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    • 51. 发明申请
    • Gradient Domain Editing of Animated Meshes
    • 动画网格梯度域编辑
    • US20090002376A1
    • 2009-01-01
    • 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。
    • 52. 发明申请
    • Interactive Relighting with Dynamic Reflectance
    • 与动态反射相互作用
    • US20080309667A1
    • 2008-12-18
    • US11764062
    • 2007-06-15
    • Kun ZhouYanyun ChenStephen S. LinBaining Guo
    • Kun ZhouYanyun ChenStephen S. LinBaining Guo
    • G06T15/50
    • G06T15/506
    • Interactive relighting with dynamic reflectance involves relighting a graphical scene with dynamic changes to the reflectance(s) in the graphical scene. A graphical scene may include source radiance, regions having reflectances, a surface spot, incident radiation from the source radiance at the surface sport, an incident direction, a viewing direction, exit radiance, and so forth. In an example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using an incident radiance at a surface spot that is separated into respective incident radiance components corresponding to different respective numbers of interreflections in the graphical scene. In another example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using a tensor representation for a reflectance of a surface spot with the tensor representation being segmented into three adjustable factors for lighting, viewing, and reflectance.
    • 具有动态反射率的交互式重视包括使图形场景与图形场景中的反射率的动态变化相关联。 图形场景可以包括源辐射,具有反射率的区域,表面斑点,来自表面运动处的源辐射的入射辐射,入射方向,观察方向,出射辐射度等。 在示例性实施例中,基于图形场景的至少一个经调整的反射率使用在表面点处的入射辐射被分离成对应于图形场景中的不同相应数目的反射的相应入射辐射分量的图形场景被重新点亮。 在另一个示例性实施例中,基于使用张量表示的图形场景的至少一个经调整的反射率对表面点的反射率进行重新绘图,其中张量表示被分割成用于照明,观看和反射的三个可调节因子。
    • 53. 发明授权
    • Photon mapping on graphics hardware using kd-trees
    • 使用kd-tree的图形硬件上的光子映射
    • US08928658B2
    • 2015-01-06
    • US12241046
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F15/00G06T17/00G06F3/048G06T15/50
    • G06T17/005G06F3/048G06T15/50
    • Described is a technology by which a GPU-based photon mapping mechanism/algorithm uses a kd-tree to render arbitrary dynamic scenes. For each frame, the mechanism emits and traces a set of photons into the scene. When a photon hits a surface, it can either be reflected, transmitted, or absorbed based on the surface material. Once photon tracing is done, a kd-tree is built for the stored photons. To estimate the radiance value at an arbitrary surface point, the k-nearest photons are located and filtered. The photon tracing and photon kd-tree construction, as well as the radiance estimation using k-nearest neighbor (KNN) searches are performed on graphics hardware, e.g., a GPU. In one example, only caustic photons are traced, whereby a photon is terminated and stored once it hits a diffuse surface.
    • 描述了基于GPU的光子映射机制/算法使用kd-tree渲染任意动态场景的技术。 对于每个帧,机制发射并跟踪一组光子到场景中。 当光子撞击表面时,它可以根据表面材料进行反射,透射或吸收。 光子跟踪完成后,为存储的光子建立一个kd树。 为了估计任意表面点处的辐射值,定位和过滤k个最近的光子。 在图形硬件(例如GPU)上执行光子跟踪和光子kd-tree构造以及使用k-最近邻(KNN)搜索的辐射估计。 在一个示例中,仅追踪苛性光子,由此一旦光子撞击漫射表面,就终止并存储光子。
    • 54. 发明授权
    • Parallel surface reconstruction
    • 平行面重构
    • US08610706B2
    • 2013-12-17
    • US12245707
    • 2008-10-04
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • G06T15/00
    • G06T17/20G06T17/005
    • Described is a technology in which point cloud surface reconstruction is performed via parallel processing on a graphics processing unit, achieving real-time reconstruction rates. An octree is built for a given set of oriented points, with each node containing a set of points enclosed by the node. The data structure is built on the GPU, in parallel, using level-order traversals to process nodes at a same tree level. The surface is reconstructed based on data configured and located via the traversals. To produce the surface, an implicit function over the volume spanned by the octree nodes is computed using the GPU, e.g., based on a Poisson surface reconstruction method. A sparse linear system is built and a multi-grid solver is employed to solve the system. An adaptive marching cubes procedure is performed on the GPU to extract an isosurface of the implicit function as a triangular mesh.
    • 描述了通过图形处理单元上的并行处理进行点云表面重建的技术,实现了实时重建率。 为给定的一组定向点构建八叉树,每个节点包含由节点包围的一组点。 数据结构并行构建在GPU上,使用级别遍历来处理同一树级的节点。 基于通过遍历配置和定位的数据来重构表面。 为了产生表面,例如基于泊松表面重建方法,使用GPU计算由八叉树节点跨越的卷的隐式函数。 构建了一个稀疏线性系统,并采用多网格求解器来解决系统问题。 在GPU上执行自适应行进立方体程序以将隐含函数的等值面提取为三角形网格。
    • 55. 发明授权
    • Real-time kd-tree construction on graphics hardware
    • 图形硬件上的实时kd-tree构造
    • US08581914B2
    • 2013-11-12
    • US12241045
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F17/30G06F15/80
    • G06F17/30961
    • Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-based parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).
