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    • 31. 发明授权
    • System and method for real time lip synchronization
    • 用于实时唇形同步的系统和方法
    • US07433490B2
    • 2008-10-07
    • US11435122
    • 2006-05-16
    • Ying HuangStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • Ying HuangStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • G06K9/00G10L15/00
    • G06K9/00335G10L2021/105
    • A novel method for synchronizing the lips of a sketched face to an input voice. The lip synchronization system and method approach is to use training video as much as possible when the input voice is similar to the training voice sequences. Initially, face sequences are clustered from video segments, then by making use of sub-sequence Hidden Markov Models, a correlation between speech signals and face shape sequences is built. From this re-use of video, the discontinuity between two consecutive output faces is decreased and accurate and realistic synthesized animations are obtained. The lip synchronization system and method can synthesize faces from input audio in real-time without noticeable delay. Since acoustic feature data calculated from audio is directly used to drive the system without considering its phonemic representation, the method can adapt to any kind of voice, language or sound.
    • 一种用于将草绘脸部的嘴唇同步到输入声音的新颖方法。 唇部同步系统和方法方法是当输入的声音类似于训练声音序列时尽可能多地使用训练视频。 最初,面部序列从视频片段聚类,然后通过利用子序列隐马尔可夫模型,构建了语音信号和面部形状序列之间的相关性。 从这种视频的再次使用,两个连续的输出面之间的不连续性被降低,并且获得准确而逼真的合成动画。 唇同步系统和方法可以实时地从输入音频合成面部,而没有明显的延迟。 由于从音频计算的声学特征数据直接用于驱动系统而不考虑其音位表示,该方法可以适应任何种类的语音,语言或声音。
    • 37. 发明授权
    • High dynamic range image hallucination
    • 高动态范围图像幻象
    • US08346002B2
    • 2013-01-01
    • US11781227
    • 2007-07-20
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • G06K9/00
    • G06T5/008
    • An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.
    • 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或者包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。
    • 40. 发明申请
    • Real-Time Rendering of Light-Scattering Media
    • 光散射介质的实时渲染
    • US20090006052A1
    • 2009-01-01
    • US11770974
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06G7/48
    • G06T15/50
    • A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as 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 the 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(例如,其中浸入表面物体的雾)的实时算法。 输入媒体动画被表示为一系列密度字段。 该算法计算非均匀散射介质中表面物体的表面反射率。 该算法还可以计算不均匀散射介质的空气光。 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果的非均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。