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    • 6. 发明授权
    • System and process for generating representations of objects using a directional histogram model and matrix descriptor
    • 使用方向直方图模型和矩阵描述符生成对象表示的系统和过程
    • US07343039B2
    • 2008-03-11
    • US10660819
    • 2003-09-09
    • Xinguo LiuSing Bing KangHeung-Yeung Shum
    • Xinguo LiuSing Bing KangHeung-Yeung Shum
    • G06K9/00
    • G06K9/50G06K9/00201G06K9/4647
    • A system and process for determining the similarity in the shape of objects is presented that generates a novel shape representation called a directional histogram model. This shape representative captures the shape variations of an object with viewing direction, using thickness histograms. The resulting directional histogram model is substantially invariant to scaling and translation. A matrix descriptor can also be derived by applying the spherical harmonic transform to the directional histogram model. The resulting matrix descriptor is substantially invariant to not only scaling and translation, but rotation as well. The matrix descriptor is also robust with respect to local modification or noise, and able to readily distinguish objects with different global shapes. The typical applications of the directional histogram model and matrix descriptor include recognizing 3D solid shapes, measuring the similarity between different objects and shape similarity based object retrieval.
    • 提出了一种用于确定物体形状相似度的系统和过程,其产生称为方向直方图模型的新颖形状表示。 该形状代表使用厚度直方图捕获具有观察方向的对象的形状变化。 所得到的方向直方图模型对缩放和平移基本上是不变的。 还可以通过将球谐函数变换应用于方向直方图模型来导出矩阵描述符。 所得到的矩阵描述符不仅不仅缩放和平移,而且旋转也是不变的。 矩阵描述符在本地修改或噪声方面也是鲁棒的,并且能够容易地区分具有不同全局形状的对象。 方向直方图模型和矩阵描述符的典型应用包括识别3D实体形状,测量不同对象之间的相似度和基于形状相似度的对象检索。
    • 8. 发明申请
    • Bi-scale radiance transfer
    • 双尺度辐射传输
    • US20050083340A1
    • 2005-04-21
    • US10687098
    • 2003-10-15
    • Peter-Pike SloanJohn SnyderXinguo LiuHeung-Yeung Shum
    • Peter-Pike SloanJohn SnyderXinguo LiuHeung-Yeung Shum
    • G06T15/50G09G5/00
    • G06T15/60G06T15/506
    • Computer graphics image rendering techniques render images modeling transfer at two scales. A macro-scale is coarsely sampled over an object's surface, providing global effects like shadows and interreflections cast from an arm onto a body. A meso-scale is finely sampled over a small patch to provide local texture. Low-order spherical harmonics represent low-frequency lighting dependence for both scales. To render, a coefficient vector representing distant source lighting is first transformed at the macro-scale by a matrix at each vertex of a coarse mesh, resulting in vectors representing a spatially-varying hemisphere of lighting incident to the meso-scale. A radiance transfer texture specifies the meso-scale response to each lighting basis component, and a function of a spatial index and a view direction. A dot product of the macro-scale result vector with the vector looked up from the radiance transfer texture performs the correct shading integral. An id map places radiance transfer texture samples from a small patch over the object's surface, so that only two scalars are specified at high spatial resolution.
    • 计算机图形图像渲染技术在两个尺度上渲染图像建模传输。 宏观尺度在对象的表面上粗略采样,提供全局效果,如阴影和从臂上投射到身体上的反射。 在小贴片上精细采样中尺度以提供局部纹理。 低阶球面谐波代表两种尺度的低频照明依赖性。 为了渲染,首先通过在粗网格的每个顶点处的矩阵在宏观尺度上变换表示远距离源照明的系数矢量,导致表示入射到中尺度的照明的空间变化的半球的矢量。 辐射传递纹理指定对每个照明基础部分的中尺度响应,以及空间索引和视图方向的函数。 宏观尺度结果向量与从辐射传递纹理查找的向量的点积执行正确的阴影积分。 id映射将辐射传递纹理样本从对象表面上的小补丁传递,以便在高空间分辨率下仅指定两个标量。
    • 9. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07940268B2
    • 2011-05-10
    • US11770942
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06T15/50G06T15/00
    • G06T15/506
    • A real-time algorithm for rendering an inhomogeneous scattering medium such as fog is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.
    • 描述了用于渲染非均匀散射介质(如雾)的实时算法。 输入媒体动画被表示为密度字段的序列,每个密度字段被分解成一组径向基函数(RBF)如Gauss的加权和。 该算法计算不均匀散射介质的气孔和表面反射率。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。
    • 10. 发明申请
    • Real-Time Rendering of Light-Scattering Media
    • 光散射介质的实时渲染
    • US20090006051A1
    • 2009-01-01
    • US11770942
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06G7/48
    • G06T15/506
    • A real-time algorithm for rendering an inhomogeneous scattering medium such as fog is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights.
    • 描述了用于渲染非均匀散射介质(如雾)的实时算法。 输入媒体动画被表示为密度字段的序列,每个密度字段被分解成一组径向基函数(RBF)如Gauss的加权和。 该算法计算不均匀散射介质的气孔和表面反射率。 采用几种近似方法,其导致诸如光学深度积分和单一散射积分的量的分析解,以及需要计算的减少的积分数。 所得到的算法能够实时渲染包括它们的阴影和散射效应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。