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    • 5. 发明授权
    • Radiometric calibration from a single image
    • 单个图像的辐射校准
    • US07463769B2
    • 2008-12-09
    • US11156988
    • 2005-06-20
    • Stephen S. LinBaining GuoHeung-Yeung ShumJinwei Gu
    • Stephen S. LinBaining GuoHeung-Yeung ShumJinwei Gu
    • G06K9/00
    • H04N1/603G06T7/80G06T7/90
    • Radiometric calibration of an image capture device (e.g., a digital camera) using a single image is described. The single image may be a color image or a grayscale image. The calibration identifies and analyzes edge pixels of the image that correspond to an edge between two colors or grayscale levels of a scene. Intensity distributions of intensities measured from the single image are then analyzed. An inverse response function for the image capture device is determined based on the intensity distributions. For a color image, the radiometric calibration involves calculating an inverse response function that maps measured blended colors of edge pixels and the associated measured component colors into linear distributions. For a grayscale image, the radiometric calibration involves deriving an inverse response function that maps non-uniform histograms of measured intensities into uniform distributions of calibrated intensities.
    • 描述使用单个图像的图像捕获装置(例如,数码相机)的放射线校准。 单个图像可以是彩色图像或灰度图像。 校准识别和分析与场景的两种颜色或灰度级之间的边缘对应的图像的边缘像素。 然后分析从单个图像测量的强度的强度分布。 基于强度分布确定图像捕获装置的反应响应函数。 对于彩色图像,辐射校准包括计算反向响应函数,其将边缘像素的测量混合颜色和相关联的测量分量颜色映射为线性分布。 对于灰度图像,辐射校准涉及导出将测得的强度的不均匀直方图映射到校准强度的均匀分布的逆响应函数。
    • 7. 发明授权
    • High dynamic range image hallucination
    • 高动态范围图像幻象
    • US08346002B2
    • 2013-01-01
    • US11781227
    • 2007-07-20
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • Li-Yi WeiKun ZhouBaining GuoHeung-Yeung ShumLvdi Wang
    • G06K9/00
    • G06T5/008
    • An apparatus and method provide for providing an output image from an input image. The input image may contain at least one portion that does not display certain desired information of the image, such as texture information. The desired information may be obtained from a second portion of the input image and applied to the at least one portion that does not contain the texture information or contains a diminished amount of the texture information. Also, at least one characteristic of the second portion of the input image may not be applied to the at least one portion such as illumination information. In another example, the input image may be decomposed into multiple parts such as a high frequency and a low frequency component. Each component may be hallucinated individually or independently and combined to form the output image.
    • 一种设备和方法提供从输入图像提供输出图像。 输入图像可以包含不显示图像的某些所需信息的至少一个部分,例如纹理信息。 可以从输入图像的第二部分获得期望的信息,并将其应用于不包含纹理信息的至少一个部分或者包含纹理信息的减少量。 此外,输入图像的第二部分的至少一个特征可以不被应用于诸如照明信息的至少一个部分。 在另一示例中,输入图像可以被分解成多个部分,例如高频和低频分量。 每个组件可以单独地或独立地幻影,并组合以形成输出图像。
    • 8. 发明申请
    • Real-Time Rendering of Light-Scattering Media
    • 光散射介质的实时渲染
    • US20090006052A1
    • 2009-01-01
    • US11770974
    • 2007-06-29
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • Kun ZhouQiming HouMinmin GongJohn Michael SnyderBaining GuoHeung-Yeung Shum
    • G06G7/48
    • G06T15/50
    • A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as 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 the 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(例如,其中浸入表面物体的雾)的实时算法。 输入媒体动画被表示为一系列密度字段。 该算法计算非均匀散射介质中表面物体的表面反射率。 该算法还可以计算不均匀散射介质的空气光。 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果的非均匀介质。 该算法可以用于各种光源,包括点光源和环境光源。