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    • 2. 发明授权
    • Space partitioning trees using planes selected from a discrete set of orientations
    • 使用从离散的一组取向中选择的平面对空间进行分区
    • US08400447B1
    • 2013-03-19
    • US12032335
    • 2008-02-15
    • Nathan A. CarrGavin S. P. MillerAdam G. Kirk
    • Nathan A. CarrGavin S. P. MillerAdam G. Kirk
    • G06T15/00
    • G06T17/005G06T15/06
    • A method, system, and computer-readable storage medium are disclosed for partitioning a scene with discrete oriented planes. In one embodiment, a scene comprising a plurality of objects may be partitioned into a plurality of sub-regions. The sub-regions may be divided by a plurality of planes having orientations selected from a discrete set of orientations comprising at least one orientation that is not the x axis, y axis, or z axis and is at a nonzero angle with respect to the x, y, or z axes. The partitioned scene may be stored in a binary tree comprising a plurality of nodes. Each node may correspond to a sub-region. In one embodiment, a ray tracing query may be solved for a particular ray. In solving the ray tracing query, the tree may be traversed to identify a first object of the plurality of objects intersected by the ray.
    • 公开了一种用离散定向平面分割场景的方法,系统和计算机可读存储介质。 在一个实施例中,包括多个对象的场景可以被划分成多个子区域。 子区域可以被多个平面划分,所述多个平面具有从包括不是x轴,y轴或z轴的至少一个取向的离散取向集合中选择的方向,并且相对于x轴处于非零角度 ,y或z轴。 分割场景可以存储在包括多个节点的二叉树中。 每个节点可以对应于子区域。 在一个实施例中,可以针对特定射线求解光线跟踪查询。 在解决光线跟踪查询时,可以遍历树以识别由射线相交的多个对象中的第一对象。
    • 3. 发明授权
    • Methods and apparatus for rendering vector art on graphics hardware
    • 在图形硬件上呈现矢量图的方法和装置
    • US08379025B1
    • 2013-02-19
    • US12549765
    • 2009-08-28
    • Nathan A. CarrGavin S. P. Miller
    • Nathan A. CarrGavin S. P. Miller
    • G06T15/50
    • G06T11/203G06T15/005G06T15/06
    • Methods and apparatus for ray-casting 2D animated vector art on graphics hardware. Embodiments maintain curves in their analytic form when transmitted to the GPU. On the CPU, the curves in the vector art may be subdivided into a plurality of monotonic curve segments. A plurality of intervals may be generated from the curve segments. Further subdivision may be applied on the CPU to any interval that includes more than n curves, where n is the maximum number of curves that can be processed in parallel in the pixel shader. On the GPU, the pixels are evaluated to determine whether each pixel is inside or outside of the curve network. The technique used in the GPU may be based on a point-in-polygon algorithm that casts rays from points under test and counts the number of curve crossings before the rays exit the shape using a modified implicit formula.
    • 用于在图形硬件上投射2D动画矢量艺术的方法和设备。 实施例在传输到GPU时保持其分析形式的曲线。 在CPU上,矢量图中的曲线可以被细分为多个单调曲线段。 可以从曲线段产生多个间隔。 可以在CPU上进一步细分到包括多于n条曲线的任何间隔,其中n是可以在像素着色器中并行处理的曲线的最大数量。 在GPU上,评估像素以确定每个像素是否在曲线网络内部或外部。 在GPU中使用的技术可以基于多边形点算法,其中投射来自被测点的光线,并且使用修改的隐式公式计算光线退出形状之前的曲线交叉点的数量。
    • 4. 发明授权
    • System and methods for rendering height-field images with hard and soft shadows
    • 用于渲染具有硬和软阴影的高度场图像的系统和方法
    • US08379021B1
    • 2013-02-19
    • US12177717
    • 2008-07-22
    • Gavin S. P. MillerNathan A. Carr
    • Gavin S. P. MillerNathan A. Carr
    • G06T15/60
    • G06T15/60
    • A system, methods, and computer-readable storage media for rendering height-field images that efficiently compute hard and soft shadows are disclosed. The system and methods may utilize a graphics representation comprising bounded 2D shapes with full 3D fill styles that affect shading, and an occlusion priority that determines visibility. The methods may include scan-coherent techniques for computing shadows from height-fields containing depth discontinuities while incrementally updating a convex hull of surface points. The methods may include a sweep-based algorithm for linear light source illumination of 2.5D graphical models across diagonal height-field cross-sections and/or a shear warp algorithm. Pre-computed (weighted) integrals corresponding to the light direction may be stored in tables according to a corresponding horizon angle and may be used in computing the lit intensity. The results may be free of aliasing artifacts. The methods may be implemented as program instructions, stored on computer-readable media, executable by a CPU and/or GPU.
