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    • 1. 发明申请
    • Cone-culled soft shadows
    • 圆锥形软阴影
    • US20070257911A1
    • 2007-11-08
    • US11418415
    • 2006-05-03
    • Louis BavoilAlan Heirich
    • Louis BavoilAlan Heirich
    • G06T15/50
    • G06T15/60
    • Soft shadows in computer graphics images are created by rendering the scene from the camera viewpoint and at least one light viewpoint. The positions of scene fragments and light fragments in the scene are stored. For each scene fragment, a frustum is defined between the position of the scene fragment and the light source. Light fragments are evaluated with respect to the frustum to select light fragments blocking light between the light source and the scene fragment. A color or monochromatic shading value is determined for each scene fragment that indicates the amount of light blocked or transmitted by the light fragments. The shading values are then used to alter scene fragments accordingly. Computer graphics images with soft shadows can be created entirely by a graphics processing subsystem or by a graphics processing subsystem in conjunction with a central processing unit using a pipelined, deferred shading approach.
    • 计算机图形图像中的软阴影是通过从摄像机视点渲染场景和至少一个光点来创建的。 存储场景片段和场景中的光片段的位置。 对于每个场景片段,在场景片段的位置和光源之间定义平截头体。 针对平截头体评估光碎片以选择在光源和场景片段之间阻挡光的轻片段。 确定每个场景片段的颜色或单色阴影值,其指示由光片段阻挡或传播的光量。 然后使用阴影值来相应地改变场景片段。 具有软阴影的计算机图形图像可以完全由图形处理子系统或图形处理子系统与使用流水线的延迟着色方法的中央处理单元一起创建。
    • 3. 发明授权
    • Method for depth peeling and blending
    • 深度剥离和混合的方法
    • US08094152B1
    • 2012-01-10
    • US11945223
    • 2007-11-26
    • Kevin MyersLouis BavoilMehmet Cem Cebenoyan
    • Kevin MyersLouis BavoilMehmet Cem Cebenoyan
    • G06T15/40
    • G06T15/503
    • One embodiment of the present invention sets forth a technique for performing dual depth peeling, which is useful for order-independent transparency blending. Multiple rendering passes are performed on a graphics scene. After each rendering pass, the front-most and back-most layer of pixels are peeled away by computing a reference window. In subsequent rendering passes, only pixels within the reference window survive depth sorting. In each subsequent rendering pass, the reference window is narrowed by the front most and back most surviving pixels. By performing depth peeling in two directions simultaneously, the number of rendering passes needed to generate a completed graphics image is reduced from L to 1+L/2, which results in improved rendering performance.
    • 本发明的一个实施例提出了一种用于进行双重深度剥离的技术,其对于与订单无关的透明度混合是有用的。 在图形场景上执行多个渲染通过。 在每次渲染通过之后,通过计算参考窗口将最前面和最后面的像素层剥离掉。 在随后的渲染遍历中,只有参考窗口中的像素才能深入排序。 在每个随后的渲染遍历中,参考窗口被前面和后面最幸存的像素缩小。 通过同时进行两个方向的深度剥离,生成完成的图形图像所需的渲染次数从L减少到1 + L / 2,这导致改善的渲染性能。
    • 4. 发明申请
    • Horizon split ambient occlusion
    • 地平线分割环境遮挡
    • US20090153557A1
    • 2009-06-18
    • US12002071
    • 2007-12-14
    • Rouslan DimitrovLouis BavoilMiguel Sainz
    • Rouslan DimitrovLouis BavoilMiguel Sainz
    • G06T15/50
    • G06T15/506
    • The method includes receiving a plurality of graphics primitives for rendering at a GPU of a computer system and rendering graphics primitives into pixel parameters of the pixels of a display, wherein the parameters include pixel depth values and pixel normal values. For each pixel of the display, an ambient occlusion process is performed. The algorithm takes as input a ND-buffer containing pixel depth values and pixel normals. Based on the pixel 3-D position and the pixel normal vector, horizon heights are computed by sampling the ND-buffer and an occlusion term is computed for each pixel based on the horizon heights. Based on the pixel 3-D position, the pixel normal vector, a normal occlusion term is computed by sampling the ND-buffer above the horizon in multiple directions. An ambient occlusion illumination value is computed by combining the horizon occlusion term and the normal occlusion term.
