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    • 21. 发明授权
    • Interactive water effects using texture coordinate shifting
    • 使用纹理坐标移动的互动水效果
    • US07164424B2
    • 2007-01-16
    • US11113208
    • 2005-04-22
    • Lin LiangYanyun ChenYing-Qing XuBaining GuoHeung-Yeung Shum
    • Lin LiangYanyun ChenYing-Qing XuBaining GuoHeung-Yeung Shum
    • G06T13/00
    • G06T13/60G06T13/80G06T15/04G06T2210/24H04N5/262
    • A system and process for adding a photorealistic rendering of a body of water to a virtual 3D scene or image and creating a video therefrom having interactive water effects. A region of water is added to an image by adding an area depicting the original scene as it would appear if reflected by still body of water. Then, the appearance of the added water region is distorted over a series of image frames in such a way as to simulate how the reflected scene would look if the surface of the water were in motion. The water can have dynamic waves and the user can interact with the water in numbers of ways, including generating ripples on the water surface and creating rain. In addition, these effects can be achieved at full screen resolution with the use of the latest graphics hardware by employing a texture shifting technique.
    • 一种用于向虚拟3D场景或图像添加水体的真实感渲染并从其创建具有交互式水效果的视频的系统和过程。 通过添加描绘原始场景的区域,如水面反映的那样,将会显示水域。 然后,增加的水域的外观在一系列图像帧上变形,以模拟如果水的表面运动,反射场景将如何看起来。 水可以具有动态波,用户可以以多种方式与水相互作用,包括在水面上产生波纹并产生雨水。 此外,通过采用纹理移位技术,通过使用最新的图形硬件,可以在全屏幕分辨率下实现这些效果。
    • 26. 发明授权
    • Radiometric calibration from a single image
    • 单个图像的辐射校准
    • US07463769B2
    • 2008-12-09
    • US11156988
    • 2005-06-20
    • Stephen S. LinBaining GuoHeung-Yeung ShumJinwei Gu
    • Stephen S. LinBaining GuoHeung-Yeung ShumJinwei Gu
    • G06K9/00
    • H04N1/603G06T7/80G06T7/90
    • Radiometric calibration of an image capture device (e.g., a digital camera) using a single image is described. The single image may be a color image or a grayscale image. The calibration identifies and analyzes edge pixels of the image that correspond to an edge between two colors or grayscale levels of a scene. Intensity distributions of intensities measured from the single image are then analyzed. An inverse response function for the image capture device is determined based on the intensity distributions. For a color image, the radiometric calibration involves calculating an inverse response function that maps measured blended colors of edge pixels and the associated measured component colors into linear distributions. For a grayscale image, the radiometric calibration involves deriving an inverse response function that maps non-uniform histograms of measured intensities into uniform distributions of calibrated intensities.
    • 描述使用单个图像的图像捕获装置(例如,数码相机)的放射线校准。 单个图像可以是彩色图像或灰度图像。 校准识别和分析与场景的两种颜色或灰度级之间的边缘对应的图像的边缘像素。 然后分析从单个图像测量的强度的强度分布。 基于强度分布确定图像捕获装置的反应响应函数。 对于彩色图像,辐射校准包括计算反向响应函数,其将边缘像素的测量混合颜色和相关联的测量分量颜色映射为线性分布。 对于灰度图像,辐射校准涉及导出将测得的强度的不均匀直方图映射到校准强度的均匀分布的逆响应函数。
    • 28. 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。
    • 29. 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。
    • 30. 发明授权
    • Gradient domain editing of animated meshes
    • 动画网格的梯度域编辑
    • US07843456B2
    • 2010-11-30
    • US11772001
    • 2007-06-29
    • Weiwei XuKun ZhouYizhou YuBaining Guo
    • Weiwei XuKun ZhouYizhou YuBaining Guo
    • G06T13/00
    • G06T13/40
    • Gradient domain editing of animated meshes is described. Exemplary systems edit deforming mesh sequences by applying Laplacian mesh editing techniques in the spacetime domain. A user selects relevant frames or handles to edit and the edits are propagated to the entire sequence. For example, if the mesh depicts an animated figure, then user-modifications to position of limbs, head, torso, etc., in one frame are propagated to the entire sequence. In advanced editing modes, a user can reposition footprints over new terrain and the system automatically conforms the walking figure to the new footprints. A user-sketched curve can automatically provide a new motion path. Movements of one animated figure can be transferred to a different figure. Caricature and cartoon special effects are available. The user can also select spacetime morphing to smoothly change the shape and motion of one animated figure into another over a short interval.
    • 描述动画网格的渐变域编辑。 示例性系统通过在时空域中应用拉普拉斯网格编辑技术来编辑变形网格序列。 用户选择要编辑的相关帧或句柄,并将编辑传播到整个序列。 例如,如果网格描绘了动画人物,则在一个帧中的肢体,头部,躯干等的位置的用户修改被传播到整个序列。 在高级编辑模式下,用户可以在新地形上重新定位足迹,系统会自动将走势图符合到新的脚印。 用户素描曲线可以自动提供新的运动路径。 一个动画人物的动作可以转移到不同的数字。 有漫画和卡通特效。 用户还可以选择时空变形,以便在短时间间隔内将一个动画人物的形状和运动平滑地改变为另一个。