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    • 1. 发明授权
    • Method and apparatus for radiometrically accurate texture-based lightpoint rendering technique
    • 用于放射学精确的基于纹理的光点渲染技术的方法和装置
    • US06445395B1
    • 2002-09-03
    • US09707418
    • 2000-11-06
    • Luis A. BarcenaNacho Sanz-PastorJavier Castellar
    • Luis A. BarcenaNacho Sanz-PastorJavier Castellar
    • G06T1100
    • G06T15/04
    • A method and apparatus for rendering lightpoints is provided. For the method of the present invention, a programmer creates a series of texture maps. Each texture map approximates the lobe of a lightpoint at a respective distance from the lightpoint. Each texture map includes transparency texture information. This allows the lightpoint to correctly model fog and other atmospheric conditions. The series of texture maps are encoded in a mipmap associated with the lightpoint. During use, a simulation environment renders the lightpoint using a billboarding technique. The billboarding technique keeps the lobe of the lightpoint oriented towards the eye point. The simulation environment dynamically tracks the distance from the lightpoint to the eye point. Each time the distance changes, the simulation environment selects an appropriate texture map from the mipmap. The appropriate texture map is the texture map that correctly depicts the lightpoint at the distance between the eye point and the lightpoint. In cases where no appropriate texture map exists, the simulation environment generates an interpolated texture map. The simulation environment then applies the selected or generated texture map during rendering of the lightpoint. The result is that the lightpoint is realistically depicted over a wide range of distances.
    • 提供了一种用于渲染光点的方法和装置。 对于本发明的方法,程序员创建一系列纹理贴图。 每个纹理贴图近似于距离光点相应距离处的光点的波瓣。 每个纹理贴图包括透明纹理信息。 这允许光点正确地模拟雾和其他大气条件。 一系列纹理贴图被编码在与光点相关联的mipmap中。 在使用过程中,模拟环境使用广告牌技术渲染光点。 广告牌技术使光点的眼睛朝向眼点。 模拟环境动态跟踪从光点到眼点的距离。 每次距离变化时,模拟环境都会从mipmap中选择合适的纹理贴图。 适当的纹理贴图是正确描绘了眼点和光点之间距离处的光点的纹理图。 在不存在适当纹理图的情况下,模拟环境生成内插纹理贴图。 然后,仿真环境在渲染光点期间应用所选或生成的纹理贴图。 结果是在很宽的距离范围内实际描绘了光点。
    • 3. 发明授权
    • Volumetric three-dimensional fog rendering technique
    • 体积三维雾化技术
    • US06268861B1
    • 2001-07-31
    • US09139961
    • 1998-08-25
    • Nacho Sanz-PastorLuis A. Barcena
    • Nacho Sanz-PastorLuis A. Barcena
    • G06T1500
    • G06T15/503
    • A method and apparatus for volumetric three-dimensional fog rendering is provided. To add fog effects to an image, a host processor computes the location of the eye-point relative to the image to be fogged. Using the eye-point location, the host processor generates a three-dimensional fog texture and a blending function. The three-dimensional fog texture and blending function are downloaded or otherwise passed by the host processor to the graphics processor. The graphics processor then renders the primitives that make up the image. When rendering is complete, the graphics processor applies the tree-dimensional fog texture in an additional rendering pass. The method may then be repeated, to create animated fog effects such as swirling or wind-driven fog.
    • 提供了体积三维雾化的方法和装置。 为了向图像添加雾效应,主机处理器计算眼点相对于要被模糊的图像的位置。 使用眼点位置,主机处理器产生三维雾纹理和混合功能。 三维雾纹理和混合功能被主机处理器下载或以其他方式传递给图形处理器。 然后,图形处理器渲染构成图像的图元。 渲染完成后,图形处理器会在附加的渲染过程中应用树形立体雾纹理。 然后可以重复该方法,以产生诸如漩涡或风驱动雾的动画雾效应。