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    • 3. 发明申请
    • INVERSE TEXTURE SYNTHESIS
    • 反向纹理合成
    • US20090244083A1
    • 2009-10-01
    • US12059041
    • 2008-03-31
    • Li-Yi WeiKun ZhouJianwei HanBaining GuoHeung-Yeung Shum
    • Li-Yi WeiKun ZhouJianwei HanBaining GuoHeung-Yeung Shum
    • G09G5/00
    • G06T11/001
    • A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.
    • “纹理生成器”使用逆向纹理合成解决方案,其以与传统的前向合成技术相反的方向运行,以构建2D纹理压缩以供计算机系统的图形处理单元(GPU)使用。 这些小的2D纹理压缩通常总结原始的全局变体纹理或图像,并用于重构原始纹理或图像,或者在用户提供的约束条件下重新合成新的纹理或图像。 在各种实施例中,纹理生成器使用纹理压缩以在GPU上提供全局变体纹理的实时合成,其中纹理存储器通常对于大纹理来说太小。 此外,纹理生成器提供用于逆纹理合成的优化框架,其确保每个输入区域在输出压缩中被适当地编码。 此外,纹理生成器还计算包含低频和高频区域的各向异性纹理的取向场。
    • 4. 发明授权
    • High dynamic range image hallucination
    • 高动态范围图像幻象
    • US08346002B2
    • 2013-01-01
    • US11781227
    • 2007-07-20
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • G06K9/00
    • G06T5/008
    • An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.
    • 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或者包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。
    • 5. 发明授权
    • Inverse texture synthesis
    • 反纹理合成
    • US07973798B2
    • 2011-07-05
    • US12059041
    • 2008-03-31
    • Li-Yi WeiKun ZhouJianwei HanBaining GuoHeung-Yeung Shum
    • Li-Yi WeiKun ZhouJianwei HanBaining GuoHeung-Yeung Shum
    • G09G5/00
    • G06T11/001
    • A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.
    • “纹理生成器”使用逆向纹理合成解决方案,其以与传统的前向合成技术相反的方向运行,以构建2D纹理压缩以供计算机系统的图形处理单元(GPU)使用。 这些小的2D纹理压缩通常总结原始的全局变体纹理或图像,并用于重构原始纹理或图像,或者在用户提供的约束条件下重新合成新的纹理或图像。 在各种实施例中,纹理生成器使用纹理压缩以在GPU上提供全局变体纹理的实时合成,其中纹理存储器通常对于大纹理来说太小。 此外,纹理生成器提供用于逆纹理合成的优化框架,其确保每个输入区域在输出压缩中被适当地编码。 此外,纹理生成器还计算包含低频和高频区域的各向异性纹理的取向场。
    • 6. 发明申请
    • HIGH DYNAMIC RANGE IMAGE HALLUCINATION
    • 高动态范围图像捕获
    • US20090022414A1
    • 2009-01-22
    • US11781227
    • 2007-07-20
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • G06K9/40
    • G06T5/008
    • An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.
    • 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。
    • 7. 发明申请
    • MOTION FIELD TEXTURE SYNTHESIS
    • 运动场纹理合成
    • US20110012910A1
    • 2011-01-20
    • US12503162
    • 2009-07-15
    • Li-Yi WeiChongyang MaBaining GuoKun Zhou
    • Li-Yi WeiChongyang MaBaining GuoKun Zhou
    • G06T15/70G09G5/00
    • G06T11/001H04N19/537
    • A system is described for using a texture synthesis approach to produce digital images that simulate motion. The system operates by receiving a large-scale motion image that describes large-scale motion, as well as one or more exemplar images that describes small-scale motion. The system then applies a texture synthesis approach to duplicate the small-scale motion described in the exemplar image(s), as guided by the large-scale motion described in the large-scale motion image. This operation produces a synthesized motion image. The system then combines the synthesized motion image with the large-scale motion image to produce a combined motion image. The combined motion image presents the large-scale motion as modulated by the small-scale motion. The system can also take account for one or more application-specific constraints, such as incompressibility and boundary conditions.
    • 描述了一种使用纹理合成方法来产生模拟运动的数字图像的系统。 该系统通过接收描述大规模运动的大规模运动图像以及描述小规模运动的一个或多个示例图像来操作。 然后,系统应用纹理合成方法来复制在大型运动图像中描述的大规模运动所指示的示例图像中描述的小规模运动。 该操作产生合成运动图像。 然后,系统将合成的运动图像与大规模运动图像组合以产生组合运动图像。 组合的运动图像呈现由小规模运动调制的大规模运动。 系统还可以考虑一个或多个特定于应用程序的约束,例如不可压缩性和边界条件。
    • 8. 发明授权
    • Encoded high dynamic range textures
    • 编码高动态范围纹理
    • US07885469B2
    • 2011-02-08
    • US11419697
    • 2006-05-22
    • Xi WangPeter-Pike J. SloanLi-Yi WeiXin TongBaining Guo
    • Xi WangPeter-Pike J. SloanLi-Yi WeiXin TongBaining Guo
    • G06K9/36
    • H04N19/124H04N19/186H04N19/98
    • Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.
    • 描述编码的HDR纹理。 在一个方面,包括的HDR图像被预处理,使得HDR信息被表示在单个颜色通道中。 考虑到两个亮度范围来量化预处理图像,以将HDR保留在单色通道中。 然后每个块的量化信道信息被编码在两个纹理(编码的HDR纹理)之间。 具体地,当对量化信息的块进行编码时,将两个亮度范围的第一范围中的像素放入与第一纹理相关联的颜色通道中。 此外,两个亮度范围的第二范围中的像素被存储到与第二纹理相关联的颜色通道中。
    • 9. 发明授权
    • Non-linear beam tracing for computer graphics
    • 用于计算机图形的非线性光束跟踪
    • US08411087B2
    • 2013-04-02
    • US12038814
    • 2008-02-28
    • Li-Yi WeiBaoquan LiuXu YangYing-Qing XuBaining Guo
    • Li-Yi WeiBaoquan LiuXu YangYing-Qing XuBaining Guo
    • G06T17/00
    • G06T15/005G06T15/06
    • A non-linear beam tracing technique that supports full non-linear beam tracing effects including multiple reflections and refractions for computer graphics applications. The technique introduces non-linear beam tracing to render non-linear ray tracing effects such as curved mirror reflection, refraction, caustics, and shadows. Beams are allowed to be non-linear where rays within the same beam are not parallel or do not intersect at a single point. Such is the case when a primary beam bounces off of a surface and spawns one or more secondary rays or beams. Secondary beams can be rendered in a similar manner to primary rays or beams via polygon streaming. Beyond smooth ray bundles, the technique can also be applied to incoherent ray bundles which is useful for rendering bump mapped surfaces.
    • 支持完整非线性光束跟踪效果的非线性光束跟踪技术,包括计算机图形应用的多重反射和折射。 该技术引入非线性光束跟踪以渲染非线性光线跟踪效果,例如曲面镜反射,折射,焦散和阴影。 允许光束在同一光束内的光线不平行或不在单个点处相交时是非线性的。 如果主光束从表面反射并产生一个或多个二次光束或光束,则是这种情况。 次级光束可以通过多边形流以与初级光束或光束相似的方式呈现。 除了平滑的光束束之外,该技术也可以应用于对于渲染凹凸贴图表面有用的非相干光束。