# Tessellation

## Subclass of:

## 345 - Computer graphics processing and selective visual display systems

## 345418000 - COMPUTER GRAPHICS PROCESSING

## 345419000 - Three-dimension

### Patent class list (only not empty are listed)

#### Deeper subclasses:

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Document | Title | Date |
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20140192051 | Offloading Tessellation from a Graphics Processor to a Central Processing Unit - In accordance with some embodiments, tessellation may be implemented in part on a central processing unit and in part on a graphics processing unit. The part that may be performed on a central processing unit may be a pre-computation stage in which the possible combinations of vertex stitching are computed and stored as a bit mask in a bidirectional array. Then, at run time, the graphics processor runs through the vertices as pre-computed in the central processing unit, in some embodiments. | 07-10-2014 |

20090295798 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR A TESSELLATION ENGINE USING A GEOMETRY SHADER - A method, system, and computer program product are disclosed for providing tessellated primitive data to a geometry shader. The method comprises computing a set of tessellated vertices and a computed set of connectivity data based on an original set of vertices and an original set of connectivity data, generating computed vertex data based on the original set of vertices and the set of tessellated vertices, receiving the computed set of connectivity data, requesting a subset of the computed vertex data based on the computed set of connectivity data, and processing primitives defined by the subset of the computed vertex data. The system and computer program product are further disclosed for accomplishing a similar result as the aforementioned method. | 12-03-2009 |

20120026168 | SYSTEM AND METHOD FOR INTERACTIVE LIVE-MESH SEGMENTATION - A system and method for segmenting an anatomical structure. The system and method initiating a segmentation algorithm, which produces a surface mesh of the anatomical structure from a series of volumetric images, the surface mesh formed of a plurality of polygons including vertices and edges, assigning a spring to each of the edges and a mass point to each of the vertices of the surface mesh, displaying a 2D reformatted view including a 2D view of the surface mesh and the anatomical structure, adding pull springs to the surface mesh, the pull springs added based upon a selected point on a surface of the surface mesh and moving a portion of the surface mesh via an interactive point. | 02-02-2012 |

20090278846 | SYSTEM AND METHOD FOR GEOMETRIC MODELING OF TUBULAR STRUCTURES - A method for extracting a centerline of a tubular structure in a digital medical image includes providing a 3-dimensional (3D) digitized medical image having a segmented tubular structure, finding a path in the image between a starting point and every other point in the tubular structure that minimizes an accumulative cost function, wherein the minimum accumulative cost φ(x) at a point x is a minimum of (φ(x′)+P | 11-12-2009 |

20130088491 | 2D ANIMATION FROM A 3D MESH - Two-dimensional (2D) animation may be generated from a three-dimensional (3D) mesh by a machine or device that flattens, textures, and modifies the 3D mesh, which results in distorting the texture of the 3D mesh. The machine or device is configured to access and flatten a 3D mesh of 3D vertices. At least some of the 3D vertices of the flattened 3D mesh are texture mapped with a 2D image. The machine or device generates a first 2D frame of animation by rendering the 3D mesh (e.g., with graphics acceleration hardware), modifies the 3D mesh by repositioning one or more of the 3D vertices, and generates a second 2D frame of animation by rendering the modified 3D mesh (e.g., with graphics acceleration hardware). Accordingly, 2D animation may be generated by distorting the 2D image that is mapped onto at least part of the 3D mesh. | 04-11-2013 |

20160027203 | METHOD AND APPARATUS FOR HYBRID RENDERING - A hybrid rendering method includes subdividing a two-dimensional (2D) frame into virtual tiles (hereinafter, referred to as ‘tiles’); classifying the tiles into first tiles which include an object having reflective or transparent properties and second tiles which do not include the object having reflective or transparent properties; storing geometric information of a primitive in the first tiles in a graphics processing unit (GPU) internal memory; and generating a first image by rendering one or more of the first tiles via ray tracing using the geometric information, generating a second image by rendering one or more of the second tiles via rasterization, and outputting a final image by merging the first and second images. | 01-28-2016 |

20130321418 | INTERPOLATING ORIENTED DISKS IN 3D SPACE FOR CONSTRUCTING HIGH FIDELITY GEOMETRIC PROXIES FROM POINT CLOUDS - An “Oriented Disk Interpolator” provides various techniques for interpolating between points in a point cloud using RGB images (or images in other color spaces) to produce a smooth implicit surface representation that can then be digitally sampled for ray-tracing or meshing to create a high fidelity geometric proxy from the point cloud. More specifically, the Oriented Disk Interpolator uses image color-based consistency to build an implicit surface from oriented points and images of the scene by interpolating disks in 3D space relative to a point cloud of a scene or objects within the scene. The resulting implicit surface is then available for a number of uses, including, but not limited to, constructing a high fidelity geometric proxy. | 12-05-2013 |

20100045672 | Computerized Image Rendering With Per-Frame Buffer Scene Segmentation - One embodiment of the present invention sets forth a technique for image rendering with per-frame buffer scene segmentation. A user specifies how geometric objects, light sources, and various types of rendering operations in a graphics scene are associated. A segmentation API translates scene data into specific instructions used by a rendering engine that cause the rendering engine to generate a set of scene segments within a set of user specified frame buffers. The scene segments may be composited together using a variable contribution value for each scene segment to generate a final image. | 02-25-2010 |

20100259541 | IMAGE PROCESSING APPARATUS AND IMAGE PROCESSING METHOD - A boundary correction unit divides an object area into plural meshes, and specifies, of a pixel group positioned on one side, in a direction toward the interior of the object area, of a mesh to which a boundary vertex positioned on the frame of the object area belongs, a pixel at a position where the amount of change in color in the direction is equal to or smaller than a threshold value as a correction pixel for each boundary vertex. The boundary correction unit obtains a curve that connects adjacent correction pixels to each other for each set of adjacent correction pixels, and obtains the area surrounded by the obtained curves as a non-correction area. The boundary correction unit updates the object area by assigning the values of respective pixels on the frame of the non-correction area to those of corresponding pixels positioned on the frame of the object area. | 10-14-2010 |

