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    • 1. 发明授权
    • Method and system for communicating gaze in an immersive virtual environment
    • 在沉浸式虚拟环境中传达注视的方法和系统
    • US07532230B2
    • 2009-05-12
    • US10769175
    • 2004-01-29
    • W. Bruce CulbertsonThomas Malzbender
    • W. Bruce CulbertsonThomas Malzbender
    • H04N7/14G06T13/00
    • G06F3/013G06T19/20G06T2219/2016
    • A method of communicating gaze. Specifically, one embodiment of the present invention discloses a method of communicating gaze in an immersive virtual environment. The method begins by representing an immersive virtual environment on a monitor that is viewable by a viewing participant. The monitor displays a plurality of objects in the virtual environment. The physical gaze of the viewing participant is tracked to determine a physical direction of the physical gaze within a physical environment including the viewing participant. Thereafter, a viewed object is determined at which the viewing participant is gazing. Then, a virtual direction is determined between the viewing participant and the viewed object in the immersive virtual environment. A model of the viewing participant is rotated based on the physical and virtual directions to render a view of the viewing participant such that the viewing participant is facing the viewed object in the immersive virtual environment.
    • 沟通凝视的方法。 具体地,本发明的一个实施例公开了一种在沉浸式虚拟环境中传达注视的方法。 该方法开始于在观看参与者可观看的监视器上表示沉浸式虚拟环境。 监视器在虚拟环境中显示多个对象。 跟踪观看参与者的物理凝视,以确定包括观看参与者在内的物理环境中物理注视的物理方向。 此后,确定观看对象正在注视的观看对象。 然后,在沉浸式虚拟环境中,在观看参与者和观看对象之间确定虚拟方向。 基于物理和虚拟方向来旋转观看参与者的模型,以呈现观看参与者的视图,使得观看参与者在沉浸式虚拟环境中面向所查看的对象。
    • 5. 发明授权
    • Methods and apparatus for constructing a 3D model of a scene and rendering new views of the scene
    • 用于构建场景的3D模型并呈现场景的新视图的方法和装置
    • US06373977B1
    • 2002-04-16
    • US09273934
    • 1998-03-22
    • W. Bruce Culbertson
    • W. Bruce Culbertson
    • G06K900
    • G06T15/205G06T15/40G06T17/00H04N5/2627
    • A three-dimensional model of a scene is reconstructed from a plurality of images of the scene taken from different viewpoints. A set of voxels that include the scene is defined, and each of the voxels in the set of voxels is processed. Each voxel is projected onto a set of pixels in each of the images. A first color-standard-deviation of not-occluded pixels is determined across all images. A second color-standard-deviation of not-occluded pixels is determined for each individual image. A mean of the second color-standard-deviations is determined across all images. A coloring threshold that is a function of the mean is established. If the first color-standard-deviation is less than the coloring threshold, the voxel is colored. Otherwise, the voxel is left transparent. The coloring threshold is established adaptively and depends on the color variation across the projection of the voxel in each individual image.
    • 从不同视点拍摄的场景的多个图像重建场景的三维模型。 定义包含场景的一组体素,并且处理该组体素中的每个体素。 每个体素被投影到每个图像中的一组像素上。 在所有图像上确定未遮挡像素的第一颜色标准偏差。 针对每个单独的图像确定未遮挡像素的第二颜色标准偏差。 在所有图像上确定第二颜色 - 标准偏差的平均值。 建立作为均值函数的着色阈值。 如果第一个颜色标准偏差小于着色阈值,则体素被着色。 否则,体素保持透明。 着色阈值自适应地建立,并且取决于每个单独图像中的体素的投影上的颜色变化。