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    • 41. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07940268B2
    • 2011-05-10
    • US11770942
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06T15/50G06T15/00
    • G06T15/506
    • A real-time algorithm for rendering an inhomogeneous scattering medium such as fog 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) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an 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 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(如雾)的实时算法。 输入媒体动画被表示为密度字段的序列,每个密度字段被分解成一组径向基函数(RBF)如Gauss的加权和。 该算法计算不均匀散射介质的气孔和表面反射率。 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应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。
    • 42. 发明授权
    • Real-time texture rendering using generalized displacement maps
    • 使用广义位移图进行实时纹理渲染
    • US07184052B2
    • 2007-02-27
    • US10965603
    • 2004-10-13
    • Xi WangXin TongStephen LinBaining GuoHeung-Yeung Shum
    • Xi WangXin TongStephen LinBaining GuoHeung-Yeung Shum
    • G06T17/00G06T15/60G09G5/00G06T15/50
    • G06T15/04
    • A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.
    • “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。
    • 43. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07940269B2
    • 2011-05-10
    • US11770974
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06T15/50G06T15/00
    • 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 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应的不均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。
    • 44. 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。
    • 45. 发明申请
    • INVERSE TEXTURE SYNTHESIS
    • 反向纹理合成
    • US20090244083A1
    • 2009-10-01
    • US12059041
    • 2008-03-31
    • Li-Yi WeiKun ZhouJianwei HanBaining GuoHeung-Yeung Shum
    • Li-Yi WeiKun ZhouJianwei HanBaining GuoHeung-Yeung Shum
    • G09G5/00
    • G06T11/001
    • A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.
    • “纹理生成器”使用逆向纹理合成解决方案,其以与传统的前向合成技术相反的方向运行,以构建2D纹理压缩以供计算机系统的图形处理单元(GPU)使用。 这些小的2D纹理压缩通常总结原始的全局变体纹理或图像,并用于重构原始纹理或图像,或者在用户提供的约束条件下重新合成新的纹理或图像。 在各种实施例中,纹理生成器使用纹理压缩以在GPU上提供全局变体纹理的实时合成,其中纹理存储器通常对于大纹理来说太小。 此外,纹理生成器提供用于逆纹理合成的优化框架,其确保每个输入区域在输出压缩中被适当地编码。 此外,纹理生成器还计算包含低频和高频区域的各向异性纹理的取向场。
    • 48. 发明申请
    • Real-Time Rendering of Light-Scattering Media
    • 光散射介质的实时渲染
    • US20090006044A1
    • 2009-01-01
    • US11768894
    • 2007-06-26
    • 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 decompressed 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. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray is performed to render the final image. During the ray marching process, the residual field may be compensated back into the radiance integral to generate images of higher detail.
    • 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,每个密度字段被解压缩成一组径向基函数(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。 使用计算的源辐射,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。 在射线行进过程中,残余场可以被补偿回到辐射积分中以产生更高细节的图像。
    • 50. 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。