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    • 1. 发明授权
    • Iterative reprojection of images
    • 图像的迭代重新投影
    • US08624891B2
    • 2014-01-07
    • US13007968
    • 2011-01-17
    • Huw BowlesKenny MitchellRobert SumnerWojciech JaroszMarkus Gross
    • Huw BowlesKenny MitchellRobert SumnerWojciech JaroszMarkus Gross
    • G06T15/00G06T15/50G06T15/60
    • G06T15/205H04N13/261
    • Techniques are disclosed for performing image space reprojection iteratively. An insignificant parallax threshold depth is computed for a source image. Portions of the image having depth values greater than the insignificant parallax threshold depth may be shifted uniformly to produce corresponding portions of the reprojection (target) image. An iterative fixed-point reprojection algorithm is used to reproject the portions of the source image having depth values less than or equal to the insignificant parallax threshold depth. The fixed point reprojection algorithm quickly converges on the best pixel in the source image for each pixel in a target image representing an offset view of the source image. An additional rendering pass is employed to fill disoccluded regions of the target image, where the reprojection algorithm fails to converge.
    • 公开了用于迭代地执行图像空间重映射的技术。 为源图像计算不重要的视差阈值深度。 具有大于无效视差阈值深度的深度值的图像的部分可以均匀地偏移,以产生对再现(目标)图像的对应部分。 迭代定点重投影算法用于重新投影具有小于或等于无效视差阈值深度的深度值的源图像部分。 固定点重投影算法在代表源图像的偏移视图的目标图像中的每个像素上快速收敛于源图像中的最佳像素。 采用额外的渲染过程来填充目标图像的不同区域,其中重新投影算法无法收敛。
    • 2. 发明申请
    • ITERATIVE REPROJECTION OF IMAGES
    • 迭代重现图像
    • US20120182299A1
    • 2012-07-19
    • US13007968
    • 2011-01-17
    • Huw BowlesKenny MitchellRobert SumnerWojciech JaroszMarkus Gross
    • Huw BowlesKenny MitchellRobert SumnerWojciech JaroszMarkus Gross
    • G06T15/50G06T15/00
    • G06T15/205H04N13/261
    • Techniques are disclosed for performing image space reprojection iteratively. An insignificant parallax threshold depth is computed for a source image. Portions of the image having depth values greater than the insignificant parallax threshold depth may be shifted uniformly to produce corresponding portions of the reprojection (target) image. An iterative fixed-point reprojection algorithm is used to reproject the portions of the source image having depth values less than or equal to the insignificant parallax threshold depth. The fixed point reprojection algorithm quickly converges on the best pixel in the source image for each pixel in a target image representing an offset view of the source image. An additional rendering pass is employed to fill disoccluded regions of the target image, where the reprojection algorithm fails to converge.
    • 公开了用于迭代地执行图像空间重映射的技术。 为源图像计算不重要的视差阈值深度。 具有大于无效视差阈值深度的深度值的图像的部分可以均匀地偏移,以产生对再现(目标)图像的对应部分。 迭代定点重投影算法用于重新投影具有小于或等于无效视差阈值深度的深度值的源图像部分。 固定点重投影算法在代表源图像的偏移视图的目标图像中的每个像素上快速收敛于源图像中的最佳像素。 采用额外的渲染过程来填充目标图像的不同区域,其中重新投影算法无法收敛。
    • 3. 发明申请
    • Optimized Stereoscopic Camera for Real-Time Applications
    • 用于实时应用的优化立体相机
    • US20130176397A1
    • 2013-07-11
    • US13347537
    • 2012-01-10
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • H04N7/18H04N13/02
    • H04N13/111H04N13/128H04N13/332
    • A method is provided for an optimized stereoscopic camera with low processing overhead, especially suitable for real-time applications. By constructing a viewer-centric and scene-centric model, the mapping of scene depth to perceived depth may be defined as an optimization problem, for which a solution is analytically derived based on constraints to stereoscopic camera parameters including interaxial separation and convergence distance. The camera parameters may thus be constrained prior to rendering to maintain a desired perceived depth volume around a stereoscopic display, for example to ensure user comfort or provide artistic effects. To compensate for sudden scene depth changes due to unpredictable camera or object movements, as may occur with real-time applications such as video games, the constraints may also be temporally interpolated to maintain a linearly corrected and approximately constant perceived depth range over time.