20100259540 | VIEW-DEPENDENT RENDERING OF PARAMETRIC SURFACES - Views of parametric surfaces are rendered. A set of parametric surface patches representing a parametric surface being rendered is projected onto a scene, producing a set of view-projected surface patches. Each view-projected surface patch is identified for either culling, subdivision or rendering. For patches which are identified for subdivision, the patches are recursively subdivided into sub-patches until for each sub-patch a prescribed screen-space projection of the sub-patch satisfies a prescribed screen-space error metric. Once the error metric is satisfied, the sub-patch is identified for rendering. Patches and sub-patches which have been identified for rendering are prepared and rendered. | 10-14-2010 |

20140267259 | TILE-BASED RENDERING - This disclosure describes techniques for using bounding regions to perform tile-based rendering with a graphics processing unit (GPU) that supports an on-chip, tessellation-enabled graphics rendering pipeline. Instead of generating binning data based on rasterized versions of the actual primitives to be rendered, the techniques of this disclosure may generate binning data based on a bounding region that encompasses one or more of the primitives to be rendered. Moreover, the binning data may be generated based on data that is generated by at least one tessellation processing stage of an on-chip, tessellation-enabled graphics rendering pipeline that is implemented by the GPU. The techniques of this disclosure may, in some examples, be used to improve the performance of an on-chip, tessellation-enabled GPU when performing tile-based rendering without sacrificing the quality of the resulting rendered image. | 09-18-2014 |

20090303235 | INTERPOLATION PROCESSING METHOD, INTERPOLATION PROCESSING DEVICE, SHAPE EVALUATION METHOD, AND SHAPE EVALUATION DEVICE - An initial polygon obtained from a point group is used as a control polygon, and a control point of the control polygon is offset in a normal direction by the shortest distance from a limit surface generated by the control polygon, so that the position of new control point is determined to allow a subdivision surface to interpolate the initial polygon, thereby generating the subdivision surface which interpolates the point group. A first process to determine the point on the subdivision surface at the shortest distance from each control point, and a second process to move and offset the control point in the normal direction from the surface by the distance between the point on the surface and the initial control point, are iterated until the distance between the initial point group and the point on the surface satisfies the threshold or becomes smaller than the threshold, thereby generating the subdivision surface interpolating the initial polygon. Consequently, the subdivision surface interpolating the point group is generated within a short operation time period, without solving a linear system. | 12-10-2009 |

20150042649 | METHOD OF GENERATING TESSELLATION DATA AND APPARATUS FOR PERFORMING THE SAME - A method of generating tessellation data include analyzing patch data of each of a plurality of patches; generating shared data that is shared by the patches, non-shared data that are not shared by the patches, and attribute data on an attribute of control points of each of the patches from the patch data according to a result of the analyzing; and compressing the non-shared data and the attribute data. | 02-12-2015 |

20160133050 | SLICE DATA CREATION DEVICE, SLICE DATA CREATION METHOD, PROGRAM, AND COMPUTER-READABLE RECORDING MEDIUM - To make it possible to generate slice data without the need to modify a polygon mesh that does not satisfy conditions of a perfect solid model. A slice data generator for generating slice data representing a cross section cut from a three-dimensional modeled object, wherein the slice data generator has: changing means for changing topology information of a polygon mesh so that a contour polyline is obtained indicating a contour line of a cut cross section of the polygon mesh; and modifying means for acquiring the contour polyline from the polygon mesh, the topology information of the polygon mesh having been changed by the changing means, and modifying the contour polyline so that an inside which is a region inside the acquired contour polyline can be normally filled; slice data being generated on the basis of the contour polyline modified by the modifying means. | 05-12-2016 |

20100214294 | METHOD FOR TESSELLATION ON GRAPHICS HARDWARE - An exemplary method for tessellating a primitive of a graphical object includes receiving information for a primitive of a graphical object where the information includes vertex information and an edge factor for each edge of the primitive; based on the received information, dividing the primitive into parts where each part corresponds to at least a portion of an edge of the primitive and at least one vertex of the primitive and where each part has an association with the edge factor of the corresponding edge; for each of the parts, executing a geometry shader on a graphics processing unit (GPU) where the executing includes determining barycentric coordinates for a respective part based in part on its associated edge factor; for each of the parts, outputting the barycentric coordinates to a vertex buffer; and generating a tessellated mesh for the primitive based on the vertex information and the barycentric coordinates of the vertex buffer where the generating includes invoking a draw function of the GPU. Other methods, devices and systems are also disclosed. | 08-26-2010 |

20110057931 | Tessellation Engine and Applications Thereof - Disclosed herein methods, apparatuses, and systems for performing graphics processing. In this regard, a processing unit includes a tessellation module and a connectivity module. The tessellation module is configured to sequentially tessellate portions of a geometric shape to provide a series of tessellation points for the geometric shape. The connectivity module is configured to connect one or more groups of the tessellation points into one or more primitives in an order in which the series of tessellation points is provided. | 03-10-2011 |

20100045673 | System and Method for Polytopic Mesh Refinement - A method is disclosed for partitioning an input polytope into a conformal set of polytopes according to a subdivision pattern specified on lower-dimensional boundaries of the input polytope. A feature of this method is that it is applicable to any dimension. For input polytopes that are hexahedra isomorphic to a 3-dimensional cube, all members of the conforming partition will be hexahedra isomorphic to a 3-dimensional cube. A further feature of the invention is that it preserves convexity; a convex input polytope will result in a conformal partition comprising convex polytopes. Finally, the method may be used to process large conformal meshes of input polytopes in parallel and produce a globally conformal partition without the requirement of communication between processes. | 02-25-2010 |

20110080405 | HERMITE GREGORY PATCH FOR WATERTIGHT TESSELLATION - One embodiment of the present invention sets forth technique for watertight tessellation in a displaced subdivision surface. A subdivision surface is represented as a novel parametric quad patch that is continuous with respect to position (C0) and partial derivatives (C1) along boundaries as well as interior regions. The novel parametric quad patch is referred to herein as a Hermite Gregory patch and comprises a Hermite patch augmented to include a pair of twist vector parameters per vertex. Each pair of twist vectors is combined into one twist vector during evaluation, according to weights based on proximity to parametric boundaries. Evaluation yields an approximation mesh comprising a position for each vertex and a corresponding normal vector for the vertex. Displacement is performed based on the approximation mesh and a displacement map to generate a displaced approximation mesh that is reflective of the displaced subdivision surface. | 04-07-2011 |

