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    • 1. 发明授权
    • Visibility transition planning for dynamic camera control
    • 动态相机控制的可见性转换计划
    • US08576235B1
    • 2013-11-05
    • US12834840
    • 2010-07-12
    • Robert SumnerMarkus GrossNils ThuereyThomas Oskam
    • Robert SumnerMarkus GrossNils ThuereyThomas Oskam
    • G06T13/00
    • G06T15/20A63F13/5258A63F2300/6661G06T13/00G06T13/20
    • A camera control system is provided that uses global planning to compute large, occlusion free camera paths through complex environments, incorporating visibility of a focus point into the search strategy, so that a path is chosen along which the focus target is in view or, in general, to compute a visibility graph. A visibility roadmap data structure permits precomputation of coarse representations of collision-free paths through an environment, together with estimates of pair-wise visibility between scene portions. At runtime, path planning can be done using the precomputed roadmap values to find a coarse path, and then refined to the camera path using occlusion maps computed on-the-fly. Iterative smoothing, together with a physically-based camera model, can be used to have the path followed by the camera smooth in both space and time. The data structure can be adapted at runtime to deal with dynamic occluders that move in an environment.
    • 提供了一种照相机控制系统,其使用全局规划来通过复杂环境来计算大的无遮挡的相机路径,将焦点的可视性结合到搜索策略中,使得选择沿着目标观看的路径,或者在 一般来说,计算可见度图。 可见性路线图数据结构允许通过环境的无碰撞路径的粗略表示的预计算,以及场景部分之间的成对可见度的估计。 在运行时,可以使用预先计算的路线图值来完成路径规划,以找到粗略的路径,然后使用运动中计算的遮挡图像将其细化到摄像机路径。 可以使用迭代平滑以及基于物理的相机模型,使空间和时间之间相机的路径平滑。 可以在运行时调整数据结构,以处理在环境中移动的动态封堵器。
    • 2. 发明申请
    • AUTOMATIC AND SEMI-AUTOMATIC GENERATION OF IMAGE FEATURES SUGGESTIVE OF MOTION FOR COMPUTER-GENERATED IMAGES AND VIDEO
    • 图像特征的自动和半自动生成计算机图像和视频运动建议
    • US20110181606A1
    • 2011-07-28
    • US12843827
    • 2010-07-26
    • Robert SumnerMarkus GrossNils ThuereyThomas Oskam
    • Robert SumnerMarkus GrossNils ThuereyThomas Oskam
    • G06T13/00
    • G06T13/00
    • In an animation processing system, generating images to be viewable on a display using a computer that are generated based on scene geometry obtained from computer readable storage and animation data representing changes over time of scene geometry elements, but also images can be modified to include shading that is a function of positions of objects at other than the current instantaneous time for a frame render such that the motion effect shading would suggest motion of at least one of the elements to a viewer of the generated images. Motion effects provide, based on depiction parameters and/or artist inputs, shading that varies for at least some received animation data, received motion depiction parameters, for at least one pixel, a pixel color is rendered based on motion effect program output and at least some received scene geometry, such that the output contributes to features that would suggest the motion.
    • 在动画处理系统中,使用基于从计算机可读存储获得的场景几何生成的计算机生成图像以在场景几何元素上表示随时间变化的动画数据生成图像,并且还可以修改图像以包括阴影 这是对于帧渲染的当前瞬时时间以外的对象的位置的函数,使得运动效果阴影将建议至少一个元素对生成的图像的观看者的运动。 运动效果基于描绘参数和/或艺术家输入,为至少一个像素的至少一些接收到的动画数据,接收到的运动描绘参数而变化的阴影,基于运动效果程序输出渲染像素颜色,并且至少 一些接收到的场景几何,使得输出有助于提示运动的特征。
    • 3. 发明申请
    • Optimized Stereoscopic Camera for Real-Time Applications
    • 用于实时应用的优化立体相机
    • US20130176397A1
    • 2013-07-11
    • US13347537
    • 2012-01-10
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • H04N7/18H04N13/02
    • H04N13/111H04N13/128H04N13/332
    • A method is provided for an optimized stereoscopic camera with low processing overhead, especially suitable for real-time applications. By constructing a viewer-centric and scene-centric model, the mapping of scene depth to perceived depth may be defined as an optimization problem, for which a solution is analytically derived based on constraints to stereoscopic camera parameters including interaxial separation and convergence distance. The camera parameters may thus be constrained prior to rendering to maintain a desired perceived depth volume around a stereoscopic display, for example to ensure user comfort or provide artistic effects. To compensate for sudden scene depth changes due to unpredictable camera or object movements, as may occur with real-time applications such as video games, the constraints may also be temporally interpolated to maintain a linearly corrected and approximately constant perceived depth range over time.
    • 为具有低处理开销的优化立体相机提供了一种方法,特别适用于实时应用。 通过构建以观众为中心和以场景为中心的模型,场景深度与感知深度的映射可以被定义为优化问题,基于对包括轴间分离和收敛距离的立体摄像机参数的约束,分析地导出解决方案。 因此,在渲染之前可以约束相机参数以在立体显示器周围保持期望的感知深度体积,例如以确保用户舒适度或提供艺术效果。 为了补偿由于不可预测的相机或物体移动引起的突发场景深度变化,如可能在诸如视频游戏的实时应用中可能发生的,约束也可以在时间上被内插以保持随时间的线性校正和近似恒定的感知深度范围。
    • 4. 发明授权
    • Optimized stereoscopic camera for real-time applications
    • 优化的立体相机用于实时应用
    • US08885021B2
    • 2014-11-11
    • US13347537
    • 2012-01-10
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • Thomas OskamAlexander HornungHuw BowlesKenny MitchellMarkus Gross
    • H04N13/00
    • H04N13/111H04N13/128H04N13/332
    • A method is provided for an optimized stereoscopic camera with low processing overhead, especially suitable for real-time applications. By constructing a viewer-centric and scene-centric model, the mapping of scene depth to perceived depth may be defined as an optimization problem, for which a solution is analytically derived based on constraints to stereoscopic camera parameters including interaxial separation and convergence distance. The camera parameters may thus be constrained prior to rendering to maintain a desired perceived depth volume around a stereoscopic display, for example to ensure user comfort or provide artistic effects. To compensate for sudden scene depth changes due to unpredictable camera or object movements, as may occur with real-time applications such as video games, the constraints may also be temporally interpolated to maintain a linearly corrected and approximately constant perceived depth range over time.
    • 为具有低处理开销的优化立体相机提供了一种方法,特别适用于实时应用。 通过构建以观众为中心和以场景为中心的模型,场景深度与感知深度的映射可以被定义为优化问题,基于对包括轴间分离和收敛距离的立体摄像机参数的约束,分析地导出解决方案。 因此,在渲染之前可以约束相机参数以在立体显示器周围保持期望的感知深度体积,例如以确保用户舒适度或提供艺术效果。 为了补偿由于不可预测的相机或物体移动引起的突发场景深度变化,如可能在诸如视频游戏的实时应用中可能发生的,约束也可以在时间上被内插以保持随时间的线性校正和近似恒定的感知深度范围。