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    • 2. 发明授权
    • System and process for optimal texture map reconstruction from multiple views
    • 用于从多个视图获得最佳纹理贴图重建的系统和过程
    • US06985156B2
    • 2006-01-10
    • US10875741
    • 2004-06-23
    • Lifeng WangSing Bing KangRichard SzeliskiHeung-Yeung ShumBaining Guo
    • Lifeng WangSing Bing KangRichard SzeliskiHeung-Yeung ShumBaining Guo
    • G09G5/00
    • G06T11/001
    • A system and process for reconstructing optimal texture maps from multiple views of a scene is described. In essence, this reconstruction is based on the optimal synthesis of textures from multiple sources. This is generally accomplished using basic image processing theory to derive the correct weights for blending the multiple views. Namely, the steps of reconstructing, warping, prefiltering, and resampling are followed in order to warp reference textures to a desired location, and to compute spatially-variant weights for optimal blending. These weights take into consideration the anisotropy in the texture projection and changes in sampling frequency due to foreshortening. The weights are combined and the computation of the optimal texture is treated as a restoration problem, which involves solving a linear system of equations. This approach can be incorporated in a variety of applications, such as texturing of 3D models, analysis by synthesis methods, super-resolution techniques, and view-dependent texture mapping.
    • 描述用于从场景的多个视图重建最佳纹理图的系统和过程。 实质上,这种重建是基于来自多个源的纹理的最佳合成。 这通常使用基本图像处理理论来实现,以导出用于混合多个视图的正确权重。 即,遵循重构,翘曲,预过滤和重采样的步骤,以便将参考纹理扭曲到期望的位置,并计算用于最佳混合的空间变体权重。 这些权重考虑到纹理投影中的各向异性和由于缩短引起的采样频率的变化。 权重相结合,最优纹理的计算被视为恢复问题,其涉及求解线性方程组。 这种方法可以并入各种应用中,例如3D模型的纹理化,通过合成方法的分析,超分辨率技术和视图相关的纹理映射。
    • 4. 发明授权
    • System and process for generating representations of objects using a directional histogram model and matrix descriptor
    • 使用方向直方图模型和矩阵描述符生成对象表示的系统和过程
    • US07343039B2
    • 2008-03-11
    • US10660819
    • 2003-09-09
    • Xinguo LiuSing Bing KangHeung-Yeung Shum
    • Xinguo LiuSing Bing KangHeung-Yeung Shum
    • G06K9/00
    • G06K9/50G06K9/00201G06K9/4647
    • A system and process for determining the similarity in the shape of objects is presented that generates a novel shape representation called a directional histogram model. This shape representative captures the shape variations of an object with viewing direction, using thickness histograms. The resulting directional histogram model is substantially invariant to scaling and translation. A matrix descriptor can also be derived by applying the spherical harmonic transform to the directional histogram model. The resulting matrix descriptor is substantially invariant to not only scaling and translation, but rotation as well. The matrix descriptor is also robust with respect to local modification or noise, and able to readily distinguish objects with different global shapes. The typical applications of the directional histogram model and matrix descriptor include recognizing 3D solid shapes, measuring the similarity between different objects and shape similarity based object retrieval.