20110080404 | Redistribution Of Generated Geometric Primitives - One embodiment of the present invention sets forth a technique for redistributing geometric primitives generated by tessellation and geometry shaders for per-vertex by multiple graphics pipelines. Geometric primitives that are generated in a first processing stage are collected and redistributed more evenly and in smaller batches to the multiple graphics pipelines for vertex processing in a second processing stage. The smaller batches do not exceed the resource limits of a graphics pipeline and the per-vertex processing workloads of the graphics pipelines in the second stage are balanced. Therefore, the performance of the tessellation and geometry shaders is improved. | 04-07-2011 |

20130106852 | MESH GENERATION FROM DEPTH IMAGES | 05-02-2013 |

20100271369 | CURVED SURFACE RENDERING SYSTEM AND METHOD - A curved surface rendering method grids a curved surface to a plurality of triangles, and further divides the plurality of triangles to sub-triangles. Furthermore, the method determines surface triangles and inner triangles from all triangles of the curved surface, and displays the surface triangles on a display device. | 10-28-2010 |

20130120381 | Fast rendering of knockout groups using a depth buffer of a graphics processing unit - A method, system, and computer-readable storage medium are disclosed for rendering knockout groups using a graphics processing unit (GPU). Input comprising at least one knockout group may be received at the GPU. The knockout group may comprise a plurality of objects that are ordered by paint order. Each object may be represented in the input by a plurality of vertices. The plurality of objects may be drawn into a frame buffer of the GPU such that a topmost object at each pixel in the frame buffer determines a color and an opacity of the pixel with respect to the other objects in the knockout group. In drawing the plurality of objects of the knockout group into the frame buffer of the GPU, program code may be executed by the GPU. | 05-16-2013 |

20140292755 | IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM - An image generation system includes a vertex split count setting section that performs a vertex split count setting process that sets a vertex split count m, a vertex split processing section that performs a vertex split process on a three-dimensional object OB in an object space using the vertex split count m, a vertex position calculation section that calculates an intersection position of a projection screen SC and a straight line that connects a vertex position of the three-dimensional object OB after the vertex split process and a position of a virtual camera VC, and calculates a vertex position of a drawing object corresponding to the three-dimensional object OB on a drawing buffer based on the calculated intersection position, and a drawing section that draws the drawing object on the drawing buffer based on the vertex position of the drawing object to generate a projection image. | 10-02-2014 |

20140184599 | PARAMETERIZING A 3D MODELED OBJECT FOR TESSELLATION - It is proposed a computer-implemented method for parameterizing a three-dimensional modeled object for tessellation. The method comprising the steps of providing a boundary representation of the modeled object, the boundary representation comprising geometrical data including parametric surfaces and topological data including a set of faces each defined as a portion of the 2D domain of a respective parametric surface; determining 2D meshes each fitting a respective face; and associating the 2D meshes to the geometrical data of the boundary representation. Such a solution improves the tessellation of a 3D modeled object. | 07-03-2014 |

20140184598 | Tessellation of a Parameterized 3D Modeled Object - It is proposed a computer-implemented method for tessellating a three-dimensional modeled object parameterized for tessellation. The method comprises the steps of providing 2D meshes associated to geometrical data of a boundary representation of the modeled object, the boundary representation comprising the geometrical data including parametric surfaces and topological data including a set of faces each defined as a portion of the 2D domain of a respective parametric surface; and determining 3D meshes by evaluating the position of vertices of the 2D meshes on the respective parametric surfaces. | 07-03-2014 |

20140184597 | Generating Random Sampling Distributions Using Stochastic Rasterization - Stochastic rasterization may be used as a flexible volumetric sampling mechanism. By bounding and tessellating the sampling domain, uniform sampling distributions over an arbitrary domain can be efficiently generated in up to five dimensions. Sample placement allows pseudo-random, stratified random, or blue noise sampling. Random sampling with an adaptive density function may be achieved by adding one dimension. | 07-03-2014 |

20160093088 | GRAPHICS PROCESSING SYSTEMS - A graphics processing pipeline comprises a tessellation stage | 03-31-2016 |

20160093102 | EFFICIENT TESSELLATION CACHE - Systems and methods may provide for conducting a region determination of whether one or more domain points associated with a tessellated patch are shared between multiple region sets of the tessellated patch. If the one or more domain points are not shared between multiple region sets of the tessellated patch, an intra-region cache may be automatically interrogated for non-shared shading data. If the one or more domain points are shared between multiple region sets of the tessellated patch, an inter-region cache may be automatically interrogated for shared shading data. In one example, one or more references to the shared shading data is generated and associated with the one or more domain points when cache hits occur in the inter-region cache. | 03-31-2016 |

20140111513 | VERTEX ORDER IN A TESSELLATION UNIT - Systems and methods for a tessellation are described. These systems and methods may divide the domain into a plurality of portions, including a first portion. The systems and methods may also determine coordinates for vertices for a first set of shapes that reside within the first portion, wherein each shape of the first set of shapes includes at least one vertex on a first edge of the first portion. After determining coordinates for the vertices for the first set of shapes, the systems and methods may determine coordinates for vertices for a second set of shapes that reside within the first portion. Each shape of the second set of shapes shares at least one vertex with at least one shape of the first set of shapes and none of the shapes of the second set of shapes includes a vertex on the first edge of the first portion. | 04-24-2014 |

20110109629 | RENDERING IMPROVEMENT FOR 3D DISPLAY - A method of creating image data, the image data suitable for use with an autostereoscopic display, the method comprising taking a plurality of samples of a 3D scene, each sample taken for the combination of a pixel on a 2D display and an aperture of the autostereoscopic display, wherein the center line of projection for all samples for a particular aperture pass through substantially the same point of the aperture. | 05-12-2011 |

20150109295 | Systems and Methods for Creating a Three-Dimensional Texture Atlas - Systems and methods for reducing the amount of texture cache memory needed to store a texture atlas by using uniquely grouped refined triangles to create each texture atlas. | 04-23-2015 |

20100214293 | SYSTEM AND METHOD FOR USER INTERATION IN DATA-DRIVEN MESH GENERATION FOR PARAMETER RECONSTRUCTION FROM IMAGING DATA - A system and method for iterative reconstruction with user interaction in data-driven, adaptive mesh generation for reconstruction of model parameters from imaging data is disclosed. The method includes reading input ( | 08-26-2010 |