    • 公开了一种系统,方法和计算机可读存储介质,用于渲染高效场计算硬和软阴影的高度场图像。 系统和方法可以利用包含有限二维形状的图形表示,其具有影响着色的完整3D填充样式,以及确定可视性的遮挡优先级。 这些方法可以包括用于计算来自包含深度不连续性的高度场的阴影的扫描相干技术,同时逐渐更新表面点的凸包。 该方法可以包括基于扫描的算法,用于跨越对角线高度场横截面和/或剪切翘曲算法的2.5D图形模型的线性光源照明。 对应于光方向的预先计算(加权)积分可以根据对应的水平角存储在表中,并且可以用于计算亮度。 结果可能没有别名伪像。 这些方法可以被实现为存储在可由CPU和/或GPU执行的计算机可读介质上的程序指令。
    • 5. 发明授权
    • Spatially-varying convolutions for rendering soft shadow effects
    • 用于渲染软阴影效果的空间变化卷积
    • US07982734B2
    • 2011-07-19
    • US11832296
    • 2007-08-01
    • Gavin S. P. Miller
    • Gavin S. P. Miller
    • G06T15/50
    • G06T15/60
    • Soft shadows may include areas that are less clear (more blurry) than other regions. For instance, an area of shadow that is closer to the shadow caster may be clearer than a region that is farther from the shadow caster. When generating a soft shadow, the total amount of light reaching each point on the shadow receiving surface is calculated according to a spatially-varying convolution kernel of the occluder's transparency information. Ray-tracing, traditionally used to determine a spatially varying convolution, can be very CPU intensive. Instead of using ray-tracing, data structures, such as MIP-maps and summed-area tables, or separable linear filters may be used to compute the spatially-varying convolution. For example, a two-dimensional convolution may be computed as two spatially-varying, separable, linear convolution filters—one computing a horizontal component and the other a vertical component of the final 2D convolution.
    • 软阴影可能包括比其他地区不太清晰(更模糊)的区域。 例如,靠近阴影脚轮的阴影区域可能比距离阴影脚轮更远的区域更清晰。 当产生柔和的阴影时,根据封闭器透明度信息的空间变化的卷积核算出到达阴影接收表面上每个点的总光量。 传统上用于确定空间变化卷积的光线跟踪可能非常CPU密集。 代替使用光线跟踪,可以使用数据结构(例如MIP映射和总和区域表)或可分离线性滤波器来计算空间变化的卷积。 例如,二维卷积可以被计算为两个空间变化的可分离的线性卷积滤波器 - 一个计算水平分量,另一个计算最终2D卷积的垂直分量。
    • 6. 发明授权
    • Image processing using enclosed block convolution
    • 使用封闭块卷积的图像处理
    • US07675524B1
    • 2010-03-09
    • US11749862
    • 2007-05-17
    • Gavin S. P. MillerNathan A. Carr
    • Gavin S. P. MillerNathan A. Carr
    • G09G5/00G09G5/37G06F1/00G06F17/00G06K9/40G06K9/64G06K9/32
    • G06T5/20G06T2207/20021
    • A system and method for performing convolutions on image data using pre-computed acceleration data structures is disclosed. The method may include calculating intermediate convolution values for each of a plurality of blocks of pixels by performing an associative operation on the pixel values in each block. Each intermediate value may be associated with the block and indexed dependent on index values of pixels in the block. An image pyramid may include intermediate convolution values for multiple levels of acceleration by calculating intermediate convolution values for multiple block sizes. A convolution result for a kernel of an image may be produced by performing the associative operation on intermediate convolution values for non-overlapping blocks enclosed within the kernel and on pixel values associated with pixels in the kernel but not in one of the non-overlapping blocks. The methods may be implemented by program instructions executing in parallel on CPU(s) or GPUs.
