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    • 1. 发明授权
    • Hierarchical image-based representation of still and animated three-dimensional object, method and apparatus for using this representation for the object rendering
    • 静态和动画三维对象的分层图像图像表示,使用该表示进行对象渲染的方法和装置
    • US06778173B2
    • 2004-08-17
    • US10173434
    • 2002-06-18
    • Mahn-jin HanAlexander Olegovich Zhirkov
    • Mahn-jin HanAlexander Olegovich Zhirkov
    • G06T1700
    • G06T15/205G06T17/005
    • Provided is a method and apparatus for representation and rendering of three-dimensional still and animated objects, using Binary Volumetric Octree. The three-dimensional object representation based on depth images, requiring relatively small storage space and allowing for fast and high quality rendering. Original data of a three-dimensional object are converted into Binary Volumetric Octree (BVO) format, where color is attributed to each BVO vertex corresponding to coordinates of points belonging to object surface, said color being the average of colors of object surface points whose coordinates are inside a cube representing a three-dimensional image element, voxel; the BVO is rendered by hierarchical traversal of the octree from root vertex to leaves so that to obtain local three-dimensional coordinates of centers of voxels corresponding to BVO leaves, to transform the obtained three-dimensional coordinates into two-dimensional coordinates of the voxel center and information of size of the projected voxel image, and to generate for each BVO leaf and display a corresponding splat covering area of the projected voxel image and using color information, the three-dimensional object being visualized by a plurality of the displayed splats.
    • 提供了一种使用二进制体积八叉树来表示和渲染三维静止和动画对象的方法和装置。 基于深度图像的三维对象表示,需要相对较小的存储空间并允许快速和高质量的渲染。 三维物体的原始数据被转换为二进制体积八叉树(BVO)格式,其中颜色归因于对应于属于物体表面的点的坐标的每个BVO顶点,所述颜色是对象表面点的颜色的平均值,其坐标 在代表三维图像元素的立方体内,体素; 通过从根顶点到树叶的层次遍历来渲染BVO,以便获得对应于BVO叶的体素的中心的局部三维坐标,以将获得的三维坐标变换为体素中心的二维坐标 以及投影体元图像的大小的信息,并且为每个BVO叶生成并显示投影体素图像的对应的拼接覆盖区域并使用颜色信息,所述三维对象由多个显示的拼贴进行可视化。
    • 3. 发明授权
    • Using a master controller to manage threads and resources for scene-based rendering
    • 使用主控制器来管理基于场景的渲染的线程和资源
    • US06765571B2
    • 2004-07-20
    • US09759598
    • 2001-01-11
    • Henry SowizralKevin RushforthDoug Twilleager
    • Henry SowizralKevin RushforthDoug Twilleager
    • G06T1700
    • G06T15/005G06T17/005G06T2210/61
    • A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and threads that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures. A master control thread may be utilized to manage the allocation of resources and the timing of thread execution.
    • 公开了一种用于快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为直接利用场景图。 在另一个实施例中,系统可以被配置为生成管理作为场景图的一部分最初接收的数据的多个结构和线程。 结构和线程可以被配置为通过使用消息传递来传达关于状态改变的信息。 该系统可以包括对线程之间的消息传递的支持,与时间和/或事件戳的消息传递,确保一致性的时期,以及辅助结构,诸如渲染箱,几何结构和呈现环境结构。 可以使用主控线程来管理资源的分配和线程执行的时序。
    • 5. 发明授权
    • Method and apparatus for providing non-photorealistic cartoon outlining within a 3D videographics system
    • 在3D视频图像系统中提供非照片写实卡通大纲的方法和装置
    • US06747642B1
    • 2004-06-08
    • US09468109
    • 1999-12-21
    • Yoshitaka Yasumoto
    • Yoshitaka Yasumoto
    • G06T1700
    • G06T15/02G06T15/503
    • In a 3D computer graphics system such as a 3D home video game console, efficient techniques for generating non-photorealistic effects such as cartoon outlining involve generating and displaying border lines at object edges based on contents of a pixel memory. Some techniques use depth (Z) values to determine which pixels are located at object edges, and selectively blend border coloration into those pixels which are then displayed. Object edges are located by comparing pixel depth values with neighboring pixel depth values (e.g., calculating a “distance” value based on the absolute values of the distance(s) between a pixel's depth and depths of neighboring pixels). A desired border line color is blended into the pixel's color value based on the calculated distance value. In one particular example, the distance value is used to calculate a pixel Alpha value which is then used to control the amount of border color that is blended into the pixel color. The Alpha value may be modulated by pixel depth. Other techniques may cause object portions with identification values stored in frame buffer locations normally used to store Alpha values. These ID values can be used to identify object portion intersections for applying a border line color to.