20110128285 | PARALLEL TRIANGLE TESSELLATION - Triangles are tessellated by an algorithm that is adapted for efficient parallel processing. A plurality of input triangles for tessellation are received. Within each input triangle, a number of tessellated vertices and a number of output triangles to be generated are calculated. A scan-based methodology accesses data stored in lookup tables to generate locations of the output triangles within the input triangle. In some implementations, multiple output triangles within the input triangle are generated simultaneously by parallel processing. A tessellated input triangle is divided into the multiple output triangles that are rendered in a computer graphic system. | 06-02-2011 |

20160117859 | METHOD AND SYSTEMS FOR GENERATING A THREE DIMENSIONAL MODEL OF A SUBJECT - In one embodiment a method of generating a three dimensional model of a subject is disclosed. The method comprises receiving point cloud data for a subject; receiving user inputs indicating a plurality of cubes, and a grouping of the cubes into a plurality of blocks to form a representation of a class of subjects; generating a first mesh comprising a plurality of quadrilaterals by subdividing patches corresponding to faces of blocks of the plurality of blocks; fitting the first mesh to the point cloud data to generate a fitted mesh; iteratively generating further meshes, each comprising a plurality of quadrilaterals by subdividing patches of the fitted mesh from the previous iteration and fitting the further mesh to the point cloud data; and outputting as the three dimensional model of the subject the iteratively generated fitted mesh. | 04-28-2016 |

20100164954 | Tessellator Whose Tessellation Time Grows Linearly with the Amount of Tessellation - In accordance with some embodiments, a tessellator may experience only a linear increase in tessellation time with increasing edge levels of detail. Conventionally, tessellators experience a non-linear or quadratic increase in tessellation time with increasing levels of detail. In some embodiments, the intervals and the triangulation of the inner tessellation may be pre-computed. Then at run time, the pre-computed values may be looked up for the applicable edge level of detail. | 07-01-2010 |

20160041398 | REFLECTIVE AND REFRACTIVE SURFACES CONFIGURED TO PROJECT DESIRED CAUSTIC PATTERN - Techniques are described for designing and manufacturing a surface that produces a desired image when illuminated by a light source. As described, the desired image may be decomposed into a collection of Gaussian kernels (referred to as Gaussians). A shape of a micropatch lens corresponding to each Gaussian may be determined, and the resulting micropatch lenses may be assembled to form a highly continuous surface that will cast an approximation of the desired image formed form the sum of a plurality of Gaussian caustics. The disclosed techniques may be used to create a design for a light-redirecting surface amenable to milling (or other manufacturing process). | 02-11-2016 |

20100271370 | METHOD FOR DISTRIBUTED CLIPPING OUTSIDE OF VIEW VOLUME - A distributed clipping scheme is provided, view frustum culling is distributed in several places in a graphics processing pipeline to simplify hardware implementation and improve performance. In general, many 3D objects are outside viewing frustum. In one embodiment, clipping is performed on these objects with a simple algorithm in the PA module, such as near Z clipping, trivial rejection and trivial acceptance. In one embodiment, the SE and RA modules perform the rest of clipping, such as X, Y and far Z clipping. In one embodiment, the SE module performs clipping by way of computing a initial point of rasterization. In one embodiment, the RA module performs clipping by way of conducting the rendering step of the rasterization process. This approach distributes the complexity in the graphics processing pipeline and makes the design simpler and faster, therefore design complexity, cost and performance may all be improved in hardware implementation. | 10-28-2010 |

20100053158 | UNIFIED TESSELLATION CIRCUIT AND METHOD THEREFOR - A hardware tessellation circuit serves as a unified hardware parametric coordinate generator for providing parametric coordinates for tessellation. The tessellation circuit includes control logic that receives tessellation instruction information, such as an instruction indicating which type of multiple tessellation operations to perform, on an incoming primitive wherein the different types of tessellation include discrete tessellation, continuous tessellation and adaptive tessellation. The tessellation circuit also includes shared tessellation logic that is controlled by the control logic, and includes a plurality of shared logic units, such as arithmetic logic units, that are controllable by the control logic based on the type of tessellation detected to be used for the incoming primitive. The shared tessellation logic is controlled to reuse at least some of the logic units for two different tessellation operations defined by the tessellation type information. | 03-04-2010 |

20110248997 | Hierarchical Bounding of Displaced Parametric Surfaces - Hierarchical bounding of displaced parametric surfaces may be a very common use case for tessellation in interactive and real-time rendering. An efficient normal bounding technique may be used, together with min-max mipmap hierarchies and oriented bounding boxes. This provides substantially faster convergence for the bounding volumes of the displaced surface, without tessellating and displacing the surface in some embodiments. This bounding technique can be used for different types of culling, ray tracing, and to sort higher order primitives in tiling architectures. | 10-13-2011 |

20130127856 | System and Method for Scalable Rendering of Diffusion Curves - The systems and methods described herein may allow diffusion curve images to be displayed by a variety of applications without requiring specialized graphics hardware to render the images. The system may provide mechanisms to convert a diffusion curve representation to an alternate representation in a scalable, portable format. The conversion may include a tessellation operation, and may produce a mesh of shapes (e.g., triangles) for which diffusible attribute values (e.g. color and blur) are assigned to each node. Tessellating an image may include generating a piecewise linear approximation of the diffusion curves and triangulating the image to generate the mesh. Color values for each channel may be assigned by solving a sparse linear system in the triangle domain. The alternate representation may be displayed by another application using various interpolation techniques. The alternate representation may be resolution-independent and compact, as compared to other representations used to display diffusion curve images. | 05-23-2013 |

20100277476 | BOUNDED SIMPLIFICATION OF GEOMETRICAL COMPUTER DATA - This invention discloses a method for simplifying geometrical data in higher dimensions and in particular reducing three-dimensional (3D) mesh ( | 11-04-2010 |

20110175911 | RENDERING PARAMETRIC SURFACE PATCHES - A method for rendering parametric surface patches on a display screen includes receiving, at a processing unit, a computer-implemented representation of a first parametric surface patch, wherein the first parametric surface patch is a portion of a three-dimensional computer-implemented model that is desirably displayed at a first viewing perspective on the display screen. The first parametric patch is subdivided in the parameter domain to generate a plurality of subpatches, which are stored as quadtree coordinates in a memory. Thereafter, at least one pixel on the display screen is rendered based at least in part upon the quadtree coordinates in the memory. | 07-21-2011 |