    • 描述了一种用于在GPU上构建kd-tree的技术,其方法通过在kd-tree构造期间利用基于GPU的并行性足以快速实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。
    • 56. 发明授权
    • Example-based motion detail enrichment in real-time
    • 基于实例的运动细节实时丰富
    • US08144155B2
    • 2012-03-27
    • US12189212
    • 2008-08-11
    • Kun ZhouXiaohan ShiBaining Guo
    • Kun ZhouXiaohan ShiBaining Guo
    • G06T15/00
    • G06T13/40
    • An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.
    • 描述了一种以物理为基础的二次变形实时丰富骨架驱动动画的方法。 为了实现这一目标,所描述的技术采用基于表面的可变形模型,其可以交互地模拟低频和高频体积效应的动力学。 给定表面网格和其物理行为的几个样本序列,在离线预处理步骤期间学习材料的一组运动参数。 可变形模型然后适用于任何给定的骨架驱动的表面网格动画。 此外,所描述的动态外观技术可以完全在GPU上实现并且以高效率执行。 因此,通过对传统图形管线的最小改变,该技术可以通过实时添加二次变形来显着增强骨架驱动动画的视觉体验。
    • 58. 发明申请
    • USER-GUIDED SURFACE RECONSTRUCTION
    • 用户指导的表面重建
    • US20100085353A1
    • 2010-04-08
    • US12245709
    • 2008-10-04
    • Kun ZhouXin HuangBaining Guo
    • Kun ZhouXin HuangBaining Guo
    • G06T15/00
    • G06T17/005G06T17/00G06T2210/52
    • Described is a technology by which a user interacts with a surface representative of a point cloud data to correct for imperfect scan data. The surface is reconstructed based on the interaction. Real time viewing of the image is facilitated by parallel surface reconstruction. For example, the user may draw strokes to reduce topological ambiguities in poorly-sampled areas. An algorithm automatically adds new oriented sample points to the original point cloud based on the user interaction. Then a new isosurface is generated for the augmented point cloud. The user also may specify the geometry of missing areas of the surface. The user copies a set of points from another point cloud, and places the points around the target area. A new isosurface is then generated.
    • 描述了用户与表示点云数据的表面进行交互以校正不完美扫描数据的技术。 基于交互重建表面。 通过平行表面重建,实现了图像的实时观察。 例如,用户可以绘制笔画以减少不良采样区域的拓扑模糊。 基于用户交互,算法会自动将新的定向采样点添加到原始点云。 然后为增强点云生成一个新的等值面。 用户还可以指定表面缺失区域的几何形状。 用户从另一个点云复制一组点,并将点放在目标区域周围。 然后生成新的等值面。
    • 59. 发明申请
    • PARALLEL SURFACE RECONSTRUCTION
    • 并行表面重建
    • US20100085352A1
    • 2010-04-08
    • US12245707
    • 2008-10-04
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • Kun ZhouXin HuangMinmin GongBaining Guo
    • G06T15/00
    • G06T17/20G06T17/005
    • Described is a technology in which point cloud surface reconstruction is performed via parallel processing on a graphics processing unit, achieving real-time reconstruction rates. An octree is built for a given set of oriented points, with each node containing a set of points enclosed by the node. The data structure is built on the GPU, in parallel, using level-order traversals to process nodes at a same tree level. The surface is reconstructed based on data configured and located via the traversals. To produce the surface, an implicit function over the volume spanned by the octree nodes is computed using the GPU, e.g., based on a Poisson surface reconstruction method. A sparse linear system is built and a multi-grid solver is employed to solve the system. An adaptive marching cubes procedure is performed on the GPU to extract an isosurface of the implicit function as a triangular mesh
    • 描述了通过图形处理单元上的并行处理进行点云表面重建的技术,实现了实时重建率。 为给定的一组定向点构建八叉树,每个节点包含由节点包围的一组点。 数据结构并行构建在GPU上,使用级别遍历来处理同一树级的节点。 基于通过遍历配置和定位的数据来重构表面。 为了产生表面,例如基于泊松表面重建方法,使用GPU计算由八叉树节点跨越的卷的隐式函数。 构建了一个稀疏线性系统,并采用多网格求解器来解决系统问题。 在GPU上执行自适应行进立方体程序以将隐含函数的等值面提取为三角形网格
    • 60. 发明申请
    • REAL-TIME KD-TREE CONSTRUCTION ON GRAPHICS HARDWARE
    • 图形硬件实时KD-TREE构造
    • US20100082704A1
    • 2010-04-01
    • US12241045
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06F17/30
    • G06F17/30961
    • Described is a technology for constructing kd-trees on GPUs, in a manner that is sufficiently fast to achieve real-time performance by exploiting GPU-bsaed parallelism during the kd-tree construction. Tree nodes are built in breadth-first search order, e.g., to use a thread for each node at each level. For large nodes at upper tree levels, computations are parallelized over geometric primitives (instead of nodes). To this end, large nodes are split into child nodes by cutting off empty space based until an empty space ratio is achieved, and thereafter performing spatial splitting. Small nodes are split based on split candidate costs, e.g., computed by a surface area heuristic or a voxel volume heuristic (VVH).
    • 描述了一种用于在GPU上构建kd-tree的技术,其方式通过在kd-tree构造期间利用GPU-bsaed并行性足够快地实现实时性能。 树节点以宽度优先的搜索顺序构建,例如为每个级别的每个节点使用线程。 对于较高的树级别的大节点,计算是通过几何基元(而不是节点)并行化的。 为此,通过切断空白空间,直到实现空白比例,然后执行空间分割,将大型节点分割为子节点。 基于分组候选成本,例如由表面积启发式或体素体验启发式(VVH)计算的小节点被拆分。