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    • 1. 发明授权
    • Subsurface rendering methods and apparatus
    • 地下渲染方法和装置
    • US07859530B2
    • 2010-12-28
    • US12259077
    • 2008-10-27
    • Erin TomsonMaxwell PlanckJohn R. Anderson
    • Erin TomsonMaxwell PlanckJohn R. Anderson
    • G06T17/00
    • G06T15/506
    • A method for a computer system includes receiving a three-dimensional model of an object, wherein the object includes a surface region, determining an incident irradiance associated with the surface region, determining a plurality of voxels associated with the three-dimensional model of the object, wherein a first plurality of voxels is associated with the surface region, and wherein a second plurality of voxels is associated with a sub-surface region of the object, associating the incident irradiance with the second plurality of voxels, and determining a subsurface scattering contribution associated with the surface region of the object in response to the incident irradiance associated with the second plurality of voxels.
    • 一种用于计算机系统的方法包括接收对象的三维模型,其中所述对象包括表面区域,确定与所述表面区域相关联的入射辐照度,确定与所述对象的三维模型相关联的多个体素 其中第一多个体素与所述表面区域相关联,并且其中第二多个体素与所述对象的子表面区域相关联,将所述入射辐照度与所述第二多个体素相关联,以及确定次表面散射贡献 响应于与第二多个体素相关联的入射辐照度而与对象的表面区域相关联。
    • 2. 发明申请
    • Systems and methods for light pruning
    • 浅色修剪的系统和方法
    • US20070247460A1
    • 2007-10-25
    • US11407466
    • 2006-04-19
    • Erik SmittMaxwell Planck
    • Erik SmittMaxwell Planck
    • G06T15/10G06T15/20
    • G06T15/50G06T15/506
    • The effective illumination volume (e.g., angular spread and falloff) of each light source in an object model scene can be represented by a simple geometry. Geometry-based culling techniques then can be used to automatically remove or de-activate lights for a frame, set of frames, or entire shot of animation, based on interactions of the light geometries with objects in the scene. The light pruning process can be run in a pre-pass procedure, such that production and rendering preparation procedures do not have to deal with lights that will not affect the final image. Further, a pre-pass pruning removes lights before rendering, such that the data for each light does not have to be loaded into memory at render time. Removing the lights before rendering also can reduce the amount of ray tracing and other processing used for the lights at render time.
    • 物体模型场景中每个光源的有效照明体积(例如,角度扩展和衰减)可由简单的几何形状表示。 基于几何的剔除技术可以用于基于光几何与场景中的对象的交互来自动地移除或取消激活框架,框架集合或整个动画的灯光。 光修剪过程可以在预先通过程序中运行,使得生产和渲染准备程序不必处理不影响最终图像的灯光。 此外,预通过修剪在渲染之前去除光,使得每个光的数据在渲染时不必被加载到存储器中。 在渲染之前除去灯光也可以减少在渲染时用于光线的光线跟踪和其他处理量。
    • 3. 发明申请
    • Subsurface Rendering Methods and Apparatus
    • 地下渲染方法与装置
    • US20090109220A1
    • 2009-04-30
    • US12259077
    • 2008-10-27
    • Erin TomsonMaxwell PlanckJohn R. Anderson
    • Erin TomsonMaxwell PlanckJohn R. Anderson
    • G06T17/00
    • G06T15/506
    • A method for a computer system includes receiving a three-dimensional model of an object, wherein the object includes a surface region, determining an incident irradiance associated with the surface region, determining a plurality of voxels associated with the three-dimensional model of the object, wherein a first plurality of voxels is associated with the surface region, and wherein a second plurality of voxels is associated with a sub-surface region of the object, associating the incident irradiance with the second plurality of voxels, and determining a subsurface scattering contribution associated with the surface region of the object in response to the incident irradiance associated with the second plurality of voxels.
    • 一种用于计算机系统的方法包括接收对象的三维模型,其中所述对象包括表面区域,确定与所述表面区域相关联的入射辐照度,确定与所述对象的三维模型相关联的多个体素 其中第一多个体素与所述表面区域相关联,并且其中第二多个体素与所述对象的子表面区域相关联,将所述入射辐照度与所述第二多个体素相关联,以及确定次表面散射贡献 响应于与第二多个体素相关联的入射辐照度而与对象的表面区域相关联。
    • 4. 发明授权
    • Programmable visible surface compositing
    • 可编程可见表面合成
    • US08026915B1
    • 2011-09-27
    • US11760665
    • 2007-06-08
    • David LaurTimothy S. MillironMaxwell Planck
    • David LaurTimothy S. MillironMaxwell Planck
    • G06T15/40
    • G06T17/30G06T15/00
    • Programmable or user-defined visibility functions can be defined to achieve rendering effects and eliminate rendering errors. A renderer traverses the set of geometry samples potentially visible to an image sample. Rather than accumulate opacity and color in strict depth order, the renderer can invoke visibility functions associated with some or all of the geometry samples. Each geometry sample's visibility function can access attributes of any other geometry sample associated with the image sample. Furthermore, each geometry sample's visibility function can identify the position of its associated geometry sample and any other geometry samples in the depth sequence of geometry samples associated with an image sample. A visibility function can return any arbitrary value based on attributes of its associated geometry sample, attributes of other geometry samples associated with the image sample, and/or the position of geometry samples in the depth sequence associated with the image sample.