20140267262 | SYSTEMS AND METHODS FOR GENERATING A LARGE SCALE POLYGONAL MESH - A polygonal mesh is generated from a collection of points that are organized for a mesh partition in accordance with a tile that includes one or more bins used to process the points that define the mesh. The resolution of the tile is related to the number of bins for the tile. The organization of the tiles in a partition of the mesh permits the mesh to be constructed with partitions that are independent of each other and that can be joined to form a continuous mesh. The resolution of the mesh can be dynamic with respect to the partitions due to the variable resolution assigned to each tile. Portions of the mesh for which points are not provided can be assigned finalization points to permit a continuous mesh to be constructed. | 09-18-2014 |

20140267261 | DIGITAL EARTH SYSTEM FEATURING INTEGER-BASED CONNECTIVITY MAPPING OF APERTURE-3 HEXAGONAL CELLS - A digital Earth system based upon a hexagonal subdivision of a polyhedron representation of the Earth utilizes a computer-implemented method for assigning identifiers. The method comprises defining a tessellation of hexagonal cells, the tessellation having a first axis and a second axis, the first axis being perpendicular to a first side of the hexagonal cells, the second axis being 120 degrees from the first axis and being perpendicular to a second side of the hexagonal cells; selecting an origin cell for the tessellation and assigning a unique identifier comprising a first value and a second value thereto; and assigning a unique identifier to each cell other than the origin cell, the unique identifier for each of these cells comprising a first vector value and a second value, the first vector value and the second vector value being indicative of the location of the cell to the origin cell along the first and second axis respectively. | 09-18-2014 |

20140267260 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR EXECUTING PROCESSES INVOLVING AT LEAST ONE PRIMITIVE IN A GRAPHICS PROCESSOR, UTILIZING A DATA STRUCTURE - A system, method, and computer program product are provided for executing processes involving at least one primitive in a graphics processor, utilizing a data structure. In operation, a data structure is associated with at least one primitive. Additionally, a plurality of processes involving the at least one primitive are executed in a graphics processor, utilizing the data structure. Moreover, the plurality of processes include at least one of selecting at least one surface or portion thereof to which to render, or selecting at least one of a plurality of viewports. | 09-18-2014 |

20100194748 | CALCULATING THREE-DIMENSIONAL (3D) VORONOI DIAGRAMS - Systems and methods for computing three-dimensional (3D) Euclidean Voronoi diagrams are disclosed. For some embodiments, a set of 3D objects is accessed, in which each 3D object is mathematically defined. Thereafter, a Voronoi region associated with each of the 3D objects is computed, thereby resulting in a complete Euclidean Voronoi diagram of the set of 3D objects. In some embodiments, the 3D objects are spheres, each of which is defined by a center and a radius. For other embodiments, the 3D objects are convex objects, each of which is mathematically-definable (e.g., cylinders, sphero-cylinders, etc.). Unlike prior approaches that suggested using a numerical approach to computing the Voronoi diagram, the present disclosure employs mathematical approaches for computing the Euclidean Voronoi diagram, thereby improving efficiency in the computation of the Euclidean Voronoi diagram. | 08-05-2010 |

20130106853 | LEVERAGING GRAPHICS PROCESSORS TO OPTIMIZE RENDERING 2-D OBJECTS | 05-02-2013 |

20130106854 | METHOD AND APPARATUS FOR RENDERING A COMPUTER GENERATED IMAGE | 05-02-2013 |

20100302243 | METHOD AND APPARATUS FOR CAPTURING GEOLOCATING AND MEASURING OBLIQUE IMAGES - A computerized system for displaying, geolocating, and taking measurements from captured oblique images includes a data file accessible by the computer system. The data file includes a plurality of image files corresponding to a plurality of captured oblique images, and positional data corresponding to the images. Image display and analysis software is executed by the system for reading the data file and displaying at least a portion of the captured oblique images. The software retrieves the positional data for one or more user-selected points on the displayed image, and calculates a separation distance between any two or more selected points. The separation distance calculation is user-selectable to determine various parameters including linear distance between, area encompassed within, relative elevation of, and height difference between selected points. | 12-02-2010 |

20130335416 | SYSTEMS AND METHODS FOR GENERATING A 3-D MODEL OF A VIRTUAL TRY-ON PRODUCT - A computer-implemented method for generating a three-dimensional (3-D) model of a virtual try-on product. At least a portion of an object is scanned. The object includes at least first and second surfaces. An aspect of the first surface is detected. An aspect of the second surface is detected, the aspect of the second surface being different from the aspect of the first surface. A polygon mesh of the first and second surfaces is generated from the scan of the object. | 12-19-2013 |

20150310582 | METHOD, SYSTEM AND COMPUTER PROGRAM PRODUCT FOR PROCESSING MULTI-DIMENSIONAL DIGITAL DATA - A method and system for storing a multi-dimensional digital data object is provided. A multi-scale transform function is applied to the multi-dimensional object to generate a plurality of high and low frequency data sub-bands. High frequency data sub-bands are rotated in one or several of the multi-dimensions. The rotated and the non-rotated data sub-bands are assembled into a data bit stream. The multi-dimensional digital data object is then saved as a data bit stream. The method and system allows applying a reverse method to the data bit stream to reconstruct the multi-dimensional digital data object. | 10-29-2015 |

20140063014 | STORAGE STRUCTURES FOR STITCHING PRIMITIVES IN GRAPHICS PROCESSING - Techniques described in the disclosure are generally related to generating points of a domain. A tessellation unit may determine outer ring point coordinates for a point of an outer ring of the domain, and inner ring point coordinates for a point of an inner ring of the domain. The inner ring is inner to the outer ring within the domain. The tessellation unit may enqueue the inner ring point coordinates at a location of a queue, read the inner ring point coordinates from the queue, and read the outer ring point coordinates from the queue when the outer ring is not an outermost ring, where the outer ring point coordinates were previously enqueued in the queue when the outer ring was a previous inner ring. The tessellation unit may connect the inner ring coordinates and the outer ring coordinates each of which being read from the queue. | 03-06-2014 |

