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    • 6. 发明授权
    • Calculating shadow from area light sources using a spatially varying blur radius
    • 使用空间变化的模糊半径计算区域光源的阴影
    • US07817823B1
    • 2010-10-19
    • US11741554
    • 2007-04-27
    • Daniel O'Donnell
    • Daniel O'Donnell
    • G06K9/00G06T15/50
    • G06T15/60
    • Shadows from physical lights have a penumbra region, in which the light is only partially hidden from the shadow acceptor. The intensity of light in this region may be calculated using an approximation of the amount of light visible. For example a fragment or pixel shader program execution on a GPU may generate a shadow from a light source using the light intensities for each pixel being rendered. Per-pixel shadow density information may be projected from the shadow caster onto the shadow acceptor. A penumbra map may contain both depth information and light attenuation information for the shadow acceptor. This information may be blurred using a fragment or pixel shader on a GPU to determine an average shadow density for a pixel being rendered.
    • 来自物理灯的阴影具有半影区域,其中光仅部分地隐藏于阴影受体。 可以使用可见光的近似值来计算该区域中的光的强度。 例如,GPU上的片段或像素着色器程序执行可以使用所呈现的每个像素的光强度从光源产生阴影。 每像素阴影密度信息可以从阴影施法者投影到阴影受体上。 半影地图可以包含阴影受体的深度信息和光衰减信息。 可以使用GPU上的片段或像素着色器来模糊该信息,以确定正被渲染的像素的平均阴影密度。
    • 7. 发明授权
    • Three-dimensional image compositing on a GPU utilizing multiple transformations
    • 使用多重转换的GPU上的三维图像合成
    • US07598952B1
    • 2009-10-06
    • US11831424
    • 2007-07-31
    • Daniel O'Donnell
    • Daniel O'Donnell
    • G06T15/50
    • G06T15/10G06T15/005G06T15/20
    • A method includes identifying a plurality of image elements to be rendered within a three-dimensional image. The method also includes identifying a set of light sources according to which lighting and shadowing are to be computed within the three-dimensional image. For each image elements of the plurality of image elements, the method includes generating a shaded image element, wherein the generating of the shaded image element includes rendering the respective image element into a buffer for each light source of the set of light sources so as to accumulate lighting effects, particular to the image element, within the buffer as the shaded image element. For each image element of the plurality of image elements, the method includes rendering at least one effect with respect to the shaded image element to generate a modified image element.
    • 一种方法包括识别要在三维图像内渲染的多个图像元素。 该方法还包括识别一组光源,根据该组光源和阴影在三维图像内被计算。 对于多个图像元素的每个图像元素,该方法包括生成阴影图像元素,其中阴影图像元素的生成包括将各个图像元素渲染成该组光源的每个光源的缓冲器,以便 在缓冲器内累积特定于图像元素的照明效果作为阴影图像元素。 对于多个图像元素中的每个图像元素,该方法包括相对于阴影图像元素呈现至少一个效应以生成修改的图像元素。
    • 8. 发明授权
    • GPU assisted 3D compositing
    • GPU辅助3D合成
    • US07499051B1
    • 2009-03-03
    • US11118216
    • 2005-04-29
    • Daniel O'Donnell
    • Daniel O'Donnell
    • G06T15/40
    • G06T15/40G06T15/503
    • A method to perform compositing of three-dimensional images includes, on a Central Processing Unit (CPU), automatically assembling a Graphics Processing Unit (GPU) program for each element of a plurality of image elements. The GPU program for each element is to apply at least one effect to the respective image element, and to composite the respective image element according to a compositing mode specific to the respective image element. The plurality of image elements, and the associated GPU programs, is communicated from the CPU to a GPU. The plurality of image elements may be subject to a two-pass sort operation prior to the automatic assembly of the GPU programs.
    • 执行三维图像的合成的方法包括在中央处理单元(CPU)上自动组装用于多个图像元素中的每个元素的图形处理单元(GPU)程序。 用于每个元件的GPU程序是将至少一个效果应用于相应的图像元素,并且根据对各个图像元素特定的合成模式来合成各个图像元素。 多个图像元素和相关联的GPU程序从CPU传送到GPU。 在GPU程序的自动组装之前,可以对多个图像元素进行二次分类操作。
    • 9. 发明授权
    • Three-dimensional image compositing on a GPU utilizing multiple transformations
    • 使用多重转换的GPU上的三维图像合成
    • US07463261B1
    • 2008-12-09
    • US11117944
    • 2005-04-29
    • Daniel O'Donnell
    • Daniel O'Donnell
    • G06T15/10
    • G06T15/10G06T15/005G06T15/20
    • A method includes performing a first transform operation with respect to an image element to transform the image element from an object space, defined by an object coordinate system, to an intermediate space defined by an intermediate coordinate system. A first computational operation is performed with respect to the image element in the intermediate space. A second transform operation is performed with respect to the image element to transform the image element from the intermediate space to a world space, defined by a world coordinate system. A second computational operation is performed with respect to the image element in the world space.
    • 一种方法包括执行关于图像元素的第一变换操作,以将来自由对象坐标系定义的对象空间的图像元素变换到由中间坐标系定义的中间空间。 相对于中间空间中的图像元素执行第一计算操作。 相对于图像元素执行第二变换操作,以将图像元素从中间空间转换为由世界坐标系定义的世界空间。 相对于世界空间中的图像元素执行第二计算操作。
    • 10. 发明授权
    • Time-based degradation of images using a GPU
    • 使用GPU的基于时间的图像劣化
    • US08547378B2
    • 2013-10-01
    • US12200323
    • 2008-08-28
    • Daniel O'DonnellJohn G. Carscadden
    • Daniel O'DonnellJohn G. Carscadden
    • G06T17/00
    • G06T15/005G06T2200/16
    • A method, system, and computer-readable storage medium are disclosed for time-based degradation of images. In one embodiment, the rendering of a first frame of a digital video using a GPU may be initiated. In one embodiment, it may be determined that a time elapsed in rendering the first frame exceeds a threshold. In one embodiment, a downsampling factor may be determined in response to determining that the time elapsed exceeds the threshold. In one embodiment, a second frame of the digital video comprising a second set of one or more images may be rendered based on the downsampling factor using the GPU. Rendering the second frame based on the downsampling factor may comprise sending each of the second set of images to the GPU at a reduced resolution comprising a respective original resolution for each image divided by the downsampling factor.
    • 公开了用于图像的基于时间的降级的方法,系统和计算机可读存储介质。 在一个实施例中,可以启动使用GPU对数字视频的第一帧的渲染。 在一个实施例中,可以确定渲染第一帧所经过的时间超过阈值。 在一个实施例中,可以响应于确定经过的时间超过阈值来确定下采样因子。 在一个实施例中,可以基于使用GPU的下采样因子来呈现包括一个或多个图像的第二组的数字视频的第二帧。 基于下采样因子来渲染第二帧可以包括以降低的分辨率将每个第二组图像发送到GPU,该分辨率包括针对每个图像的相应原始分辨率除以下采样因子。