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    • 4. 发明授权
    • Method and system for communicating gaze in an immersive virtual environment
    • 在沉浸式虚拟环境中传达注视的方法和系统
    • US07532230B2
    • 2009-05-12
    • US10769175
    • 2004-01-29
    • W. Bruce CulbertsonThomas Malzbender
    • W. Bruce CulbertsonThomas Malzbender
    • H04N7/14G06T13/00
    • G06F3/013G06T19/20G06T2219/2016
    • A method of communicating gaze. Specifically, one embodiment of the present invention discloses a method of communicating gaze in an immersive virtual environment. The method begins by representing an immersive virtual environment on a monitor that is viewable by a viewing participant. The monitor displays a plurality of objects in the virtual environment. The physical gaze of the viewing participant is tracked to determine a physical direction of the physical gaze within a physical environment including the viewing participant. Thereafter, a viewed object is determined at which the viewing participant is gazing. Then, a virtual direction is determined between the viewing participant and the viewed object in the immersive virtual environment. A model of the viewing participant is rotated based on the physical and virtual directions to render a view of the viewing participant such that the viewing participant is facing the viewed object in the immersive virtual environment.
    • 沟通凝视的方法。 具体地,本发明的一个实施例公开了一种在沉浸式虚拟环境中传达注视的方法。 该方法开始于在观看参与者可观看的监视器上表示沉浸式虚拟环境。 监视器在虚拟环境中显示多个对象。 跟踪观看参与者的物理凝视,以确定包括观看参与者在内的物理环境中物理注视的物理方向。 此后,确定观看对象正在注视的观看对象。 然后,在沉浸式虚拟环境中,在观看参与者和观看对象之间确定虚拟方向。 基于物理和虚拟方向来旋转观看参与者的模型,以呈现观看参与者的视图,使得观看参与者在沉浸式虚拟环境中面向所查看的对象。
    • 5. 发明授权
    • Methods and apparatus for constructing a 3D model of a scene from calibrated images of the scene
    • 用于从场景的校准图像构建场景的3D模型的方法和装置
    • US06373487B1
    • 2002-04-16
    • US09398489
    • 1999-09-17
    • W. Bruce CulbertsonThomas Malzbender
    • W. Bruce CulbertsonThomas Malzbender
    • G06T1700
    • G06T17/00
    • Methods and apparatus are provided for volumemetric scene reconstruction. Given a set of images of the scene taken from arbitrary but known locations, a 3D model of the scene is reconstructed. Voxels are used to model the scene and exploit the fact that surface points in the scene, and the voxels that represent them, project to consistent colors in the input images. Input cameras may be placed at arbitrary locations in and around the scene. When checking the color consistency of a voxel, the entire set of images from which the voxel is visible is used. A GVC algorithm utilizes item buffers which contain, for each pixel in each image, the ID of the closest voxel that projects onto to the pixel. A GVC-LDI algorithm uses layered depth images which store at each pixel location a list of all the surface voxels that project onto the pixel, sorted according to the distance of the voxel from the image's camera.
    • 提供了用于体积现场重建的方法和装置。 给定一组从任意但已知位置拍摄的场景的图像,重建场景的3D模型。 体素被用于对场景进行建模,并利用场景中的表面点和表示它们的体素在输入图像中投射到一致的颜色的事实。 输入摄像机可以放置在场景中和周围的任意位置。 当检查体素的颜色一致性时,使用体素体内可见的整组图像。 GVC算法使用项目缓冲器,其对于每个图像中的每个像素包含投影到像素的最接近的体素的ID。 GVC-LDI算法使用分层深度图像,其在每个像素位置处存储投影到像素上的所有表面体素的列表,根据体素与图像相机的距离进行排序。
    • 10. 发明授权
    • Apparatus for and of rendering 3d objects with parametric texture maps
    • 用于使用参数纹理贴图渲染3d对象的设备
    • US06515674B1
    • 2003-02-04
    • US09528700
    • 2000-03-17
    • Daniel George GelbHans Juergen WoltersThomas Malzbender
    • Daniel George GelbHans Juergen WoltersThomas Malzbender
    • G06T1550
    • G06T15/04
    • A graphics system that employs parametric texture maps. The graphics system renders surface features of a 3D object in a manner that is direction dependent but without the time consuming and expensive calculations involved in the evaluation of lighting equations on a per pixel basis. A parametric texture map holds a set of parameters that define a surface structure in a manner in which the appearance of the surface structure varies in response to a direction vector. The direction vector may be any user-defined vector including a light source vector or a half-angle vector. The parameters are those of a predetermined equation, the evaluation of which does not involve vector calculations. The equation may take any form including a polynomial equation or a non-polynomial equation. The graphic system renders a polygon with the surface structure using the equation.
    • 采用参数纹理贴图的图形系统。 图形系统以取决于方向的方式呈现3D对象的表面特征,但是在以每像素为基础的评估照明方程中不涉及耗时和昂贵的计算。 参数纹理图保存了一组参数,其以表面结构的外观响应于方向向量而变化的方式限定表面结构。 方向矢量可以是包括光源矢量或半角矢量的任何用户定义的矢量。 参数是预定方程的参数,其评估不涉及向量计算。 该方程可以采取包括多项式方程或非多项式方程式的任何形式。 图形系统使用公式表示具有表面结构的多边形。