20150042650 | GRAPHICS PROCESSING UNIT, METHOD OF OPERATING THE SAME, AND DEVICES INCLUDING THE SAME - A method of operating a graphics processing unit includes determining, based on input data, whether to perform a tiling operation before or after a tessellation operation and performing the tiling operation according to the determination result. Performing the tiling operation after the tessellation operation if the input data is not a patch, and if a geometry of the patch is at the out-side of a convex hull defined by control points of the patch. Performing the tiling operation after the tessellation operation if a geometry of a tessellated primitive corresponding to the patch changes according to a shading operation. | 02-12-2015 |

20100253683 | NON-UNIFORM TESSELLATION TECHNIQUE - A non-uniform fractional tessellation technique adapts a tessellation of a base object to the on-screen projection before the domain shader in a graphics processing pipeline executes. The tessellation is adapted in a non-uniform manner such that the distribution of vertices across the surface of the base object is substantially uniform when the base object is projected to screen space. Non-uniform tessellation may be applied to only a portion of the base object, and regular (uniform) tessellation may be applied to the other portion. In such a case, an edge interpolation technique is used to smoothly blend between the non-uniform and uniform portions. | 10-07-2010 |

20150339853 | FOOTWEAR DIGITIZATION SYSTEM AND METHOD - A footwear digitization system and method configured to determine physical attributes for any given footwear or other cut-and-stitched item, including dimensional and spatial properties, optical attributes, and assembly information, and utilizing those properties and attributes to generate a digital three-dimensional model thereof. The invention relates generally to the field of garment digitization, and the subsequent production of computer-generated images depicting the (digitized) garment at a level of quality comparable to studio photographs of the real garment article. | 11-26-2015 |

20130249911 | DISPLAY PROCESSING METHOD AND APPARATUS - A disclosed method for displaying a shape of an object including a trimmed surface generated based on a base surface includes: dividing the base surface into plural triangles; generating a loop polygon for loops including an outer loop for defining an outer shape of the trimmed surface and an inner loop provided, in the outer loop, depending on the shape of the object; identifying plural sight-line single-valued areas, each of which satisfies a condition that mapping onto a projection surface is bijection, includes plural triangles, and is an area on the base surface, based on a positional relationship between a viewpoint and the base surface; generating, for each of the plural sight-line single-valued areas, mask data for each pixel from the sight-line single-valued area and the loop polygon; generating image data on the projection surface for each of the triangles; and perform drawing using the mask data and image data. | 09-26-2013 |

20150109294 | On-Demand Transformation Aware Shape Tessellation - Disclosed are apparatus and methods for tessellating shapes. A computing device that has a display can receive an instruction to draw a shape. The computing device can determine a scale factor for the shape. The computing device can determine a set of polygons that tessellate the shape based on the scale factor. The set of polygons can include at least two polygons. The computing device can display the polygons in the determined set on the display. | 04-23-2015 |

20100214295 | DRAWING PROCESSING APPARATUS, TEXTURE PROCESSING APPARATUS, AND TESSELLATION METHOD - A drawing processing apparatus for performing tessellation processing, comprising a pixel shader and a texture unit. An internal division operation part of the pixel shader issues texture load instructions to the texture unit, specifying parametric coordinate values of a patch of a parametric surface, and thereby acquires internal division factors interpolated based on the parametric coordinate values from the texture unit. The internal division operation part issues texture load instructions to the texture unit further, specifying the internal division factors acquired from the texture unit as new interpolation factors, and thereby acquires control points internally divided based on the internal division factors in advance from the texture unit. Based on the internal division factors corresponding to the parametric coordinate values, the internal division operation part performs recursive internal division operations on the control points acquired from the texture unit, thereby determining a point on the parametric surface corresponding to the parametric coordinate values. | 08-26-2010 |

20150339852 | GRAPHICS PROCESSING SYSTEMS - When rendering a region of a three-dimensional object represented by a base set of polygon vertices in a graphics processing pipeline, a first processing stage uses meta-information representative of the surface relief of the region of the three-dimensional object to determine whether to generate a set of additional polygon vertices over the region of the three-dimensional object, and generates the additional set of polygon vertices (when this is deemed necessary). A second processing stage then uses information representative of the surface relief of the region of the three-dimensional object to modify the positions of one or more of the polygon vertices, before the vertices are assembled into primitives that are then rasterised and rendered. | 11-26-2015 |

20140300598 | APPARATUS AND METHOD FOR CODING A THREE DIMENSIONAL MESH - Disclosed is a three-dimensional (3D) mesh compression apparatus and method. The 3D mesh compression apparatus may generate a base mesh through a mesh simplification, may separately compress the base mesh and vertices eliminated by the simplification, and may compress 3D mesh data based on the covariance matrix. | 10-09-2014 |

20130063437 | Refining Quilts of Patches Representing Three Dimensional Structures - Methods, systems, and apparatus, including computer program products, are provided for refining quilts of patches representing three dimensional structures. A method is provided that includes generating a first quilt representation of a three-dimensional structure, adding information to the first quilt representation, and generating a second quilt representation based on the first quilt representation. The first quilt representation is based on a model and associated with a first display level of detail. The second quilt representation is associated with a second display level of detail higher than the first display level of detail. | 03-14-2013 |

20130063436 | FLOATING VOLUME-OF-INTEREST IN MULTILAYER VOLUME RAY CASTING - A method that includes receiving vertices of a mesh, wherein the mesh represents a volume of interest (VOI) from an original volume, performing a transformation operation on the mesh, wherein the transformation operation transforms vertices of the mesh, obtaining sampling locations of the original volume using the transformed vertices, performing an inverse transformation on the transformed vertices of the mesh and the sampling locations, and performing a ray casting on the original volume to produce an image, wherein the ray casting uses the transformed vertices and a result of the inverse transformation as input. | 03-14-2013 |

20100149181 | VECTOR GRAPHICS SYSTEM AND VECTOR GRAPHICS RENDERING METHOD - The invention provides a vector graphics system. In one embodiment, the vector graphics system comprises a path rendering manager module and a rendering module. The path rendering manager module receives path data, calculates a changing rate of the path data, and selects a filling method from a tessellation filling method and a Stencil filling method according to the changing rate. The rendering module fills the path data according to the tessellation filling method when the filling method is the tessellation filling method, and fills the path data according to the Stencil filling method when the filling method is the Stencil filling method. | 06-17-2010 |

