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    • 3. 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。
    • 5. 发明申请
    • Gradient Domain Editing of Animated Meshes
    • 动画网格梯度域编辑
    • US20090002376A1
    • 2009-01-01
    • 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。
    • 7. 发明授权
    • Shape deformation
    • 形状变形
    • US07843467B2
    • 2010-11-30
    • US11612391
    • 2006-12-18
    • Kun ZhouWeiwei XuBaining Guo
    • Kun ZhouWeiwei XuBaining Guo
    • G09G5/00
    • G06T3/0093G06T13/80
    • A method and system is provided for deforming a shape of an image. In one example, an input is received for deforming a displayed shape, the shape including a boundary polygon or outline contour and a local area within the outline contour. The local area may further include vertices and edges. During deformation, an energy function corresponding to the outline contour and the local area may be determined and reduced or minimized. Positioning of the vertices and lengths of the edges may be determined based on the energy function or preservation of coordinates associated with the outline contour and the local area.
    • 提供了用于使图像的形状变形的方法和系统。 在一个示例中,接收用于使所显示的形状变形的输入,该形状包括轮廓轮廓内的边界多边形或轮廓轮廓和局部区域。 局部区域还可以包括顶点和边缘。 在变形期间,可以确定和减小或减小对应于轮廓轮廓和局部区域的能量函数。 可以基于能量函数或与轮廓轮廓和局部区域相关联的坐标的保持来确定边缘的顶点和长度的定位。
    • 8. 发明申请
    • SHAPE DEFORMATION
    • 形状变形
    • US20080143711A1
    • 2008-06-19
    • US11612391
    • 2006-12-18
    • Kun ZhouWeiwei XuBaining Guo
    • Kun ZhouWeiwei XuBaining Guo
    • G06T17/00
    • G06T3/0093G06T13/80
    • A method and system is provided for deforming a shape of an image. In one example, an input is received for deforming a displayed shape, the shape including a boundary polygon or outline contour and a local area within the outline contour. The local area may further include vertices and edges. During deformation, an energy function corresponding to the outline contour and the local area may be determined and reduced or minimized. Positioning of the vertices and lengths of the edges may be determined based on the energy function or preservation of coordinates associated with the outline contour and the local area.
    • 提供了用于使图像的形状变形的方法和系统。 在一个示例中,接收用于使所显示的形状变形的输入,该形状包括轮廓轮廓内的边界多边形或轮廓轮廓和局部区域。 局部区域还可以包括顶点和边缘。 在变形期间,可以确定和减小或减小对应于轮廓轮廓和局部区域的能量函数。 可以基于能量函数或与轮廓轮廓和局部区域相关联的坐标的保持来确定边缘的顶点和长度的定位。
    • 9. 发明授权
    • Ray tracing on graphics hardware using kd-trees
    • 使用kd-tree对图形硬件进行光线跟踪
    • US08963918B2
    • 2015-02-24
    • US12241044
    • 2008-09-30
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T15/00G06T15/06G06T17/00
    • G06T15/06G06T17/005
    • Described is a technology by which a ray tracer incorporates a GPU-based kd-tree builder for rendering arbitrary dynamic scenes. For each frame, the ray tracer builds a kd-tree for the scene geometry. The ray tracer spawns and traces eye rays, reflective and refractive rays, and shadow rays. For each ray to be traced, the ray tracer walks through the kd-tree until it reaches leaf nodes and associated triangles. When a ray passes through both sides of a splitting plane, the “far” sub-tree is pushed into the stack and the “near” sub-tree is traversed first.
    • 描述了一种技术,通过该技术,射线跟踪器结合了用于渲染任意动态场景的基于GPU的kd-tree构建器。 对于每个帧,光线跟踪器为场景几何构建一个kd-tree。 射线追踪器产生并追踪眼睛的光线,反射和折射光线以及阴影线。 对于要跟踪的每条光线,光线跟踪器穿过kd树,直到它到达叶节点和相关联的三角形。 当光线穿过分裂平面的两侧时,“远”子树被推入堆叠中,并且首先遍历“近”子树。
    • 10. 发明授权
    • Bulk-synchronous graphics processing unit programming
    • 批量同步图形处理单元编程
    • US08866827B2
    • 2014-10-21
    • US12146715
    • 2008-06-26
    • Kun ZhouHou QimingBaining Guo
    • Kun ZhouHou QimingBaining Guo
    • G06T1/00G06F9/45G06F9/44G06F9/52
    • G06F8/447G06F8/31G06F9/522
    • Described is a technology in a computing environment comprising a programming language for general purpose computation on a graphics processing unit (GPU), along with an associated compiler. A Bulk-Synchronous GPU Programming (BSGP) program is programmed to include barriers to describe parallel processing on GPUs. A BSGP compiler detects barriers corresponding to supersteps, converts BSGP programs to kernels based on the barriers, and combines them. During compilation, the compiler aligns barriers in the statements and bundles the corresponding supersteps together. A par construct is provided to allow the programmer to control aspects of bundling, e.g., by specifying a block independent statements. Thread manipulation emulation is provided to transparently emulate thread creation and destruction, with operations fork and kill. Also provided is remote variable access intrinsics for efficient communications between threads, and collective primitive operations.
    • 描述了一种计算环境中的技术,包括用于图形处理单元(GPU)上的通用计算的编程语言以及相关联的编译器。 批量同步GPU编程(BSGP)程序被编程为包括描述GPU上的并行处理的障碍。 BSGP编译器检测与超级步骤相对应的障碍,基于障碍将BSGP程序转换为内核,并将其组合。 在编译期间,编译器将语句中的障碍放在一起,并将相应的超级步骤捆绑在一起。 提供了一个参考构造以允许程序员控制捆绑的方面,例如通过指定块独立语句。 线程处理仿真被提供以透明地模拟线程的创建和破坏,与操作fork和kill。 还提供了用于线程之间有效通信的远程变量访问内在函数和集合原语操作。