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    • 2. 发明授权
    • Visibility silhouettes for masked spherical integration
    • 掩蔽球面积分的可见度轮廓
    • US09501862B2
    • 2016-11-22
    • US13692482
    • 2012-12-03
    • Disney Enterprises, Inc.
    • Derek NowrouzezahraiIlya BaranKenny MitchellWojciech Jarosz
    • G06T15/50G06T15/06G06T15/40
    • 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。