20140063013 | STITCHING FOR PRIMITIVES IN GRAPHICS PROCESSING - Techniques described in the disclosure are generally related to determining the manner in which to connect points that reside along an outer ring edge and an inner ring edge for purposes of tessellation. For example, a two-dimensional (2D) stitching table may define the manner in which points along the edges should be connected together to form a plurality of primitives. The techniques may index the 2D stitching table to retrieve entry values that define the manner in which the points along the edges should be connected together. | 03-06-2014 |

20140085302 | TECHNIQUES FOR EFFICIENT GPU TRIANGLE LIST ADJACENCY DETECTION AND HANDLING - An apparatus may include a memory to store a set of triangle vertices in a triangle, a processor circuit coupled to the memory and a cache to cache a set of triangle vertex indices corresponding to triangle vertices most recently transmitted through a graphics pipeline. The apparatus may also include an autostrip vertex processing component operative on the processor circuit to receive from the memory the set of triangle vertices, compare an index for each vertex of the set of triangle vertices to determine matches to the set of cached triangle vertex indices, and shift a single vertex index into the cache, the single vertex index corresponding to a vertex miss in which a given vertex of the set of triangle vertices does not match any vertex index of the set of cached triangle vertex indices when exactly two matches to the set of cached triangle vertex indices are found. | 03-27-2014 |

20130162644 | METHOD AND APPARATUS FOR PROVIDING PERSPECTIVE-BASED CONTENT PLACEMENT - An approach is provided for providing perspective-based content placement. A content placement platform processes and/or facilitates a processing of one or more models of one or more objects associated with a geographical area to cause, at least in part, a decomposition of the one or more models into one or more simplified surfaces. The content placement platform further causes, at least in part, a selection of one or more portions of the one or more simplified surfaces as one or more content placement layers based, at least in part, on one or more viewpoints, with the one or more content placement layers supporting a perspective-based rendering of one or more content items associated with the one or more objects. | 06-27-2013 |

20100110074 | PITCH DETERMINATION SYSTEMS AND METHODS FOR AERIAL ROOF ESTIMATION - User interface systems and methods for roof estimation are described. Example embodiments include a roof estimation system that provides a user interface configured to facilitate roof model generation based on one or more aerial images of a building roof. In one embodiment, roof model generation includes image registration, image lean correction, roof section pitch determination, wire frame model construction, and/or roof model review. The described user interface provides user interface controls that may be manipulated by an operator to perform at least some of the functions of roof model generation. In one embodiment, the user interface provides user interface controls that facilitate the determination of pitch of one or more sections of a building roof. This abstract is provided to comply with rules requiring an abstract, and it is submitted with the intention that it will not be used to interpret or limit the scope or meaning of the claims. | 05-06-2010 |

20090295799 | Optimized Frustum Clipping Via Cached Clip Vertices - Apparatus, systems and methods for optimized frustum clipping via cached clip vertices are disclosed. For example, a method is disclosed, the method including generating a clip vertex for a leading edge of a triangle of a triangle strip or fan, indicating that the leading edge is shared with an adjacent triangle of the triangle strip or fan, and in response to the indication, using the clip vertex as a clip vertex of a trailing edge of the adjacent triangle in the triangle strip or fan. Other implementations are disclosed. | 12-03-2009 |

20120320054 | Apparatus, System, and Method for 3D Patch Compression - An apparatus, system, and method for creating, viewing and manipulating 3D patch compressed images. | 12-20-2012 |

20140125667 | Roof Generation And Texturing Of 3D Models - System, methods and computer program product embodiments for roof generation of 3D models from ground acquired data. An embodiment includes grouping a plurality of 3D model facades and aligning each group of facades with aerial imagery. The embodiment further comprises identifying if a space between the facades is located within or outside a 3D model, generating a roof that connects plurality of facades and texturing the generated roof with the aerial imagery. In this way, when 3D data is limited to 3D model facades and lacks roof (and vertical face) information, embodiments of the invention create complete 3D models by generating a roof that connects plurality of facades and texturing the generated roof with the aerial imagery. This greatly improves user experience as 3D models closely approximate their respective real world counterparts. | 05-08-2014 |

20150054827 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PASSING ATTRIBUTE STRUCTURES BETWEEN SHADER STAGES IN A GRAPHICS PIPELINE - A system, method, and computer program product are provided for passing attribute structures between shader stages of a processing pipeline. The method includes the steps of receiving data represented at a first level by a processing pipeline including an upstream shader unit, a downstream shader unit, and a processing unit. The upstream shader unit processes the data to generate a first set of attributes corresponding to the data represented at a second level. The upstream shader unit also stores the first set of the attributes in a first portion of a memory system that can be read by the downstream shader unit and any shader units that are downstream in the processing pipeline relative to the upstream shader unit. In one embodiment, the processing unit is coupled between the upstream shader unit and the downstream shader unit. | 02-26-2015 |

20140184596 | IMAGE BASED RENDERING - Among other things, one or more techniques and/or systems are provided for generating geometry using one or more depth images and/or for texturing geometry using one or more texture imagery. That is, geometry (e.g., a three-dimensional representation of a city) may be generated based upon depth information within a depth image. The geometry may be textured by assigning color values to pixels within the geometry based upon texture imagery (e.g., a video and/or an image comprising depth values and/or color values). For example, a 3D point associated with a pixel of the geometry may be projected to a location within texture imagery. If the depth of the pixel corresponds to a depth of the location, then texture information (e.g., a color value) from the texture imagery may be assigned to the pixel. In this way, the textured geometry may be used to generate a rendered image. | 07-03-2014 |

20100164955 | Image forming techniques - In some embodiments, the intervals and the triangulation of an inner tessellation of a patch may be pre-computed. Even factor tessellations are arranged in a co-centric manner so that lower number factors are inside tessellations with higher number factors. Similarly, odd factor tessellations are arranged in a co-centric manner so that lower number factors are inside tessellations with higher number factors. Domain points of even factor tessellations are stored in a first table whereas domain points of odd factor tessellations are stored in a second table. At run time, the pre-computed values may be looked up for the applicable edge level of detail. | 07-01-2010 |

20140313195 | 3D Model Mapping - A method is disclosed for mapping a 3D model with a 3D matrix. The method places the 3D model in a 3D grid, comprised of 3D units, and tags each 3D unit with an identifier to be indicated in the cells of the 3D matrix. Analyzing the identifiers in the 3D matrix allows the computer system to automatically recognize the identity of the 3D model, extract positional or numerical information regarding the 3D model, find a path connecting two spots in the 3D model, and detect an error in the 3D model according to any particular criteria. | 10-23-2014 |

