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    • 1. 发明申请
    • Methods and Apparatus for Diffuse Indirect Illumination Computation using Progressive Interleaved Irradiance Sampling
    • 使用逐行交错辐射采样的漫反射间接照明计算方法与装置
    • US20130120385A1
    • 2013-05-16
    • US12854785
    • 2010-08-11
    • Aravind KrishnaswamyGavin S.P. MillerLei Yang
    • Aravind KrishnaswamyGavin S.P. MillerLei Yang
    • G06T15/50
    • G06T15/50
    • Methods and apparatus for diffuse indirect illumination computation using progressive interleaved irradiance sampling. Embodiments may implement a method that amortizes the cost of computing the irradiance integral for diffuse indirect illumination both temporally and spatially in screen space. For each pixel, only one secondary ray is fired. By carefully arranging different secondary ray directions for different pixels according to a sampling sequence, embodiments may filter the noisy estimate so that each pixel receives a relatively uniform coverage of the integrated hemisphere. Some embodiments may use a bilateral filter so that the geometric discontinuities are respected. The sequence may continue to a higher-level of stratification in each frame. This ensures that the rendering is converging to a noise-free result.
    • 使用渐进交错辐射采样的漫反射间接照明计算方法和装置。 实施例可以实现一种方法,其在屏幕空间中在时间和空间上分摊计算漫射间接照明的辐照度积分的成本。 对于每个像素,仅发射一个二次光线。 通过根据采样序列仔细地布置不同像素的不同二次射线方向,实施例可以对噪声估计进行滤波,使得每个像素接收到集成半球的相对均匀的覆盖。 一些实施例可以使用双边滤波器,使得几何不连续性得到遵守。 该序列可以在每个帧中继续进行更高级别的分层。 这确保渲染正在收敛到无噪音的结果。
    • 3. 发明授权
    • Methods and apparatus for determining local coordinate frames for a human hand
    • 用于确定人手的局部坐标系的方法和装置
    • US08553001B2
    • 2013-10-08
    • US13069197
    • 2011-03-22
    • Aravind Krishnaswamy
    • Aravind Krishnaswamy
    • G06F3/041
    • G06F3/04883G06F2203/04808
    • Methods and apparatus for providing a local coordinate frame are described. A user may place the tips of all five digits on a multitouch user interface with a natural gesture to provide five touch points. A local coordinate frame may be constructed from the touch points. A local coordinate frame may be computed relative to the entire hand and/or relative to each individual digit. The technique may be agnostic in regard to the orientation of the device and to which hand is used. The user may move or rotate their hand, and the local coordinate frame is adjusted to the new positioning relative to the device. The technique may also infer a relative position of the palm from the digit input points, allowing the display of user interface elements where the elements are visible rather than occluded by the hand.
    • 描述了用于提供局部坐标系的方法和装置。 用户可以将自然姿态的所有五位数字的提示放在多点触控用户界面上,以提供五个接触点。 可以从触摸点构建局部坐标系。 可以相对于整个手和/或相对于每个单独的数字计算局部坐标系。 关于装置的方向和使用哪一只手,该技术可能是不可知的。 用户可以移动或旋转他们的手,并且将局部坐标系调整到相对于设备的新定位。 该技术还可以推断手掌从数字输入点的相对位置,允许显示用户界面元素,其中元素可见而不是被手遮挡。
    • 4. 发明授权
    • System and method for simulation of paint deposition using a pickup and reservoir model
    • 使用拾取和储层模型模拟油漆沉积的系统和方法
    • US08462173B2
    • 2013-06-11
    • US12862879
    • 2010-08-25
    • Stephen J. DiVerdiSunil HadapAravind Krishnaswamy
    • Stephen J. DiVerdiSunil HadapAravind Krishnaswamy
    • G09G5/02G09G5/00
    • G06T11/40
    • Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) using a two-layer model of a virtual paint brush may more accurately simulate real world painting techniques than conventional painting simulations. A two-layer brush model may include a reservoir buffer and a pickup buffer to separately represent the paint stored in the belly of a paint brush tip and paint that has been picked up on the surface of the brush tip during a brush stoke, respectively. The two-layer brush model may also include methods that automatically control how virtual paint moves between these layers and a digital canvas. In simulations that employ this two-layer brush model, virtual paint may be deposited on the digital canvas directly from both of the buffers. The amount of paint deposited from each buffer (and/or the ratio of the amounts) may be configurable by a user.
