会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 1. 发明授权
    • Example-based procedural synthesis of element arrangements
    • 元素排列的基于示例的程序综合
    • US08457405B2
    • 2013-06-04
    • US12039164
    • 2008-02-28
    • Radomir MechTakashi IjiriGavin S. P. Miller
    • Radomir MechTakashi IjiriGavin S. P. Miller
    • G06K9/00
    • G06T11/001
    • Method and apparatus for synthesizing element arrangements from an example. Embodiments may synthesize element arrangement patterns from an example arrangement. Embodiments may combine a texture synthesis technique based on local neighborhood comparison of an example and a target with procedural modeling based on local growth. Given an example, connectivity of elements may be constructed to get neighborhoods information of each element. A synthesis process may start with a single seed and expand the synthesized pattern by placing new elements at seed locations one by one. A reference element may be selected from the example that has neighborhood features that are most similar to neighborhood features of the target seed in the synthesized pattern. A non-rotation mode, a rotation mode, and a flow field mode may be provided. A painting tool, a flow field tool, and a boundary tool may be provided.
    • 从一个例子中合成元件布置的方法和装置。 实施例可以从示例性布置合成元件排列图案。 实施例可以将基于实例和目标的本地邻域比较的纹理合成技术与基于本地增长的过程建模相结合。 给出一个例子,可以构造元素的连接以获得每个元素的邻域信息。 合成过程可以以单个种子开始,并通过在种子位置逐个放置新元素来扩展合成图案。 可以从具有与合成图案中的目标种子的邻域特征最相似的邻域特征的示例中选择参考元素。 可以提供非旋转模式,旋转模式和流场模式。 可以提供绘画工具,流场工具和边界工具。
    • 2. 发明授权
    • System and methods for rendering transparent surfaces in high depth complexity scenes using hybrid and coherent layer peeling
    • 使用混合和相干层剥离在高深度复杂场景中渲染透明表面的系统和方法
    • US08217934B2
    • 2012-07-10
    • US12177709
    • 2008-07-22
    • Nathan A. CarrGavin S. P. MillerRadomir Mech
    • Nathan A. CarrGavin S. P. MillerRadomir Mech
    • G06T15/40
    • G06T15/503
    • Systems, methods, and computer-readable storage media for rendering three-dimensional scenes including transparent surfaces are described, including two techniques for efficient rendering of transparent surfaces that exploit partial ordering in the scene geometry. The first (hybrid layer peeling) may combine unordered meshes with ordered meshes in an efficient way, and may be well suited for rendering scenes such as volumes with embedded transparent meshes. The second (coherent layer peeling) may efficiently detect and render correctly sorted fragment sequences for a given pixel in one iteration, allowing for a smaller number of passes than traditional depth peeling. Pre-sorting and/or periodic sorting of some or all of the surfaces in a scene may be performed, but perfect sorting may not be required. The methods may be implemented in hardware, software, or a combination thereof, such as by program instructions executable on one or more CPUs and/or GPUs.
    • 描述了用于渲染包括透明表面的三维场景的系统,方法和计算机可读存储介质,包括用于在场景几何中利用部分排序的透明表面的有效渲染的两种技术。 第一(混合层剥离)可以以有效的方式组合无序网格与有序网格,并且可以非常适合于渲染诸如具有嵌入的透明网格的体积的场景。 第二(相干层剥离)可以在一次迭代中有效地检测并呈现给定像素的正确分选的片段序列,从而允许比传统深度剥离更少的通行数。 可以执行场景中的一些或全部表面的预排序和/或定期排序,但是不需要完美的分类。 这些方法可以以硬件,软件或其组合来实现,例如通过可在一个或多个CPU和/或GPU上执行的程序指令来实现。
    • 3. 发明授权
    • Rendering antialiased geometry to an image buffer using jittering
    • 使用抖动将抗锯齿几何渲染到图像缓冲区
    • US08063914B1
    • 2011-11-22
    • US11832765
    • 2007-08-02
    • Gavin S. P. MillerRadomir Mech
    • Gavin S. P. MillerRadomir Mech
    • G09G5/00
    • G06T15/503G06T2200/12
    • Anti-aliased output based on a scene comprising a plurality of objects may be generated. In one embodiment, a number of samples for an anti-aliasing operation is determined. For each of the samples: each of the objects may be translated in space according to jitter values; the objects may be multiplied by a fractional alpha value for the respective sample; a fractional alpha value stored in a buffer may be modified by a transparency value for each transparent object; and the objects may be rendered to the buffer by blending the objects with existing contents of the buffer. The fractional alpha values may vary from sample to sample. In one embodiment, the plurality of objects comprises one or more opaque objects and one or more transparent objects. In one embodiment, the objects may be rendered directly to a screen buffer.
