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    • 4. 发明授权
    • System and method of simulating motion blur efficiently
    • 有效地模拟运动模糊的系统和方法
    • US07362332B2
    • 2008-04-22
    • US10177678
    • 2002-06-20
    • Larry I. Gritz
    • Larry I. Gritz
    • G06T1/00
    • G06T13/20G06T15/40
    • The present invention is related to rendering computer animated video and/or images generally, and to simulating motion blur efficiently in computer graphics. The present invention includes selecting a plurality of sample locations from which to sample an object scene. If a given sample location overlaps a moving object, existing sample data computed or initialized for the sample location is replicated. This data is then separately updated by sampling the moving object at a plurality of times during the object scene. The replicated data is updated further by subsequently sampling moving and non-moving objects at some or all of the plurality of times. After all of the objects that overlap the sample location have been processed, the replicated data, which may be updated, is combined.
    • 本发明涉及一般地渲染计算机动画视频和/或图像,并且在计算机图形中有效地模拟运动模糊。 本发明包括选择多个样本位置,从中抽取对象场景。 如果给定的样本位置与运动对象重叠,则会复制为样本位置计算或初始化的现有样本数据。 然后通过在对象场景期间多次对运动对象进行采样来单独更新该数据。 随后在多个时间的某些或全部时间对移动和不移动的对象进行采样,进一步更新复制数据。 在处理与样本位置重叠的所有对象之后,可以将可能被更新的复制数据组合。
    • 8. 发明授权
    • System and method of adjusting ray origins when shading vertices with rays
    • 用光线遮蔽顶点时调整光线起源的系统和方法
    • US06825840B2
    • 2004-11-30
    • US10164528
    • 2002-06-06
    • Larry I. Gritz
    • Larry I. Gritz
    • G06T1500
    • G06T15/80
    • The present invention is related to rendering computer animated video and/or images generally, and to adjusting the origins of rays cast for object-edge positions. The present invention includes identifying a location of a vertex positioned on a perimeter of an object defined in the object scene by a plurality of vertices. The plurality of vertices include the vertex positioned on the perimeter of the object. A shading position that corresponds to, but is offset from, the vertex is then established. A shading value is then computed for the vertex by reference to the shading position. The shading value may be computed, for example, by casting a ray from the shading position.
    • 本发明涉及一般地渲染计算机动画视频和/或图像,并且涉及调整投射到物体边缘位置的射线的起点。 本发明包括通过多个顶点识别定位在对象场景中定义的对象的周边上的顶点的位置。 多个顶点包括位于对象的周边上的顶点。 然后建立与顶点对应但偏离的着色位置。 然后通过参照着色位置计算顶点的阴影值。 阴影值可以例如通过从阴影位置投射射线来计算。