    • 可以定义可编程或用户定义的可见性功能,以实现渲染效果并消除渲染错误。 渲染器遍历图像样本可能可见的几何几何样本集。 渲染器不是以严格的深度顺序累加不透明度和颜色,而是可以调用与某些或所有几何样本相关联的可见性函数。 每个几何样本的可见性功能可以访问与图像样本相关联的任何其他几何样本的属性。 此外,每个几何样本的可见度功能可以识别其相关联的几何样本和与图像样本相关联的几何样本深度序列中的任何其他几何样本的位置。 可见度功能可以基于其关联的几何样本的属性,与图像样本相关联的其他几何样本的属性和/或与图像样本相关联的深度序列中的几何样本的位置返回任何任意值。
    • 5. 发明授权
    • Translucent object rendering methods and apparatus
    • 半透明物体渲染方法和装置
    • US07864176B2
    • 2011-01-04
    • US12259062
    • 2008-10-27
    • Maxwell PlanckErin TomsonJohn R. Anderson
    • Maxwell PlanckErin TomsonJohn R. Anderson
    • G06T17/00
    • G06T15/506
    • A computer system method includes determining a first surface illumination on an object based upon a respective irradiance, determining a first surface reflection based upon the respective irradiance, determining a second surface illumination on the object based upon a respective irradiance, determining a second surface reflection based upon the respective irradiance, receiving a first weighting for the first illumination and the first reflection value, and a second weighting for the second illumination and the second reflection value, wherein the weightings are different, determining a first surface illumination in response to the first illumination value, the first reflection, and the first weighting, determining a second surface illumination in response to the second illumination value, the second reflection, and the second weighting, and determining an image including the object based on the first surface illumination and the second surface illumination.
    • 计算机系统方法包括基于相应的辐照度来确定对象上的第一表面照明,基于相应的辐照度确定第一表面反射,基于相应的辐照度确定对象上的第二表面照明,基于相应的辐照度确定第二表面反射 在相应的辐照度下,接收第一照明和第一反射值的第一加权,以及第二照明和第二反射值的第二加权,其中加权不同,响应于第一照明确定第一表面照明 值,第一反射和第一加权,响应于第二照明值,第二反射和第二加权来确定第二表面照明,以及基于第一表面照明和第二表面来确定包括对象的图像 照明。
    • 6. 发明授权
    • Systems and methods for light pruning
    • 浅色修剪的系统和方法
    • US07750906B2
    • 2010-07-06
    • US11407466
    • 2006-04-19
    • Erik SmittMaxwell Planck
    • Erik SmittMaxwell Planck
    • G06T15/00
    • G06T15/50G06T15/506
    • The effective illumination volume (e.g., angular spread and falloff) of each light source in an object model scene can be represented by a simple geometry. Geometry-based culling techniques then can be used to automatically remove or de-activate lights for a frame, set of frames, or entire shot of animation, based on interactions of the light geometries with objects in the scene. The light pruning process can be run in a pre-pass procedure, such that production and rendering preparation procedures do not have to deal with lights that will not affect a final image. Further, a pre-pass pruning removes lights before rendering, such that the data for each light does not have to be loaded into memory at render time. Removing the lights before rendering also can reduce a amount of ray tracing and other processing used for the lights at render time.
    • 物体模型场景中每个光源的有效照明体积(例如,角度扩展和衰减)可由简单的几何形状表示。 基于几何的剔除技术可以用于基于光几何与场景中的对象的交互来自动地移除或取消激活框架,框架集合或整个动画的灯光。 光修剪过程可以在预先通过程序中运行,使得生产和渲染准备程序不必处理不会影响最终图像的灯。 此外,预通过修剪在渲染之前去除光,使得每个光的数据在渲染时不必被加载到存储器中。 渲染之前除去灯光也可以减少渲染时光线跟踪和其他处理的量。
    • 7. 发明申请
    • Translucent Object Rendering Methods and Apparatus
    • 半透明物体渲染方法和装置
    • US20090109221A1
    • 2009-04-30
    • US12259062
    • 2008-10-27
    • Maxwell PlanckErin TomsonJohn R. Anderson
    • Maxwell PlanckErin TomsonJohn R. Anderson
    • G06T15/50
    • G06T15/506
    • A computer system method includes determining a first surface illumination on an object based upon a respective irradiance, determining a first surface reflection based upon the respective irradiance, determining a second surface illumination on the object based upon a respective irradiance, determining a second surface reflection based upon the respective irradiance, receiving a first weighting for the first illumination and the first reflection value, and a second weighting for the second illumination and the second reflection value, wherein the weightings are different, determining a first surface illumination in response to the first illumination value, the first reflection, and the first weighting, determining a second surface illumination in response to the second illumination value, the second reflection, and the second weighting, and determining an image including the object based on the first surface illumination and the second surface illumination.
    • 计算机系统方法包括基于相应的辐照度来确定物体上的第一表面照明,基于相应的辐照度确定第一表面反射,基于相应的辐照度确定对象上的第二表面照明,基于相应的辐照度确定第二表面反射 在相应的辐照度下,接收第一照明和第一反射值的第一加权以及第二照明和第二反射值的第二加权,其中权重不同,响应于第一照明确定第一表面照明 值,第一反射和第一加权,响应于第二照明值,第二反射和第二加权来确定第二表面照明,以及基于第一表面照明和第二表面来确定包括对象的图像 照明。