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    • 72. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US08009168B2
    • 2011-08-30
    • US11768894
    • 2007-06-26
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • G06T15/00
    • 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。
    • 73. 发明授权
    • Real-time rendering of light-scattering media
    • 实时渲染光散射介质
    • US07990377B2
    • 2011-08-02
    • US11830743
    • 2007-07-30
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • Kun ZhouZhong RenStephen Ssu-te LinBaining GuoHeung-Yeung Shum
    • G06T15/00
    • 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 represented by an approximate model density field and a residual density field. The algorithm uses the approximate model density field to compute an approximate source radiance, and further computes an effective exitant radiance by compositing the approximate source radiance using a compositing methods such as ray marching. During the compositing process (e.g., ray marching), the residual field is 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域序列,每个密度场由近似模型密度场和残余密度域表示。 该算法使用近似模型密度场来计算近似辐射源,并且通过使用诸如射线行进之类的合成方法合成近似源辐射来进一步计算有效的出射辐射度。 在合成过程(例如,射线行进)期间,残余场被补偿回到辐射积分中以产生更高细节的图像。
    • 74. 发明授权
    • Inverse texture synthesis
    • 反纹理合成
    • US07973798B2
    • 2011-07-05
    • 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。
    • 75. 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。
    • 77. 发明授权
    • Shape deformation
    • 形状变形
    • US07843467B2
    • 2010-11-30
    • US11612391
    • 2006-12-18
    • Kun ZhouWeiwei XuBaining Guo
    • Kun ZhouWeiwei XuBaining Guo
    • G09G5/00
    • G06T3/0093G06T13/80
    • A method and system is provided for deforming a shape of an image. In one example, an input is received for deforming a displayed shape, the shape including a boundary polygon or outline contour and a local area within the outline contour. The local area may further include vertices and edges. During deformation, an energy function corresponding to the outline contour and the local area may be determined and reduced or minimized. Positioning of the vertices and lengths of the edges may be determined based on the energy function or preservation of coordinates associated with the outline contour and the local area.
    • 提供了用于使图像的形状变形的方法和系统。 在一个示例中,接收用于使所显示的形状变形的输入,该形状包括轮廓轮廓内的边界多边形或轮廓轮廓和局部区域。 局部区域还可以包括顶点和边缘。 在变形期间,可以确定和减小或减小对应于轮廓轮廓和局部区域的能量函数。 可以基于能量函数或与轮廓轮廓和局部区域相关联的坐标的保持来确定边缘的顶点和长度的定位。
    • 78. 发明申请
    • OCTREE CONSTRUCTION ON GRAPHICS PROCESSING UNITS
    • 图形处理单元的构造
    • US20100082703A1
    • 2010-04-01
    • US12240973
    • 2008-09-29
    • Kun ZhouMinmin GongBaining Guo
    • Kun ZhouMinmin GongBaining Guo
    • G06F17/30G06F7/06
    • 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。
    • 80. 发明申请
    • Interactive Relighting of Dynamic Refractive Objects
    • 动态折射物体的相互作用
    • US20100033482A1
    • 2010-02-11
    • US12189763
    • 2008-08-11
    • Kun ZhouXin SunEric StollnitzBaining Guo
    • Kun ZhouXin SunEric StollnitzBaining Guo
    • G06T17/00
    • G06T15/06G06T15/50
    • Dynamic refractive object relighting technique embodiments are presented which involve rendering an image of a refractive object in a dynamic scene by first voxelizing a representation of the surfaces of the object into a volumetric representation in the form of a rectangular voxel grid. A refractive index is assigned to each voxel based on user-input material parameters. Next, the paths of photons are traced in a step-wise manner as each photon refracts through the object. The size of each step forward is variable and based on variations in refractive index of the object. Radiance values are assigned to all the voxels that the photons traverse in their paths through the object. An output image of the refractive object is then rendered from a user-input viewpoint by tracing viewing rays from the viewpoint into the scene and calculating the amount of radiance that reaches the viewpoint along each of the rays.
    • 提出了一种动态折射物体重心技术实施例,其包括通过首先将物体表面的表示体视为矩形体素网格形式的体积表示来在动态场景中渲染折射物体的图像。 基于用户输入的材料参数将折射率分配给每个体素。 接下来,当每个光子通过物体折射时,以逐步的方式跟踪光子的路径。 前进的每一步的大小是可变的,并且基于物体的折射率的变化。 辐射值被分配给光子穿过对象的路径中遍历的所有体素。 然后,通过将从视点观看的光线追踪到场景中并且计算沿着每个光线到达视点的辐射量,从用户输入的视点来渲染折射物体的输出图像。