    • 该方法包括接收用于在计算机系统的GPU处渲染的多个图形基元,并将图形基元渲染成显示器的像素的像素参数,其中参数包括像素深度值和像素正常值。 对于显示器的每个像素,执行环境遮挡处理。 该算法作为输入包含像素深度值和像素法线的ND缓冲器。 基于像素3-D位置和像素法向矢量,通过对ND缓冲器进行采样来计算水平高度,并且基于水平高度为每个像素计算遮挡项。 基于像素3-D位置,通过在多个方向上对地平线上方的ND缓冲器进行采样来计算像素法向量,正常遮挡项。 通过组合水平遮挡项和正常遮挡项来计算环境遮挡照明值。
    • 5. 发明授权
    • Horizon split ambient occlusion
    • 地平线分割环境遮挡
    • US08878849B2
    • 2014-11-04
    • US12002071
    • 2007-12-14
    • Rouslan DimitrovLouis BavoilMiguel Sainz
    • Rouslan DimitrovLouis BavoilMiguel Sainz
    • G06T15/50
    • G06T15/506
    • The method includes receiving a plurality of graphics primitives for rendering at a GPU of a computer system and rendering graphics primitives into pixel parameters of the pixels of a display, wherein the parameters include pixel depth values and pixel normal values. For each pixel of the display, an ambient occlusion process is performed. The algorithm takes as input a ND-buffer containing pixel depth values and pixel normals. Based on the pixel 3-D position and the pixel normal vector, horizon heights are computed by sampling the ND-buffer and an occlusion term is computed for each pixel based on the horizon heights. Based on the pixel 3-D position, the pixel normal vector, a normal occlusion term is computed by sampling the ND-buffer above the horizon in multiple directions. An ambient occlusion illumination value is computed by combining the horizon occlusion term and the normal occlusion term.
    • 该方法包括接收用于在计算机系统的GPU处渲染的多个图形基元,并将图形基元渲染成显示器的像素的像素参数,其中参数包括像素深度值和像素正常值。 对于显示器的每个像素,执行环境遮挡处理。 该算法作为输入包含像素深度值和像素法线的ND缓冲器。 基于像素3-D位置和像素法向矢量,通过对ND缓冲器进行采样来计算水平高度,并且基于水平高度为每个像素计算遮挡项。 基于像素3-D位置,通过在多个方向上对地平线上方的ND缓冲器进行采样来计算像素法向量,正常遮挡项。 通过组合水平遮挡项和正常遮挡项来计算环境遮挡照明值。
    • 6. 发明授权
    • System and method for rendering a volumetric shadow
    • 渲染体积阴影的系统和方法
    • US08723865B1
    • 2014-05-13
    • US12852181
    • 2010-08-06
    • Jon JansenLouis Bavoil
    • Jon JansenLouis Bavoil
    • G06T15/50
    • G06T15/50G06T15/06
    • A method for rendering a volumetric shadow includes defining a light source ray emanating from a light source, wherein the light source ray intersects a plurality of occluding primitives included within the scene. The method further includes computing an aggregate absorption function for the light source ray, whereby a per-primitive absorption function is computed for each of the plurality of occluding primitives intersecting the light source ray, and the resulting plurality of per-primitive absorption functions are summed to form an aggregate absorption function for the light source ray. A transmittance value is computed as a function of the aggregate absorption function, the transmittance value used to render the volumetric shadow within the scene.
    • 用于渲染体积阴影的方法包括限定从光源发出的光源射线,其中光源射线与包括在场景内的多个封闭原语相交。 该方法还包括计算光源射线的聚集吸收函数,由此针对与光源射线相交的多个闭塞原语中的每一个计算每个原始吸收函数,并将所得到的多个每原始吸收函数相加 以形成用于光源射线的聚集吸收功能。 根据聚集吸收函数(用于渲染场景内的体积阴影的透射率值)计算透射率值。