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    • 3. 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。
    • 4. 发明申请
    • MOTION FIELD TEXTURE SYNTHESIS
    • 运动场纹理合成
    • US20110012910A1
    • 2011-01-20
    • US12503162
    • 2009-07-15
    • Li-Yi WeiChongyang MaBaining GuoKun Zhou
    • Li-Yi WeiChongyang MaBaining GuoKun Zhou
    • G06T15/70G09G5/00
    • G06T11/001H04N19/537
    • A system is described for using a texture synthesis approach to produce digital images that simulate motion. The system operates by receiving a large-scale motion image that describes large-scale motion, as well as one or more exemplar images that describes small-scale motion. The system then applies a texture synthesis approach to duplicate the small-scale motion described in the exemplar image(s), as guided by the large-scale motion described in the large-scale motion image. This operation produces a synthesized motion image. The system then combines the synthesized motion image with the large-scale motion image to produce a combined motion image. The combined motion image presents the large-scale motion as modulated by the small-scale motion. The system can also take account for one or more application-specific constraints, such as incompressibility and boundary conditions.
    • 描述了一种使用纹理合成方法来产生模拟运动的数字图像的系统。 该系统通过接收描述大规模运动的大规模运动图像以及描述小规模运动的一个或多个示例图像来操作。 然后,系统应用纹理合成方法来复制在大型运动图像中描述的大规模运动所指示的示例图像中描述的小规模运动。 该操作产生合成运动图像。 然后,系统将合成的运动图像与大规模运动图像组合以产生组合运动图像。 组合的运动图像呈现由小规模运动调制的大规模运动。 系统还可以考虑一个或多个特定于应用程序的约束,例如不可压缩性和边界条件。
    • 5. 发明授权
    • Gradient domain editing of animated meshes
    • 动画网格的梯度域编辑
    • US07843456B2
    • 2010-11-30
    • US11772001
    • 2007-06-29
    • Weiwei XuKun ZhouYizhou YuBaining Guo
    • Weiwei XuKun ZhouYizhou YuBaining Guo
    • G06T13/00
    • G06T13/40
    • Gradient domain editing of animated meshes is described. Exemplary systems edit deforming mesh sequences by applying Laplacian mesh editing techniques in the spacetime domain. A user selects relevant frames or handles to edit and the edits are propagated to the entire sequence. For example, if the mesh depicts an animated figure, then user-modifications to position of limbs, head, torso, etc., in one frame are propagated to the entire sequence. In advanced editing modes, a user can reposition footprints over new terrain and the system automatically conforms the walking figure to the new footprints. A user-sketched curve can automatically provide a new motion path. Movements of one animated figure can be transferred to a different figure. Caricature and cartoon special effects are available. The user can also select spacetime morphing to smoothly change the shape and motion of one animated figure into another over a short interval.
    • 描述动画网格的渐变域编辑。 示例性系统通过在时空域中应用拉普拉斯网格编辑技术来编辑变形网格序列。 用户选择要编辑的相关帧或句柄,并将编辑传播到整个序列。 例如,如果网格描绘了动画人物,则在一个帧中的肢体,头部,躯干等的位置的用户修改被传播到整个序列。 在高级编辑模式下,用户可以在新地形上重新定位足迹,系统会自动将走势图符合到新的脚印。 用户素描曲线可以自动提供新的运动路径。 一个动画人物的动作可以转移到不同的数字。 有漫画和卡通特效。 用户还可以选择时空变形,以便在短时间间隔内将一个动画人物的形状和运动平滑地改变为另一个。
    • 6. 发明申请
    • PHOTON MAPPING ON GRAPHICS HARDWARE USING KD-TREES
    • 使用KD-TREES的图形硬件上的照片映射
    • US20100079452A1
    • 2010-04-01
    • US12241046
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T17/00G06T15/60
    • G06T17/005G06F3/048G06T15/50
    • Described is a technology by which a GPU-based photon mapping mechanism/algorithm uses a kd-tree to render arbitrary dynamic scenes. For each frame, the mechanism emits and traces a set of photons into the scene. When a photon hits a surface, it can either be reflected, transmitted, or absorbed based on the surface material. Once photon tracing is done, a kd-tree is built for the stored photons. To estimate the radiance value at an arbitrary surface point, the k-nearest photons are located and filtered. The photon tracing and photon kd-tree construction, as well as the radiance estimation using k-nearest neighbor (KNN) searches are performed on graphics hardware, e.g., a GPU. In one example, only caustic photons are traced, whereby a photon is terminated and stored once it hits a diffuse surface.
    • 描述了基于GPU的光子映射机制/算法使用kd-tree渲染任意动态场景的技术。 对于每个帧,机制发射并跟踪一组光子到场景中。 当光子撞击表面时,它可以根据表面材料进行反射,透射或吸收。 光子跟踪完成后,为存储的光子建立一个kd树。 为了估计任意表面点处的辐射值,定位和过滤k个最近的光子。 在图形硬件(例如GPU)上执行光子跟踪和光子kd-tree构造以及使用k-最近邻(KNN)搜索的辐射估计。 在一个示例中,仅追踪苛性光子,由此一旦光子撞击漫射表面,就终止并存储光子。
    • 7. 发明申请
    • Example-Based Motion Detail Enrichment in Real-Time
    • 基于实例的运动细节实时丰富
    • US20100033488A1
    • 2010-02-11
    • US12189212
    • 2008-08-11
    • Kun ZhouXiaohan ShiBaining Guo
    • Kun ZhouXiaohan ShiBaining Guo
    • G06T15/70
    • G06T13/40
    • An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.
    • 描述了一种以物理为基础的二次变形实时丰富骨架驱动动画的方法。 为了实现这一目标,所描述的技术采用基于表面的可变形模型,其可以交互地模拟低频和高频体积效应的动力学。 给定表面网格和其物理行为的几个样本序列,在离线预处理步骤期间学习材料的一组运动参数。 可变形模型然后适用于任何给定的骨架驱动的表面网格动画。 此外,所描述的动态外观技术可以完全在GPU上实现并且以高效率执行。 因此,通过对传统图形管线的最小改变,该技术可以通过实时添加二次变形来显着增强骨架驱动动画的视觉体验。
    • 8. 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。
    • 10. 发明申请
    • Real-Time Rendering of Light-Scattering Media
    • 光散射介质的实时渲染
    • US20090006051A1
    • 2009-01-01
    • US11770942
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06G7/48
    • G06T15/506
    • A real-time algorithm for rendering an inhomogeneous scattering medium such as fog 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) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an 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(如雾)的实时算法。 输入媒体动画被表示为密度字段的序列,每个密度字段被分解成一组径向基函数(RBF)如Gauss的加权和。 该算法计算不均匀散射介质的气孔和表面反射率。 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。