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    • 5. 发明授权
    • Perceptually based approach for planar shape morphing
    • 基于感知的平面形状变形方法
    • US07358978B2
    • 2008-04-15
    • US10918840
    • 2004-08-13
    • Baining GuoBo ZhangHeung-Yeung ShumLigang Liu
    • Baining GuoBo ZhangHeung-Yeung ShumLigang Liu
    • G09G5/00
    • G06T13/80G06T2210/44
    • An approach for morphing between planar shapes is disclosed. Correspondences are established between perceptual feature points that are extracted from both source and target shapes. A similarity metric between two feature points is defined using the intrinsic properties of their local neighborhoods. The optimal correspondence is found by an efficient dynamic programming technique. This approach treats shape noise by allowing the discarding of small feature points, which introduces skips in the traversal of the dynamic programming graph. Intermediate shapes are obtained by interpolating the overall shapes constructed by feature points and the detailed information of the shapes respectively.
    • 公开了一种在平面形状之间变形的方法。 在从源和目标形状提取的知觉特征点之间建立对应关系。 两个特征点之间的相似性度量使用其本地邻域的固有属性来定义。 通过有效的动态规划技术找到最佳对应关系。 这种方法通过允许丢弃小特征点来处理形状噪声,这引起了遍历动态规划图的跳跃。 通过内插由特征点构成的整体形状和形状的详细信息来获得中间形状。
    • 9. 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。
    • 10. 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。