    • 公开了一种使用预先计算的加速度数据结构对图像数据进行卷积的系统和方法。 该方法可以包括通过对每个块中的像素值执行关联操作来计算多个像素块中的每一个块的中间卷积值。 每个中间值可以与块相关联并且依赖于块中的像素的索引值进行索引。 通过计算多个块大小的中间卷积值,图像金字塔可以包括用于多个加速度级别的中间卷积值。 可以通过对包含在内核内的非重叠块的中间卷积值和与内核中的像素相关联但不在非重叠块之一中的像素值执行关联操作来产生图像的内核的卷积结果 。 这些方法可以由在CPU或者GPU上并行执行的程序指令来实现。
    • 7. 发明申请
    • System and Method for Simulating Shallow Water Effects on Arbitrary Surfaces
    • 用于模拟浅水对任意表面的影响的系统和方法
    • US20080177519A1
    • 2008-07-24
    • US12017719
    • 2008-01-22
    • Gavin S. P. MillerHuamin Wang
    • Gavin S. P. MillerHuamin Wang
    • G06G7/50
    • G06T13/60G06T2210/24
    • A system and method for shallow water simulation may provide a framework for solving General Shallow Wave Equations (GSWE) to efficiently simulate 3D fluid effects on arbitrary surfaces using a height field representation. The height field representation may include height columns constructed along surface normals, which may be dependent on a condition of boundary cells adjacent to fluid cells and/or artificial viscosity effects. The framework may provide implicit schemes for solving for the effects of external forces applied to the fluid, including gravity and surface tension, and explicit schemes for solving for advection effects. The system and method may be implemented on general-purpose CPU(s) and/or GPU(s) and may be capable of simulating a variety of fluid effects including: waves, rivulets and streams, drops, and capillary events. In some embodiments, the system and method may achieve real-time fluid control and fluid shape design through user-interaction (e.g., in a graphical painting application).
    • 用于浅水模拟的系统和方法可以提供用于解决通用浅波方程(GSWE)的框架,以使用高度场表示来有效地模拟任意表面上的3D流体效应。 高度场表示可以包括沿着表面法线构造的高度列,其可以取决于与流体单元相邻的边界单元的条件和/或人造粘性效应。 框架可以提供用于解决施加到流体的外力的影响的隐式方案,包括重力和表面张力,以及用于求解对流效应的显式方案。 系统和方法可以在通用CPU和/或GPU上实现,并且可以能够模拟各种流体效应,包括:波,水流和流,滴和毛细管事件。 在一些实施例中,系统和方法可以通过用户交互(例如,在图形绘画应用中)来实现实时流体控制和流体形状设计。
    • 9. 发明授权
    • Rendering of 3D scenes on a display using hierarchical z-buffer
visibility
    • 使用分层z缓冲区可见性在显示器上渲染3D场景
    • US5579455A
    • 1996-11-26
    • US100113
    • 1993-07-30
    • Edward C. GreeneMichael H. KassGavin S. P. Miller
    • Edward C. GreeneMichael H. KassGavin S. P. Miller
    • G06T15/40G06T15/00
    • G06T15/405
    • A hierarchical Z-buffer scan-conversion algorithm that does well on both (a) quickly rejecting most of the hidden geometry in a model, and (b) exploiting the spatial and temporal coherence of the images being generated. The method uses two hierarchical data structures, an object-space octree and an image-space Z-pyramid, in order to accelerate scan conversion. The two hierarchical data structures make it possible to reject hidden geometry very rapidly while rendering visible geometry with the speed of scan conversion. For animation purposes, the algorithm is also able to exploit temporal coherence. The resulting method is well suited to models with high depth complexity, achieving significant speedup in some cases compared to ordinary scan conversion.
    • 分层的Z缓冲扫描转换算法在(a)快速拒绝模型中的大部分隐藏几何的情况下都能做好,(b)利用正在生成的图像的空间和时间相干性。 该方法使用两个分层数据结构,即对象空间八叉树和图像空间Z-金字塔,以加速扫描转换。 两个分层数据结构使得可以非常快速地拒绝隐藏的几何,同时以扫描转换的速度渲染可视几何。 为了动画目的,该算法还能够利用时间一致性。 所得到的方法非常适合于具有高深度复杂度的模型,与普通扫描转换相比,在某些情况下实现显着的加速。