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    • 1. 发明授权
    • Rendering images with volumetric shadows using rectified height maps for independence in processing camera rays
    • 使用校正的高度图渲染具有体积阴影的图像,以处理相机光线的独立性
    • US09280848B1
    • 2016-03-08
    • US13280212
    • 2011-10-24
    • Jiawen ChenIlya BaranFrédo DurandWojciech Jarosz
    • Jiawen ChenIlya BaranFrédo DurandWojciech Jarosz
    • G06T15/60G06T15/50G06T15/80G06T15/06
    • G06T15/506G06T15/06G06T15/50G06T15/60G06T15/80G06T2215/12
    • Rendering a scene with participating media is done by generating a depth map from a camera viewpoint and a shadow map from a light source, converting the shadow map using epipolar rectification to form a rectified shadow map (or generating the rectified shadow map directly), generating an approximation to visibility terms in a scattering integral, then computing a 1D min-max mipmap or other acceleration data structure for rectified shadow map rows and traversing that mipmap/data structure to find lit segments to accumulate values for the scattering integral for specific camera rays, and generating rendered pixel values that take into account accumulated values for the scattering integral for the camera rays. The scattering near an epipole of the rectified shadow map might be done using brute force ray marching when the epipole is on or near the screen. The process can be implemented using a GPU for parallel operations.
    • 通过从相机视点生成深度图和来自光源的阴影贴图来完成呈现参与媒体的场景,通过使用对极整流来转换阴影贴图以形成整齐的阴影贴图(或直接生成整齐的阴影贴图),生成 近似于散射积分中的可见度项,然后计算1D min-max mipmap或其他加速度数据结构,用于整流阴影贴图行,并遍历该mipmap /数据结构,以查找点亮段以累积特定相机射线的散射积分值 并且生成考虑到相机射线的散射积分的累积值的渲染像素值。 整流后的阴影图附近散射附近可能会使用暴力射线行进,当离子在屏幕上或屏幕附近时。 该过程可以使用GPU进行并行操作。