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    • 2. 发明申请
    • 3D MESH MODEL AND METHOD FOR CREATING THE 3D MESH MODEL
    • 3D MESH模型和创建3D网格模型的方法
    • US20130265304A1
    • 2013-10-10
    • US13996469
    • 2010-12-23
    • Kangying CaiZhibo ChenWeiliang MengJun Teng
    • Kangying CaiZhibo ChenWeiliang MengJun Teng
    • G06T17/10
    • G06T17/10G06T17/005G06T17/20G06T19/00
    • For improving the compression efficiency of 3D model processing, easier discovering of repetitive patterns is required. The invention enables simplified and improved compression of 3D models by using a pattern-instance record table, which provides the pattern-instance relationship for all instances of repetitive patterns within a 3D object. A 3D mesh model comprises data of a first reference 3D mesh model, an electronic pattern-instance record table comprising first and second instance data, wherein the first instance data points to the first reference 3D mesh model and the second instance data points to the first or a further reference 3D mesh model, and an instance record for third instance data of at least one secondary 3D mesh model instance, wherein the third instance data comprise said first and second instance data or references to said first and second instance data.
    • 为了提高3D模型处理的压缩效率,需要更轻松地发现重复模式。 本发明通过使用模式实例记录表来简化和改进3D模型的压缩,该模式实例记录表为3D对象内的重复模式的所有实例提供了模式 - 实例关系。 3D网格模型包括第一参考3D网格模型的数据,包括第一和第二背景数据的电子模式实例记录表,其中所述第一背景数据指向所述第一参考3D网格模型,并且所述第二背景数据指向所述第一背景数据 或另外的参考3D网格模型,以及用于至少一个次要3D网格模型实例的第三实例数据的实例记录,其中所述第三背景数据包括所述第一和第二实例数据或对所述第一和第二实例数据的引用。
    • 4. 发明申请
    • METHOD FOR REAL-TIME AND REALISTIC RENDERING OF COMPLEX SCENES ON INTERNET
    • 互联网上复杂场景的实时和现实渲染方法
    • US20150035830A1
    • 2015-02-05
    • US13884923
    • 2010-12-24
    • Xiaopeng ZhangGuanbo BaoHongjun LiWeiliang Meng
    • Xiaopeng ZhangGuanbo BaoHongjun LiWeiliang Meng
    • G06T15/60G06T19/20G06T15/10G06T15/04G06T15/50
    • G06T15/60G06T15/04G06T15/10G06T15/503G06T19/20G06T2200/12G06T2200/16G06T2210/36G06T2215/12
    • A method for realistic and real-time rendering of complex scene in internet environment, comprising: generating sequences of scene-object-multi-resolution models, a scene configuration file, textures and material files, and a scene data list file; compressing the sequences of scene-object-multi-resolution models, the scene configuration file, the textures and material files, and the scene data list file and uploading the compressed files to a server; downloading, at a client terminal, he scene-object-multi-resolution models, the scene configuration file, the texture and material file, and the scene data list file in ascending order of resolution and rendering the scene simultaneously; dividing, in rendering the scene, a frustum in parallel into a plurality of partitions, generating a shadow map for each frustum, filtering the shadow maps to obtain an anti-aliasing shadowing effect; and the shadow map closest to a viewpoint is updated on a frame-by-frame basis and updating frequency decreases for the shadow maps distant from the viewpoint, wherein the shadow map closest to the viewpoint has the largest size, and the size of the shadow map decreases for the shadow maps distant from the viewpoint.
    • 一种用于在互联网环境中逼真和实时渲染复杂场景的方法,包括:生成场景对象多分辨率模型序列,场景配置文件,纹理和素材文件以及场景数据列表文件; 压缩场景对象多分辨率模型,场景配置文件,纹理和素材文件以及场景数据列表文件的序列,并将压缩文件上传到服务器; 在客户端终端,以分辨率升序顺序下载场景对象多分辨率模型,场景配置文件,纹理和素材文件以及场景数据列表文件,同时呈现场景; 在渲染场景时,将平行截面平行分割为多个分区,为每个平截头体生成阴影贴图,过滤阴影贴图以获得抗锯齿效果; 并且最接近视点的阴影贴图在逐帧的基础上更新,并且对于远离视点的阴影贴图的更新频率降低,其中最靠近视点的阴影贴图具有最大的尺寸,并且阴影的大小 影像距离观点远的地图减少。