    • 为具有低处理开销的优化立体相机提供了一种方法,特别适用于实时应用。 通过构建以观众为中心和以场景为中心的模型,场景深度与感知深度的映射可以被定义为优化问题,基于对包括轴间分离和收敛距离的立体摄像机参数的约束,分析地导出解决方案。 因此,在渲染之前可以约束相机参数以在立体显示器周围保持期望的感知深度体积,例如以确保用户舒适度或提供艺术效果。 为了补偿由于不可预测的相机或物体移动引起的突发场景深度变化,如可能在诸如视频游戏的实时应用中可能发生的,约束也可以在时间上被内插以保持随时间的线性校正和近似恒定的感知深度范围。
    • 4. 发明授权
    • Optimized stereoscopic camera for real-time applications
    • 优化的立体相机用于实时应用
    • US08885021B2
    • 2014-11-11
    • US13347537
    • 2012-01-10
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • H04N13/00
    • H04N13/111H04N13/128H04N13/332
    • A method is provided for an optimized stereoscopic camera with low processing overhead, especially suitable for real-time applications. By constructing a viewer-centric and scene-centric model, the mapping of scene depth to perceived depth may be defined as an optimization problem, for which a solution is analytically derived based on constraints to stereoscopic camera parameters including interaxial separation and convergence distance. The camera parameters may thus be constrained prior to rendering to maintain a desired perceived depth volume around a stereoscopic display, for example to ensure user comfort or provide artistic effects. To compensate for sudden scene depth changes due to unpredictable camera or object movements, as may occur with real-time applications such as video games, the constraints may also be temporally interpolated to maintain a linearly corrected and approximately constant perceived depth range over time.
    • 为具有低处理开销的优化立体相机提供了一种方法,特别适用于实时应用。 通过构建以观众为中心和以场景为中心的模型,场景深度与感知深度的映射可以被定义为优化问题,基于对包括轴间分离和收敛距离的立体摄像机参数的约束,分析地导出解决方案。 因此,在渲染之前可以约束相机参数以在立体显示器周围保持期望的感知深度体积,例如以确保用户舒适度或提供艺术效果。 为了补偿由于不可预测的相机或物体移动引起的突发场景深度变化,如可能在诸如视频游戏的实时应用中可能发生的,约束也可以在时间上被内插以保持随时间的线性校正和近似恒定的感知深度范围。
    • 8. 发明申请
    • AUGMENTED REALITY SURFACE PAINTING
    • 已实现的表面画
    • US20140002472A1
    • 2014-01-02
    • US13538644
    • 2012-06-29
    • David SobeskiBrian LeakeKenny Mitchell
    • David SobeskiBrian LeakeKenny Mitchell
    • G09G5/00G09G5/02
    • G09G5/026
    • Techniques for simulating interactions using an augmented reality device are described. Embodiments receive a request to paint over portions of a visual scene. Here, the visual scene is captured using one or more camera devices of the augmented reality device and is presented on a display of the augmented reality device. A first object in the visual scene corresponding to the first location is identified. Additionally, embodiments paint at least a portion of the first object as specified by the received request, and render a series of frames depicting the first object, such that the painted at least a portion of the first object is shown as painted when viewed from different perspectives using the augmented reality device.
    • 描述了使用增强现实设备来模拟交互的技术。 实施例接收到对可视场景的部分进行绘制的请求。 这里,使用增强现实设备的一个或多个相机装置捕获视觉场景,并且呈现在增强现实设备的显示器上。 识别对应于第一位置的视觉场景中的第一对象。 另外,实施例按照所接收到的请求指定第一对象的至少一部分,并且绘制描绘第一对象的一系列框架,使得当从不同的视图观察时,绘制的第一对象的至少一部分被示出为被绘制 使用增强现实设备的观点。