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    • 1. 发明申请
    • PARTITIONING MODELS INTO 3D-PRINTABLE COMPONENTS
    • 将分类模型转换为3D可打印组件
    • US20140052415A1
    • 2014-02-20
    • US13585383
    • 2012-08-14
    • Ilya BARANLinjie LUOWojciech MATUSIK
    • Ilya BARANLinjie LUOWojciech MATUSIK
    • G06F17/50
    • G06F17/50B29C64/386B33Y50/00
    • The disclosure provides a technique for recursively partitioning a 3D model of an object into two or more components such that each component fits within a predefined printing volume. The technique includes determining a set of planar cuts each of which partitions the 3D model into at least two components, evaluating one or more objective functions for each cut in the set of planar cuts, and selecting a cut from the set of planar cuts based on the evaluations of the objective functions. In addition, the technique includes, upon determining that a component resulting from the selected cut does not fit within the predefined printing volume, further partitioning that component.
    • 本公开提供了一种用于将对象的3D模型递归地划分为两个或更多个组件以使得每个组件适合于预定打印体积的技术。 该技术包括确定一组平面切割,每个平面切割将3D模型分成至少两个部件,评估一组或多个平面切割中的每个切割的一个或多个目标函数,以及从该组平面切割中选择基于 对目标函数的评估。 此外,该技术包括在确定由所选择的切割得到的部件不适合于预定打印卷内时,进一步分割该部件。
    • 2. 发明授权
    • Deformation of a computer-generated model
    • 计算机生成模型的变形
    • US07936352B2
    • 2011-05-03
    • US11181964
    • 2005-07-14
    • Ilya BaranScott HarrisLana SaksonovSaul RothsteinRobert Zuffante
    • Ilya BaranScott HarrisLana SaksonovSaul RothsteinRobert Zuffante
    • G06T17/00G06T15/30G09G5/00
    • G06T17/30G06T19/20G06T2219/2021
    • Deforming a three-dimensional computer-generated model to cause a change of shape of the three-dimensional model includes representing a surface of the model using a surface representation initially comprised of an original surface definition, deriving smooth three-dimensional mapping functions where each mapping function defines a deformation to the surface and at least one mapping function is non-affine, constructing a composition of the mapping functions and the original surface definition where each mapping function is included in the composition in succession in accordance with the order of derivation, and applying the composition after each successive mapping function is included in the composition causing the surface of the three-dimensional model to be deformed while preserving the smoothness to the lowest degree of smoothness of the mapping functions.
    • 导致三维计算机生成模型导致三维模型的形状变化包括使用最初由原始表面定义组成的表面表示来表示模型的表面,导出平滑的三维映射函数,其中每个映射 函数定义到表面的变形,并且至少一个映射函数是非仿射的,构造映射函数的组合和原始表面定义,其中每个映射函数根据推导的顺序被连续地包括在组合中,以及 在每个连续映射函数之后应用组合物被包括在导致三维模型的表面变形的组合中,同时将平滑度保持到映射函数的最低平滑度。
    • 4. 发明申请
    • VISIBILITY SILHOUETTES FOR MASKED SPHERICAL INTEGRATION
    • 用于屏蔽球面整合的可见性硅胶
    • US20140152662A1
    • 2014-06-05
    • US13692482
    • 2012-12-03
    • Derek NOWROUZEZAHRAIIlya BARANKenny MITCHELLWojciech JAROSZ
    • Derek NOWROUZEZAHRAIIlya BARANKenny MITCHELLWojciech JAROSZ
    • G06T15/80
    • G06T15/06G06T15/40
    • The disclosure provides an approach for determining, in 3D rendering, the integrals of visibility-masked spherical functions using visibility silhouettes. For a given shade point, the visibility silhouette for that shade point includes a set of edges from the scene geometry which form the boundaries between visible and invisible regions of a hemisphere having the shade point as its center. For each shade point, a rendering application determines a set of contour edges of scene geometry, the contour edges being a superset of the set of visibility silhouette edges, by querying a 4D dual mesh. The rendering application then evaluates the integral of the visibility-masked spherical function for a given shade point by integrating over segments of discrete u-isolines for which an overlap function indicates that a ray from the shade point would not intersect scene geometry.
    • 本公开提供了一种用于在3D渲染中使用可见性轮廓来确定可见度掩蔽的球面函数的积分的方法。 对于给定的阴影点,该阴影点的可见度轮廓包括来自场景几何的一组边缘,其形成以具有阴影点为中心的半球的可见区域和不可见区域之间的边界。 对于每个阴影点,渲染应用程序通过查询4D双网格来确定场景几何的一组轮廓边缘,轮廓边缘是可视化轮廓边缘集合的超集。 渲染应用程序然后通过在离散u等值线段上进行积分来评估给定色调点的可见度掩蔽球面函数的积分,其中重叠函数指示来自阴影点的光线不会与场景几何相交。
    • 7. 发明授权
    • Electronic drawing data translation
    • 电子绘图数据翻译
    • US06603486B1
    • 2003-08-05
    • US09449137
    • 1999-11-24
    • Ilya BaranChristopher RyanRicardo Chin
    • Ilya BaranChristopher RyanRicardo Chin
    • G09G500
    • G06K9/00476G06F3/04845G06F17/50
    • Processing data objects of a two-dimensional drawing includes marking data objects corresponding to annotation, separating the drawing into a plurality of views, and associating each of the data objects corresponding to annotation with one of the views. Separating the drawing into a plurality of views may include constructing a plurality of intersection and proximity graphs and using the graphs to provide a plurality of connected sets, where each set may correspond to one of the views. The border views may be identified by determining which of the views include less than a predetermined number of elements, contain at least two other views, and are not contained in other views.
