolution integral to generate light visibility maps for positions of the high frequency light source. Contributions from the different frequency components are combined to yield a realistic appearance.
    • 使用从测量在部分半透明物体的表面处接收的光的反射率和透射率的数据导出的一组参数图来执行部分半透明物体的渲染。 数据从被建模的实际对象中获取,而不是基于内部结构和组合来估计。 将反照率,厚度变化以及镜面强度和粗糙度相关的参数图存储为纹理以便于渲染。 此外,通过将光分离成低频和高频分量来实现来自诸如阳光的高能源的现实照明。 低频分量通过预先计算的辐射传输来渲染。 通过预先计算的辐射传输良好地建模的高频分量使用光可见度卷积积分来建模,以产生高频光源的位置的光可见度图。 来自不同频率分量的贡献被组合以产生现实的外观。