    • 在诸如3D家庭视频游戏机的3D计算机图形系统中,用于产生诸如卡通大纲之类的非真实感效果的高效技术涉及基于像素存储器的内容来生成和显示对象边缘处的边界线。 一些技术使用深度(Z)值来确定哪些像素位于物体边缘,并且选择性地将边界着色混合到那些然后显示的像素中。 通过将像素深度值与相邻像素深度值(例如,基于像素的深度和相邻像素的深度之间的距离的绝对值)计算“距离”值来定位对象边缘。 基于所计算的距离值,将期望的边界线颜色混合到像素的颜色值中。 在一个具体示例中,使用距离值来计算像素Alpha值,然后将其用于控制​​混合到像素颜色中的边框颜色的量。 Alpha值可以通过像素深度来调制。 其他技术可能导致具有存储在通常用于存储Alpha值的帧缓冲器位置中的识别值的对象部分。 这些ID值可用于识别应用边界线颜色的对象部分交点。
    • 7. 发明授权
    • System and computer-implemented method for modeling the three-dimensional shape of an object by shading of a two-dimensional image of the object
    • 用于通过对象的二维图像的阴影来建模对象的三维形状的系统和计算机实现的方法
    • US06724383B1
    • 2004-04-20
    • US09027175
    • 1998-02-20
    • Rolf HerkenThom-Michael Thamm
    • Rolf HerkenThom-Michael Thamm
    • G06T1700
    • G06T15/80G06T7/507
    • A computer graphics system generates a three-dimensional model of an object in an interactive manner under control of an operator. An initial model for the object to be modeled is displayed to the operator as illuminated from a particular illumination direction and projected onto an image plane. The operator can update shading of a pixel on the image plane, and, based on the updated shading, the computer graphics system generates an updated normal vector for the updated pixel, which identifies the normal of the surface of the object projected onto the updated pixel. Using the updated normal vector field and a height field, which represents the height of the respective portion of the object as projected onto the respective pixels of the image plane, the computer graphics system generates an updated height value for the updated pixel, thereby to update the height field. The updated normal vector field and the updated height field define the updated model of the object, which corresponds to the updated shape of the object as updated based on the updated shading. The computer graphics system can then display to the operator an image of the object as defined by the updated model. If the updated model is satisfactory, the computer graphics system saves the updated model as the final model. On the other hand, if the updated model is not satisfactory, the operator can further update the shading and enable the computer graphics system to generate a further updated normal vector field and updated height field, thereby to generate a further updated model for the object. The operations can be repeated until the operator determines that the object is satisfactory.
    • 计算机图形系统在操作者的控制下以交互的方式生成对象的三维模型。 将要建模的对象的初始模型从特定照明方向显示给操作者,并投射到图像平面上。 操作员可以更新图像平面上的像素的阴影,并且基于更新的阴影,计算机图形系统生成用于更新的像素的更新的法向量,其识别投影到更新的像素上的对象的表面的法线 。 使用更新的法线矢量场和高度场,其表示投影到图像平面的各个像素上的对象的相应部分的高度,计算机图形系统为更新的像素生成更新的高度值,从而更新 高度场。 更新的法线矢量场和更新的高度场定义对象的更新模型,其对应于基于更新的阴影更新的对象的更新形状。 然后,计算机图形系统可以向操作者显示由更新的模型定义的对象的图像。 如果更新的模型令人满意,则计算机图形系统将更新的模型保存为最终模型。 另一方面,如果更新的模型不令人满意,则操作者可以进一步更新阴影,并使得计算机图形系统能够生成另外更新的法线矢量场和更新的高度场,从而为该对象生成另外更新的模型。 可以重复操作,直到操作者确定对象满意为止。
    • 8. 发明授权
    • Method and system for performing multi-texturing operations using recursive interleaving
    • 使用递归交错执行多纹理化操作的方法和系统
    • US06690381B1
    • 2004-02-10
    • US09599971
    • 2000-06-21
    • Zahid S. HussainJoseph J. Cheng
    • Zahid S. HussainJoseph J. Cheng
    • G06T1700
    • G06T15/20G06T15/04
    • A system for performing multi-texturing operations includes a texture generation pipeline operable to receive a first graphics fragment and a second graphics fragment, to generate a first plurality of texels corresponding to the first fragment, and to generate a second plurality of texels corresponding to the second fragment. The system also includes a color pipeline coupled to the texture generation pipeline. The color pipeline is operable to receive the first and second graphics fragments and the first and second plurality of texels, and to generate a first color value for the first fragment and a second color value for the second fragment. The color pipeline is also operable to combine the first color value and the first plurality of texels, and to at least begin combining the second color value and the second plurality of texels during the combination of the first color value and the first plurality of texels.
    • 用于执行多纹理化操作的系统包括:纹理生成流水线,其可操作以接收第一图形片段和第二图形片段,以生成与第一片段对应的第一多个纹理,并且生成对应于第一片段的第二多个纹素 第二片。 该系统还包括耦合到纹理生成管线的颜色管道。 颜色管道可操作以接收第一和第二图形片段以及第一和第二多个纹素,并且生成第一片段的第一颜色值和第二片段的第二颜色值。 颜色管道还可操作以组合第一颜色值和第一多个纹素,并且在第一颜色值和第一多个纹素的组合期间,至少开始组合第二颜色值和第二多个纹素。
    • 9. 发明授权
    • Method and apparatus for acquiring normals maps consistent with low spatial resolution meshes
    • 用于获取与低空间分辨率网格一致的法线图的方法和装置
    • US06677942B1
    • 2004-01-13
    • US09631043
    • 2000-08-01
    • Holly E. RushmeierFausto Bernardini
    • Holly E. RushmeierFausto Bernardini
    • G06T1700
    • G06T17/20
    • A method, system and computer program for obtaining a digital model of an object. The method includes steps of (a) generating a low spatial resolution numerical representation of an object, such as a triangular mesh representation; (b) generating higher spatial resolution images of the object using a photometric subsystem, having a camera and a lighting source; and (c) computing normals maps using the low resolution numerical representation to estimate a distance from the camera to points on the object and to adjust relative light source intensities so as to correct for uncertainties in distances and light source intensities. A feature of this method is that the computed normals maps are made consistent over the object.
    • 一种用于获得对象的数字模型的方法,系统和计算机程序。 该方法包括以下步骤:(a)生成对象的低空间分辨率数字表示,例如三角形网格表示; (b)使用具有相机和照明源的光度子系统产生所述物体的较高空间分辨率图像; 和(c)使用低分辨率数字表示法计算法线图,以估计从相机到物体上的点的距离,并调整相对光源强度,以便校正距离和光源强度的不确定性。 该方法的一个特点是计算的法线图在物体上保持一致。