    • 可以生成基于包括多个对象的场景的抗锯齿输出。 在一个实施例中,确定用于抗锯齿操作的多个样本。 对于每个样本:可以根据抖动值在空间中翻译每个对象; 对象可以乘以相应样本的分数α值; 可以通过每个透明对象的透明度值来修改存储在缓冲器中的分数α值; 并且可以通过将对象与缓冲器的现有内容混合来将对象呈现到缓冲器。 分数α值可能因样品而异。 在一个实施例中,多个对象包括一个或多个不透明对象和一个或多个透明对象。 在一个实施例中,可以将对象直接呈现到屏幕缓冲器。
    • 4. 发明授权
    • Method and apparatus for irradiance computation in 3-D computer graphics
    • 3-D计算机图形中辐照计算的方法和装置
    • US08314797B1
    • 2012-11-20
    • US12354598
    • 2009-01-15
    • Aravind KrishnaswamyGavin S. P. Miller
    • Aravind KrishnaswamyGavin S. P. Miller
    • G06T15/50G06T15/00
    • G06T15/506
    • Method and apparatus that employs one or more perceptual metrics in determining a priori a number of samples to take at each location during irradiance computation. A number of hemisphere samples to be taken at each location in a scene may be calculated according to one or more perceptual metrics corresponding to the location. Perceptual metrics that may be used may include one or more of, but are not limited to: the overall direct lighting at the location; the diffuse texture of the surface at or around the location; and the color at the location. An irradiance value for each location may be calculated according to the number of samples calculated for the location. This perceptual metrics technique for determining a priori the number of samples needed is orthogonal to conventional adaptive sampling techniques, and can be adapted for use in other irradiance computation techniques.
    • 方法和装置,其在辐照度计算期间采用一个或多个感知度量来确定先前在每个位置拍摄的样本的数量。 可以根据对应于该位置的一个或多个感知度量来计算要在场景中的每个位置拍摄的多个半球样本。 可以使用的感知度量可以包括但不限于:位置处的整体直接照明中的一个或多个; 地面或周围的表面的弥漫纹理; 和位置的颜色。 可以根据为该位置计算的样本数量来计算每个位置的辐照度值。 用于确定所需样本数量的这种感知度量技术与常规自适应采样技术正交,并且可以适用于其他辐照计算技术。
    • 5. 发明申请
    • Multiplied Occluding Transparency Graphics Processing
    • 多余的透明度图形处理
    • US20110267363A1
    • 2011-11-03
    • US11749868
    • 2007-05-17
    • Gavin S. P. MillerNathan A. Carr
    • Gavin S. P. MillerNathan A. Carr
    • G09G5/02G09G5/00G06T15/40
    • G06T15/503G06T2200/12G06T2210/62
    • A method, system, and computer-readable storage medium are disclosed for rendering an artwork comprising a plurality of surfaces, wherein the plurality of surfaces comprises a plurality of semi-transparent surfaces. Each of the semi-transparent surfaces may be rendered to a first image buffer at a multi-sampled resolution. Each of the rendered semi-transparent surfaces at the multi-sampled resolution may be multiplied by one or more transparency values of one or more of the plurality of surfaces nearer than the rendered semi-transparent surface. Each of the rendered and attenuated semi-transparent surfaces may be reduced from the multi-sampled resolution to a display resolution and added at the display resolution to a second image buffer.
