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    • 8. 发明申请
    • Optimizing real-time rendering of texture mapped object models relative to adjustable distortion thresholds
    • 优化纹理映射对象模型相对于可调失真阈值的实时渲染
    • US20050280648A1
    • 2005-12-22
    • US10990244
    • 2004-11-15
    • Xi WangXin TongStephen LinBaining GuoHeung-Yeung Shum
    • Xi WangXin TongStephen LinBaining GuoHeung-Yeung Shum
    • G06T15/20G06T15/50G06T15/60G06T17/00G09G5/00
    • G06T15/04
    • A “mesostructure renderer” uses pre-computed multi-dimensional “generalized displacement maps” (GDM) to provide real-time rendering of general non-height-field mesostructures on both open and closed surfaces of arbitrary geometry. In general, the GDM represents the distance to solid mesostructure along any ray cast from any point within a volumetric sample. Given the pre-computed GDM, the mesostructure renderer then computes mesostructure visibility jointly in object space and texture space, thereby enabling both control of texture distortion and efficient computation of texture coordinates and shadowing. Further, in one embodiment, the mesostructure renderer uses the GDM to render mesostructures with either local or global illumination as a per-pixel process using conventional computer graphics hardware to accelerate the real-time rendering of the mesostructures. Further acceleration of mesostructure rendering is achieved in another embodiment by automatically reducing the number of triangles in the rendering pipeline according to a user-specified threshold for acceptable texture distortion.
    • “mesostructure渲染器”使用预先计算的多维“广义位移图”(GDM),以便在任意几何的开放和闭合表面上提供一般非高度场介观结构的实时渲染。 一般来说,GDM表示沿着体积样品内的任何点的任何射线投射到固体介观结构的距离。 给定预先计算的GDM,然后,介观结构渲染器在对象空间和纹理空间中联合计算介观结构可见度,从而实现纹理失真的控制和纹理坐标和阴影的有效计算。 此外,在一个实施例中,使用传统计算机图形硬件的介面结构渲染器使用GDM来渲染具有局部或全局照明的介观结构作为每像素处理,以加速介观结构的实时渲染。 在另一个实施例中,通过根据用户指定的可接受纹理失真的阈值自动减少渲染流水线中的三角形数量来实现进一步加速的介观结构渲染。
    • 9. 发明授权
    • Encoded high dynamic range textures
    • 编码高动态范围纹理
    • US07885469B2
    • 2011-02-08
    • US11419697
    • 2006-05-22
    • Xi WangPeter-Pike J. SloanLi-Yi WeiXin TongBaining Guo
    • Xi WangPeter-Pike J. SloanLi-Yi WeiXin TongBaining Guo
    • G06K9/36
    • H04N19/124H04N19/186H04N19/98
    • Encoded HDR textures are described. In one aspect, a HDR image comprised is preprocessed such that HDR information is represented in a single color channel. The preprocessed image is quantized in view of two luminance ranges to retain HDR in the single color channel. Each block of quantized channel information is then encoded across two textures (encoded HDR textures). Specifically, when encoding a block of the quantized information, pixels in a first range of the two luminance ranges are put into a color channel associated with a first texture. Additionally, pixels in a second range of the two luminance ranges are stored into a color channel associated with a second texture.
    • 描述编码的HDR纹理。 在一个方面,包括的HDR图像被预处理,使得HDR信息被表示在单个颜色通道中。 考虑到两个亮度范围来量化预处理图像,以将HDR保留在单色通道中。 然后每个块的量化信道信息被编码在两个纹理(编码的HDR纹理)之间。 具体地,当对量化信息的块进行编码时,将两个亮度范围的第一范围中的像素放入与第一纹理相关联的颜色通道中。 此外,两个亮度范围的第二范围中的像素被存储到与第二纹理相关联的颜色通道中。