    • 使用虚拟油漆刷的两层模型在数字绘画应用(或绘画模拟模块)中模拟自然媒体绘​​画的系统,方法和装置可以比常规绘画模拟更准确地模拟真实世界的绘画技术。 双层刷子模型可以包括储存器缓冲器和拾取缓冲器,以分别表示在刷子刷头期间被存储在刷子尖端的腹部中的涂料和在刷头表面上被拾取的涂料。 双层刷子模型还可以包括自动控制虚拟绘图在这些层之间移动以及数字画布的方法。 在使用这种双层刷子模型的模拟中,虚拟油漆可以直接从两个缓冲器沉积在数字画布上。 从每个缓冲液沉积的油漆量(和/或量的比例)可由用户配置。
    • 5. 发明申请
    • Methods and Apparatus for Determining Local Coordinate Frames for a Human Hand
    • 用于确定人手的局部坐标框架的方法和装置
    • US20130127733A1
    • 2013-05-23
    • US13069197
    • 2011-03-22
    • Aravind Krishnaswamy
    • Aravind Krishnaswamy
    • G06F3/041
    • G06F3/04883G06F2203/04808
    • Methods and apparatus for providing a local coordinate frame are described. A user may place the tips of all five digits on a multitouch user interface with a natural gesture to provide five touch points. A local coordinate frame may be constructed from the touch points. A local coordinate frame may be computed relative to the entire hand and/or relative to each individual digit. The technique may be agnostic in regard to the orientation of the device and to which hand is used. The user may move or rotate their hand, and the local coordinate frame is adjusted to the new positioning relative to the device. The technique may also infer a relative position of the palm from the digit input points, allowing the display of user interface elements where the elements are visible rather than occluded by the hand.
    • 描述了用于提供局部坐标系的方法和装置。 用户可以将自然姿态的所有五位数字的提示放在多点触控用户界面上,以提供五个接触点。 可以从触摸点构建局部坐标系。 可以相对于整个手和/或相对于每个单独的数字计算局部坐标系。 关于装置的方向和使用哪一只手,该技术可能是不可知的。 用户可以移动或旋转他们的手,并且将局部坐标系调整到相对于设备的新定位。 该技术还可以推断手掌从数字输入点的相对位置,允许显示用户界面元素,其中元素可见而不是被手遮挡。
    • 6. 发明授权
    • Method and apparatus for computing indirect lighting for global illumination rendering in 3-D computer graphics
    • 用于计算3-D计算机图形中的全局照明渲染的间接照明的方法和装置
    • US08223148B1
    • 2012-07-17
    • US12142246
    • 2008-06-19
    • Nathan A. CarrAravind KrishnaswamyJared M. Johnson
    • Nathan A. CarrAravind KrishnaswamyJared M. Johnson
    • G06T15/50G06T15/60
    • G06T15/506G06T15/06
    • A method and apparatus for diffuse indirect lighting computation in a scene is described. An irradiance caching algorithm may be implemented in an indirect lighting module that sparsely computes irradiance in the environment and then interpolates irradiance values between these sparsely computed points. The method for diffuse indirect lighting computation may use cosine weighting in determining nearby sample irradiance points to be used in interpolation. If an object detected by a ray is directly overhead, embodiments may assume a significant amount of occlusion or indirect illumination of that surface point, and thus may weight the ray more heavily. If an object is off to the side, and thus at a shallow angle to a normal of the surface point under test, the ray is given less weight. By using cosine weighting, the indirect lighting module tends to space out sample irradiance points better around edges and cracks than conventional techniques.
    • 描述了场景中的漫反射间接照明计算的方法和装置。 可以在间接照明模块中实现辐照度缓存算法,该模块稀疏地计算环境中的辐照度,然后在这些稀疏计算点之间内插辐照度值。 散射间接照明计算的方法可以使用余弦加权来确定在插值中使用的附近采样辐照度点。 如果由射线检测到的物体是直接开销的,那么实施例可以承担对该表面点的显着量的遮挡或间接照射,并且因此可以更加重地对射线进行加权。 如果物体偏离侧面,因此与被测试的表面点的法线处于浅的角度,则给予较小的重量。 通过使用余弦加权,间接照明模块倾向于比传统技术更好地围绕边缘和裂缝放置样品辐照点。
    • 10. 发明授权
    • System and method for simulation of brush-based painting in a color space that includes a fill channel
    • 用于在包括填充通道的颜色空间中对基于画笔的绘画进行模拟的系统和方法
    • US08749572B2
    • 2014-06-10
    • US12790606
    • 2010-05-28
    • Stephen J. DiVerdiAravind Krishnaswamy
    • Stephen J. DiVerdiAravind Krishnaswamy
    • G09G5/02
    • G06F3/03545G06F3/04845G06T11/001G06T11/60
    • Systems and methods for performing brush behavior simulation in an image editing application may facilitate realistic paint simulation by the addition of a fill channel to a color space representation that includes a set of color channels and an alpha channel representing opacity of the paint. The fill channel value for each pixel of a brush model or canvas may represent the amount of paint stored at the pixel. The system may include logic to support paint compositing, mixing, and depletion operations that calculate a consequent color of a destination pixel resulting from the operations dependent on the fill channel values for the source and/or destination pixels. The resulting color channel, opacity channel, and fill channel values may be converted to a color space that does not include a fill channel or opacity channel for display. A source pixel may be a pixel of an atomic element of a texture.
    • 用于在图像编辑应用中执行画笔行为模拟的系统和方法可以通过向包括一组颜色通道的颜色空间表示和表示油漆的不透明度的α通道的添加填充通道来促进真实的油漆模拟。 画笔模型或画布的每个像素的填充通道值可以表示存储在像素处的油漆量。 该系统可以包括用于支持油漆合成,混合和耗尽操作的逻辑,其计算由取决于源和/或目的地像素的填充通道值的操作产生的目的地像素的随后颜色。 所得到的颜色通道,不透明度通道和填充通道值可以被转换为不包括用于显示的填充通道或不透明度通道的颜色空间。 源像素可以是纹理的原子元素的像素。