    • 处理二维图形的数据对象包括标记对应于注释的数据对象,将图分离成多个视图,以及将与注释对应的每个数据对象与其中一个视图相关联。 将图形分离成多个视图可以包括构造多个交叉点和接近图,并且使用图形来提供多个连接的集合,其中每个集合可以对应于视图之一。 可以通过确定哪些视图包括小于预定数量的元素,包含至少两个其他视图,并且不包含在其他视图中来识别边界视图。
    • 8. 发明授权
    • Rendering images with volumetric shadows using rectified height maps for independence in processing camera rays
    • 使用校正的高度图渲染具有体积阴影的图像,以处理相机光线的独立性
    • US09280848B1
    • 2016-03-08
    • US13280212
    • 2011-10-24
    • Jiawen ChenIlya BaranFrédo DurandWojciech Jarosz
    • Jiawen ChenIlya BaranFrédo DurandWojciech Jarosz
    • G06T15/60G06T15/50G06T15/80G06T15/06
    • G06T15/506G06T15/06G06T15/50G06T15/60G06T15/80G06T2215/12
    • Rendering a scene with participating media is done by generating a depth map from a camera viewpoint and a shadow map from a light source, converting the shadow map using epipolar rectification to form a rectified shadow map (or generating the rectified shadow map directly), generating an approximation to visibility terms in a scattering integral, then computing a 1D min-max mipmap or other acceleration data structure for rectified shadow map rows and traversing that mipmap/data structure to find lit segments to accumulate values for the scattering integral for specific camera rays, and generating rendered pixel values that take into account accumulated values for the scattering integral for the camera rays. The scattering near an epipole of the rectified shadow map might be done using brute force ray marching when the epipole is on or near the screen. The process can be implemented using a GPU for parallel operations.
    • 通过从相机视点生成深度图和来自光源的阴影贴图来完成呈现参与媒体的场景,通过使用对极整流来转换阴影贴图以形成整齐的阴影贴图(或直接生成整齐的阴影贴图),生成 近似于散射积分中的可见度项,然后计算1D min-max mipmap或其他加速度数据结构,用于整流阴影贴图行,并遍历该mipmap /数据结构,以查找点亮段以累积特定相机射线的散射积分值 并且生成考虑到相机射线的散射积分的累积值的渲染像素值。 整流后的阴影图附近散射附近可能会使用暴力射线行进,当离子在屏幕上或屏幕附近时。 该过程可以使用GPU进行并行操作。
    • 9. 发明授权
    • Mixed-order compositing for images having three-dimensional painting effects
    • 具有三维绘画效果的图像的混合顺序合成
    • US09142056B1
    • 2015-09-22
    • US13475617
    • 2012-05-18
    • Ilya BaranJohannes SchmidMarkus GrossRobert W. Sumner
    • Ilya BaranJohannes SchmidMarkus GrossRobert W. Sumner
    • G06T15/00
    • G06T15/00G06T11/001G06T15/503G06T19/20G06T2219/2012G09G5/026
    • Rendering 3D paintings can be done by compositing brush strokes embedded in space. Image elements are rendered into an image representable by a pixel array wherein at least some of the image elements correspond to simulated painting strokes. A method may include determining stroke positions in a 3D space, determining stroke orders, and for each pixel to be addressed, determining a pixel color value by determining strokes intersections with a view ray for that pixel, determining a depth order and a stroke order for intersecting fragments, each fragment having a color, alpha value, depth, and stroke order, assigning an intermediate color to each of the fragments, corresponding to a compositing of nearby fragments in stroke order, and assigning a color to the pixel that corresponds to a compositing of the fragments using the intermediate colors assigned to the fragments. The compositing may be done in depth order.
    • 渲染3D绘画可以通过合成嵌入在空间中的画笔笔划来完成。 图像元素被渲染成由像素阵列表示的图像,其中至少一些图像元素对应于模拟绘画笔画。 一种方法可以包括:确定3D空间中的笔画位置,确定笔画顺序,以及针对每个要被寻址的像素,通过确定与该像素的视点的笔画交点来确定像素颜色值,确定深度顺序和笔画顺序 每个片段具有颜色,α值,深度和笔画顺序,将对应于按照笔画顺序的附近片段的合成对应的每个片段分配中间颜色,并将颜色分配给对应于 使用分配给片段的中间颜色来合成片段。 合成可以以深度顺序完成。
    • 10. 发明授权
    • Model management technology using grouping of features
    • 模型管理技术采用分组功能
    • US07313504B2
    • 2007-12-25
    • US10269480
    • 2002-10-11
    • Ricardo ChinRobert P. ZuffanteIlya Baran
    • Ricardo ChinRobert P. ZuffanteIlya Baran
    • G06F17/50
    • G06T17/10
    • Modeling of a three-dimensional object includes storing data representing a computer model of the three-dimensional object. The data includes a number of feature objects each of which defines a feature of the computer model. A feature chain is formed and includes at least one feature object having a design effect limited in scope such that an operation for removing material operates to affect the feature of the computer model defined by another feature object in the same feature chain and does not affect the feature of the computer model defined by the feature object not in said same feature chain. Multiple feature chains can be combined to form an interrelationship among feature objects that represents a hierarchy defining construction of the model from the feature objects.
    • 三维物体的建模包括存储表示三维物体的计算机模型的数据。 数据包括多个特征对象,每个特征对象定义计算机模型的特征。 形成特征链并且包括至少一个特征对象,该特征对象的范围受到限制,使得用于移除材料的操作来操作以影响由同一特征链中的另一特征对象定义的计算机模型的特征,并且不影响 由不在同一特征链中的要素对象定义的计算机模型的特征。 可以组合多个特征链以在表征从特征对象定义模型的构造的层次的特征对象之间形成相互关系。