    • 提出了一种用于确定物体形状相似度的系统和过程,其产生称为方向直方图模型的新颖形状表示。 该形状代表使用厚度直方图捕获具有观察方向的对象的形状变化。 所得到的方向直方图模型对缩放和平移基本上是不变的。 还可以通过将球谐函数变换应用于方向直方图模型来导出矩阵描述符。 所得到的矩阵描述符不仅不仅缩放和平移,而且旋转也是不变的。 矩阵描述符在本地修改或噪声方面也是鲁棒的,并且能够容易地区分具有不同全局形状的对象。 方向直方图模型和矩阵描述符的典型应用包括识别3D实体形状,测量不同对象之间的相似度和基于形状相似度的对象检索。
    • 5. 发明申请
    • System and process for optimal texture map reconstruction from multiple views
    • 用于从多个视图获得最佳纹理贴图重建的系统和过程
    • US20050285872A1
    • 2005-12-29
    • US11192639
    • 2005-07-28
    • Lifeng WangSing Bing KangRichard SzeliskiHeung-Yeung ShumBaining Guo
    • Lifeng WangSing Bing KangRichard SzeliskiHeung-Yeung ShumBaining Guo
    • G06T15/20G09G5/00
    • G06T15/04
    • A system and process for reconstructing optimal texture maps from multiple views of a scene is described. In essence, this reconstruction is based on the optimal synthesis of textures from multiple sources. This is generally accomplished using basic image processing theory to derive the correct weights for blending the multiple views. Namely, the steps of reconstructing, warping, prefiltering, and resampling are followed in order to warp reference textures to a desired location, and to compute spatially-variant weights for optimal blending. These weights take into consideration the anisotropy in the texture projection and changes in sampling frequency due to foreshortening. The weights are combined and the computation of the optimal texture is treated as a restoration problem, which involves solving a linear system of equations. This approach can be incorporated in a variety of applications, such as texturing of 3D models, analysis by synthesis methods, super-resolution techniques, and view-dependent texture mapping.
    • 描述用于从场景的多个视图重建最佳纹理图的系统和过程。 实质上,这种重建是基于来自多个源的纹理的最佳合成。 这通常使用基本图像处理理论来实现,以导出用于混合多个视图的正确权重。 即,遵循重构,翘曲,预过滤和重采样的步骤,以便将参考纹理扭曲到期望的位置,并计算用于最佳混合的空间变体权重。 这些权重考虑到纹理投影中的各向异性和由于缩短引起的采样频率的变化。 权重相结合,最优纹理的计算被视为恢复问题,其涉及求解线性方程组。 这种方法可以并入各种应用中,例如3D模型的纹理化,通过合成方法的分析,超分辨率技术和视图相关的纹理映射。
    • 7. 发明授权
    • System and process for optimal texture map reconstruction from multiple views
    • 用于从多个视图获得最佳纹理贴图重建的系统和过程
    • US07205998B2
    • 2007-04-17
    • US11192639
    • 2005-07-28
    • Lifeng WangSing Bing KangRichard SzeliskiHeung-Yeung ShumBaining Guo
    • Lifeng WangSing Bing KangRichard SzeliskiHeung-Yeung ShumBaining Guo
    • G09G5/00
    • G06T15/04
    • A system and process for reconstructing optimal texture maps from multiple views of a scene is described. In essence, this reconstruction is based on the optimal synthesis of textures from multiple sources. This is generally accomplished using basic image processing theory to derive the correct weights for blending the multiple views. Namely, the steps of reconstructing, warping, prefiltering, and resampling are followed in order to warp reference textures to a desired location, and to compute spatially-variant weights for optimal blending. These weights take into consideration the anisotropy in the texture projection and changes in sampling frequency due to foreshortening. The weights are combined and the computation of the optimal texture is treated as a restoration problem, which involves solving a linear system of equations. This approach can be incorporated in a variety of applications, such as texturing of 3D models, analysis by synthesis methods, super-resolution techniques, and view-dependent texture mapping.
    • 描述用于从场景的多个视图重建最佳纹理图的系统和过程。 实质上,这种重建是基于来自多个源的纹理的最佳合成。 这通常使用基本图像处理理论来实现,以导出用于混合多个视图的正确权重。 即,遵循重构,翘曲,预过滤和重采样的步骤,以便将参考纹理扭曲到期望的位置,并计算用于最佳混合的空间变体权重。 这些权重考虑到纹理投影中的各向异性和由于缩短引起的采样频率的变化。 权重相结合,最优纹理的计算被视为恢复问题,其涉及求解线性方程组。 这种方法可以并入各种应用中,例如3D模型的纹理化,通过合成方法的分析,超分辨率技术和视图相关的纹理映射。