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    • 1. 发明授权
    • Ray tracing on graphics hardware using kd-trees
    • 使用kd-tree对图形硬件进行光线跟踪
    • US08963918B2
    • 2015-02-24
    • US12241044
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T15/00G06T15/06G06T17/00
    • G06T15/06G06T17/005
    • Described is a technology by which a ray tracer incorporates a GPU-based kd-tree builder for rendering arbitrary dynamic scenes. For each frame, the ray tracer builds a kd-tree for the scene geometry. The ray tracer spawns and traces eye rays, reflective and refractive rays, and shadow rays. For each ray to be traced, the ray tracer walks through the kd-tree until it reaches leaf nodes and associated triangles. When a ray passes through both sides of a splitting plane, the “far” sub-tree is pushed into the stack and the “near” sub-tree is traversed first.
    • 描述了一种技术,通过该技术,射线跟踪器结合了用于渲染任意动态场景的基于GPU的kd-tree构建器。 对于每个帧,光线跟踪器为场景几何构建一个kd-tree。 射线追踪器产生并追踪眼睛的光线,反射和折射光线以及阴影线。 对于要跟踪的每条光线,光线跟踪器穿过kd树,直到它到达叶节点和相关联的三角形。 当光线穿过分裂平面的两侧时,“远”子树被推入堆叠中,并且首先遍历“近”子树。
    • 2. 发明授权
    • Bulk-synchronous graphics processing unit programming
    • 批量同步图形处理单元编程
    • US08866827B2
    • 2014-10-21
    • US12146715
    • 2008-06-26
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T1/00G06F9/45G06F9/44G06F9/52
    • G06F8/447G06F8/31G06F9/522
    • Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.
    • 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。
    • 3. 发明申请
    • BULK-SYNCHRONOUS GRAPHICS PROCESSING UNIT PROGRAMMING
    • 大容量图形处理单元编程
    • US20090322769A1
    • 2009-12-31
    • US12146715
    • 2008-06-26
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T1/00
    • G06F8/447G06F8/31G06F9/522
    • Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.
    • 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。
    • 4. 发明申请
    • PHOTON MAPPING ON GRAPHICS HARDWARE USING KD-TREES
    • 使用KD-TREES的图形硬件上的照片映射
    • US20100079452A1
    • 2010-04-01
    • US12241046
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T17/00G06T15/60
    • G06T17/005G06F3/048G06T15/50
    • Described is a technology by which a GPU-based photon mapping mechanism/algorithm uses a kd-tree to render arbitrary dynamic scenes. For each frame, the mechanism emits and traces a set of photons into the scene. When a photon hits a surface, it can either be reflected, transmitted, or absorbed based on the surface material. Once photon tracing is done, a kd-tree is built for the stored photons. To estimate the radiance value at an arbitrary surface point, the k-nearest photons are located and filtered. The photon tracing and photon kd-tree construction, as well as the radiance estimation using k-nearest neighbor (KNN) searches are performed on graphics hardware, e.g., a GPU. In one example, only caustic photons are traced, whereby a photon is terminated and stored once it hits a diffuse surface.
    • 描述了基于GPU的光子映射机制/算法使用kd-tree渲染任意动态场景的技术。 对于每个帧,机制发射并跟踪一组光子到场景中。 当光子撞击表面时,它可以根据表面材料进行反射,透射或吸收。 光子跟踪完成后,为存储的光子建立一个kd树。 为了估计任意表面点处的辐射值,定位和过滤k个最近的光子。 在图形硬件(例如GPU)上执行光子跟踪和光子kd-tree构造以及使用k-最近邻(KNN)搜索的辐射估计。 在一个示例中,仅追踪苛性光子,由此一旦光子撞击漫射表面,就终止并存储光子。
    • 6. 发明授权
    • Photon mapping on graphics hardware using kd-trees
    • 使用kd-tree的图形硬件上的光子映射
    • US08928658B2
    • 2015-01-06
    • US12241046
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F15/00G06T17/00G06F3/048G06T15/50
    • G06T17/005G06F3/048G06T15/50
    • Described is a technology by which a GPU-based photon mapping mechanism/algorithm uses a kd-tree to render arbitrary dynamic scenes. For each frame, the mechanism emits and traces a set of photons into the scene. When a photon hits a surface, it can either be reflected, transmitted, or absorbed based on the surface material. Once photon tracing is done, a kd-tree is built for the stored photons. To estimate the radiance value at an arbitrary surface point, the k-nearest photons are located and filtered. The photon tracing and photon kd-tree construction, as well as the radiance estimation using k-nearest neighbor (KNN) searches are performed on graphics hardware, e.g., a GPU. In one example, only caustic photons are traced, whereby a photon is terminated and stored once it hits a diffuse surface.
    • 描述了基于GPU的光子映射机制/算法使用kd-tree渲染任意动态场景的技术。 对于每个帧,机制发射并跟踪一组光子到场景中。 当光子撞击表面时,它可以根据表面材料进行反射,透射或吸收。 光子跟踪完成后,为存储的光子建立一个kd树。 为了估计任意表面点处的辐射值,定位和过滤k个最近的光子。 在图形硬件(例如GPU)上执行光子跟踪和光子kd-tree构造以及使用k-最近邻(KNN)搜索的辐射估计。 在一个示例中,仅追踪苛性光子,由此一旦光子撞击漫射表面,就终止并存储光子。
    • 7. 发明授权
    • Real-time kd-tree construction on graphics hardware
    • 图形硬件上的实时kd-tree构造
    • US08581914B2
    • 2013-11-12
    • US12241045
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F17/30G06F15/80
    • G06F17/30961
    • Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-based parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).
    • 描述了一种用于在GPU上构建kd-tree的技术,其方法通过在kd-tree构造期间利用基于GPU的并行性足以快速实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。
    • 8. 发明申请
    • REAL-TIME KD-TREE CONSTRUCTION ON GRAPHICS HARDWARE
    • 图形硬件实时KD-TREE构造
    • US20100082704A1
    • 2010-04-01
    • US12241045
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F17/30
    • G06F17/30961
    • Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-bsaed parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).
    • 描述了一种用于在GPU上构建kd-tree的技术,其方式通过在kd-tree构造期间利用GPU-bsaed并行性足够快地实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。
    • 9. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US08190403B2
    • 2012-05-29
    • US11830794
    • 2007-07-30
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • G06F17/10
    • G06T15/55
    • A real-time algorithm for rendering of an inhomogeneous scattering media such as smoke under dynamic low-frequency environment lighting 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) and an optional residual field. Source radiances from single and optionally multiple scattering are directly computed at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. Unique approximation techniques are introduced in the computational algorithms to simplify and speed up the computation of source radiance contributed by single and multiple scattering. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray may be performed to render the final image.
    • 描述了在动态低频环境照明下渲染非均匀散射介质(如烟雾)的实时算法。 输入媒体动画被表示为密度字段序列,每个密度字段被分解成一组径向基函数(RBF)和可选残余字段的加权和。 仅从RBF中心直接计算来自单个和任选多个散射的源辐射,然后使用基于RBF的插值在体积中的其他点处近似。 在计算算法中引入了独特的近似技术,以简化和加快由单次和多次散射贡献的源辐射的计算。 使用计算的源辐射,可以执行使用沿着每个观察射线的基于片段的辐射积分的射线行进技术来渲染最终图像。
    • 10. 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。