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    • 91. 发明授权
    • System and method for feature-based light field morphing and texture transfer
    • 基于特征的光场变形和纹理传输的系统和方法
    • US07129943B2
    • 2006-10-31
    • US10295570
    • 2002-11-15
    • Zhunping ZhangLifeng WangBaining GuoHeung-Yeung Shum
    • Zhunping ZhangLifeng WangBaining GuoHeung-Yeung Shum
    • G06T15/00
    • G06T15/205
    • A “light field morpher,” as described herein, provides a computationally efficient system and method for image-based three-dimensional (3D) morphing and texture transfer of 3D objects by morphing “light fields” or “lumigraphs,” associated with source and target 3D objects. The light field morpher is applicable to morphing of objects having either or both Lambertian, or non-Lambertian surfaces, including surfaces having complex properties such as fur, subsurface scattering, and hypertextures, without the need for object modeling, or otherwise recovering detailed object geometry. Light field morphing begins by first specifying corresponding 2D and 3D feature elements, such as, “feature lines,” “feature polygons,” and “background edges,” in the input light fields representing the source and target light fields. Once the feature elements have been specified, “ray-space warping” of both light fields then warps those light fields to produce feature alignment. These warped light fields are then blended to produce a light field morph.
    • 如本文所述,“光场变形者”提供了一种用于基于图像的三维(3D)变形和3D对象的纹理传输的计算有效的系统和方法,通过变形与光源相关的“光场”或“光谱”, 目标3D对象。 光场morpher适用于具有Lambertian或非朗伯表面的物体的变形,包括具有复杂特性的表面,如毛皮,地下散射和超纹理,而不需要对象建模,或以其他方式恢复详细的物体几何 。 光场变形首先在表示源和目标光场的输入光场中首先指定相应的2D和3D特征元素,例如“特征线”,“特征多边形”和“背景边缘”。 一旦特征元素被指定,两个光场的“射线空间翘曲”就会扭曲这些光场以产生特征对准。 然后将这些弯曲的光场混合以产生光场变形。
    • 97. 发明授权
    • Rendering of photorealistic computer graphics images
    • 渲染照片写实的计算机图形图像
    • US06636633B2
    • 2003-10-21
    • US09303966
    • 1999-05-03
    • Baining Guo
    • Baining Guo
    • G06K948
    • G06T15/06G06T15/50
    • A ray tracing method based on a directional coherence map comprises partitioning image data into blocks of pixels, with each block including edge pixels and interior pixels. The blocks are individually processed by first computing a discrepancy for each of a plurality of directions of the block. For a given direction, the discrepancy corresponds to a sum of differences of opposing edge pixels oriented along the direction. The direction having a least discrepancy is then selected as an edge direction for the block. Next, a bilinear interpolation is performed along the edge direction to compute the remaining pixels of the block. The approximate image is produced when all of the blocks have been processed.
    • 基于定向相干图的光线跟踪方法包括将图像数据划分为像素块,每个块包括边缘像素和内部像素。 通过首先计算块的多个方向中的每个方向的差异来对块进行单独处理。 对于给定的方向,差异对应于沿着方向定向的相对边缘像素的差的总和。 然后选择具有最小差异的方向作为块的边缘方向。 接下来,沿着边缘方向执行双线性插值以计算块的剩余像素。 当所有的块都被处理时,产生近似图像。
    • 100. 发明授权
    • Octree construction on graphics processing units
    • 八度构建图形处理单元
    • US08169434B2
    • 2012-05-01
    • US12240973
    • 2008-09-29
    • Kun ZhouMinmin GongBaining Guo
    • Kun ZhouMinmin GongBaining Guo
    • G06T15/00G06T15/04G06T15/08
    • G06F17/30961
    • An octree GPU construction system and method for constructing a complete octree data structure on a graphics processing unit (GPU). Embodiments of the octree GPU construction system and method first defines a complete octree data structure as forming a complete partition of the 3-D space and including a vertex, edge, face, and node arrays, and neighborhood information. Embodiments of the octree GPU construction system and method input a point cloud and construct a node array. Next, neighboring nodes are computed for each of the nodes in the node arrays by using at least two pre-computed look-up tables (such as a parent look-up table and a child look-up table). Embodiments of the octree GPU construction system and method then use the neighboring nodes and neighborhood information to compute a vertex array, edge array, and face array are computed by determining owner information and self-ownership information based on the neighboring nodes.
    • 用于在图形处理单元(GPU)上构造完整八叉树数据结构的八叉树GPU构造系统和方法。 八叉树GPU构造系统和方法的实施例首先将完整的八叉树数据结构定义为形成3-D空间的完整分区并且包括顶点,边缘,面和节点阵列以及邻域信息。 八叉树GPU构造系统和方法的实施例输入点云并构造节点阵列。 接下来,通过使用至少两个预先计算的查询表(诸如父查询表和子查找表)来计算节点阵列中的每个节点的相邻节点。 八叉树GPU构造系统和方法的实施例然后通过基于相邻节点确定所有者信息和自身所有权信息来计算相邻节点和邻域信息来计算顶点阵列,边缘阵列和面部阵列。