    • 公开了用于渲染包括多个表面的艺术品的方法,系统和计算机可读存储介质,其中所述多个表面包括多个半透明表面。 可以以多采样分辨率将每个半透明表面渲染到第一图像缓冲器。 多采样分辨率下的每个呈现的半透明表面可以乘以比所渲染的半透明表面更接近的多个表面中的一个或多个的一个或多个透明度值。 渲染和衰减的半透明表面中的每一个可以从多采样分辨率减小到显示分辨率,并以显示分辨率添加到第二图像缓冲器。
    • 6. 发明授权
    • System and method for generating image shadows with ray-coherent integration of extruded transparency maps
    • 用于通过挤出透明度图的射线相干整合产生图像阴影的系统和方法
    • US07675518B1
    • 2010-03-09
    • US11515689
    • 2006-09-05
    • Gavin S. P. Miller
    • Gavin S. P. Miller
    • G06T15/00
    • G06T15/60G06T15/06G06T15/50
    • System and method for generating hard and soft extruded image shadows with ray-coherent integration of extruded transparency maps. The ends of rays are positioned along a set of spokes radiating from the background point to be illuminated. In some embodiments, the weighted sum of integrals along a dense cone of rays from each point on the background is computed to determine the fraction of light obscured by the extruded artwork. The end points of the rays may be placed on lines that converge to the background point, according to some embodiments. Thus, intermediate line integrals of the alpha matte may be used to compute values for multiple rays. In other words, since the endpoints of multiple rays are placed along a single line, the results of computing the weighted sums for shorter rays may be used when calculating the sums for longer rays.
    • 用于产生硬和软挤出图像阴影的系统和方法,其具有挤出透明度图的射线相干整合。 射线的端部沿着从要被照明的背景点辐射的一组辐条定位。 在一些实施例中,计算沿着来自背景上每个点的致密密度锥的积分的加权和,以确定由挤压的图案遮蔽的光的分数。 根据一些实施例,射线的终点可以放置在会聚到背景点的线上。 因此,可以使用alpha哑光的中间线积分来计算多个光线的值。 换句话说,由于多条光线的端点沿着一条线放置,所以当计算较长的光线的和时,可以使用计算较短光线的加权和的结果。
    • 7. 发明授权
    • Successive-convolution-compositing technique for rendering translucent surfaces
    • 用于渲染半透明表面的连续卷积合成技术
    • US07623137B1
    • 2009-11-24
    • US11355041
    • 2006-02-15
    • Gavin S. P. Miller
    • Gavin S. P. Miller
    • G09G5/02G06T15/50
    • G09G5/024G06F2203/04804G06T15/60G09G5/026G09G5/14G09G2340/10
    • One embodiment of the present invention provides a system that uses a successive-convolution technique to render a set of visible sprites which are visible through a translucent surface. During operation, the system first initializes a translucent light map to a background color. Next, the system iteratively processes each visible sprite, starting at a furthest visible sprite from the translucent surface, and iterating through successively nearer visible sprites until a nearest visible sprite is processed. While doing so, the system processes each visible sprite by first compositing the visible sprite into the translucent light map, and then incrementally blurring the resultant translucent light map.
    • 本发明的一个实施例提供一种使用连续卷积技术来呈现通过半透明表面可见的一组可见精灵的系统。 在操作过程中,系统首先将半透明光图初始化为背景颜色。 接下来,系统迭代地处理每个可见的精灵,从半透明表面的最远的可见精灵开始,并遍历相继更接近的可见精灵,直到处理最近的可见精灵。 在这样做的同时,系统通过首先将可见精灵合成半透明光图,然后逐渐模糊所得到的半透明光图,来处理每个可见的精灵。
    • 9. 发明申请
    • Spatially-Varying Convolutions for Rendering Glossy Reflection Effects
    • 渲染光泽反射效果的空间变化卷积
    • US20090034874A1
    • 2009-02-05
    • US11832312
    • 2007-08-01
    • Gavin S. P. Miller
    • Gavin S. P. Miller
    • G06K9/64
    • G06T15/50
    • Glossy reflections may include areas that are less clear (more blurry) than other regions. For instance, an area of reflection that is closer to the object being reflected may appear clearer than a region that is farther from the object. When generating a glossy reflection, the total amount of light reaching each point on the reflecting surface is calculated according to a spatially-varying convolution kernel of the transparency information for the image being reflected. 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.
    • 光滑的反射可能包括比其他地区不太清晰(更模糊)的区域。 例如,更靠近被反射物体的反射区域可以比离物体更远的区域更清晰。 当产生光泽反射时,根据反映的图像的透明度信息的空间变化的卷积核心来计算到达反射表面上的每个点的光的总量。 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。