20130176310 | IMAGE SYNTHESIS DEVICE - An image processing device, including an analyzer calculating cutting data and difference data from image data, a selector receiving data from a working node, the data including cutting data, cost data, and position data, an assembler receiving data from working nodes and from a predecessor node and calculating updated node data as a function of the cost data, a driver configured to call the analyzer with image data of an input image, call the selector with an input node and with the cutting data calculated by the analyzer, call the assembler with the successor nodes determined by the selector as working nodes and with the input node as a predecessor node, and repeatedly call the selector and the assembler using one of the updated nodes as a working node for the selector, until a condition relating to the cutting data and the position data of an updated node is satisfied. | 07-11-2013 |

20160125650 | CONSTRAINT OF A SUBDIVIDED MODEL - A method of generating a design for a device is disclosed. The method includes electronically accessing a scan mesh representing a topology, and electronically accessing a source polygonal data model, where the source polygonal data model includes a plurality of source vertices. The method also includes modifying position characteristics of one or more of the source vertices, where the source vertices are modified so that after the source polygonal data model is subdivided, vertices in the subdivided source polygonal data model corresponding with the modified source vertices conform to the scan mesh. The method also includes subdividing the source polygonal data model having the modified source vertices to generate the design, where subdividing the source polygonal data model causes vertices in the design to be positioned such that the design conforms with the scan mesh at least partly because of the modified position characteristics of the modified source vertices. | 05-05-2016 |

20160125648 | SYSTEMS AND METHODS FOR ISOSURFACE EXTRACTION USING TESSELLATION HARDWARE - Systems and methods of extracting an isosurface wherein points on the isosurface have a constant value. The method includes dividing a volume into a grid of voxels The method includes identifying intersecting edges in the voxels, wherein the intersecting edges intersect the isosurface. The method includes generating patches for the intersecting edges and tessellating the patches and generating a grid of tessellated vertices. The method includes determining intersection points of the tessellated vertices with the isosurface and moving the intersected vertices to form a finer approximation of the isosurface. | 05-05-2016 |

20160125647 | CONSTRAINT OF A SUBDIVIDED MODEL - A method of generating a design for a device is disclosed. The method includes electronically accessing a reference geometry representing the topology, and electronically accessing a source polygonal data model, where the source polygonal data model includes a plurality of source vertices. The method also includes modifying position characteristics of one or more of the source vertices, where the source vertices are modified so that after the source polygonal data model is subdivided, vertices in the subdivided polygonal data model corresponding with the modified source vertices conform to the reference geometry. The method also includes subdividing the source polygonal data model having the modified source vertices to generate the design, where subdividing the source polygonal data model causes vertices in the design to be positioned such that the design conforms with the reference geometry at least partly because of the modified position characteristics of the modified source vertices. | 05-05-2016 |

20110025690 | PHOTOGRAMMETRIC TEXTURE MAPPING USING CASUAL IMAGES - A method for photogrammetric texture mapping using casual images is provided. The method may include the following steps: estimating, for each vertex of at least a portion of a three dimensional (3D) mesh representing a model, projection parameters associated with a virtual camera that is unique for each vertex; mapping pixels from a two dimensional (2D) image to the vertices, such that each mapping of a pixel is based on the estimated respective virtual camera parameters; and texturing the portion of the mesh with corresponding mapped pixels wherein vertices on the textured portion are selected such that they are visible from a specified viewpoint associated with the 3D mesh. | 02-03-2011 |

20110157176 | SYSTEM AND METHOD FOR CONSTRUCTING TRIANGULAR MESH SURFACE OF POINT CLOUD - A method for constructing a triangular mesh surface of a point cloud includes constructing triangles according to point cloud data, determining seed triangles from the constructed triangles. The method further includes selecting triangles that share a side with a determined seed triangle from the constructed triangle, determining a specific triangle having the biggest dihedral angle with the determined seed triangle and the biggest angle opposing the shared side of the determined seed triangle. The method also includes repairing holes formed by the specific triangles if the all specific triangles have been determined, adjusting a normal vector of each specific triangle, and outputting a triangular mesh surface constructed by the adjusted triangle. | 06-30-2011 |

20130016101 | GENERATING VECTOR DISPLACEMENT MAPS USING PARAMETERIZED SCULPTED MESHESAANM Kraemer; ManuelAACI OaklandAAST CAAACO USAAGP Kraemer; Manuel Oakland CA USAANM Polson; WilliamAACI San RafaelAAST CAAACO USAAGP Polson; William San Rafael CA US - A method and apparatus are provided for generating vector displacement maps, often in an interactive manner. Given a set of objects to be animated or imaged, they can be each represented by one or more faces. In a subdivision process, faces might be represented by polygons through a method of repeated subdividing. In the subdivision process, relative location of polygons relative to the original face (and possibly relative orientations) are maintained, for later use by other processes. This can be done by maintaining source data for each face of a subdivided surface, where source data indicates an original location on the original object that corresponds to that face and the polygons resulting from the subdividing. The source data can be a link, path, index or label for each face of the subdivision surface, where the source data indicates an original location on the original object that corresponds to that face. | 01-17-2013 |

20110292046 | GENERATING ANIMATED VORONOI TREEMAPS TO VISUALIZE DYNAMIC HIERARCHICAL DATA - Methods and apparatus are disclosed for generating animated treemaps, such as Voronoi treemaps, to visualize dynamic hierarchical data. Changes in data are displayed using a treemap, by obtaining a multi-level tessellation having a plurality of regions as an initial state (obtained, for example, during an initialization phase); and iteratively processing the multi-level tessellation to update one or more of a region size and a centroid location of a plurality of the regions, where the multi-level tessellation is processed over substantially all levels to produce a substantially complete multi-level tessellation for each iteration. The region size is updated, for example, to correspond to one or more changing data values in the hierarchical data. | 12-01-2011 |

20120274638 | SYSTEMS AND METHODS FOR 2-D TO 3-D IMAGE CONVERSION USING MASK TO MODEL, OR MODEL TO MASK, CONVERSION - The present invention is directed to systems and methods for controlling 2-D to 3-D image conversion. In one embodiment, a mask is generated from an object model of the image. The mask is then used to from a 2-D mesh which is then converted to a 3-D volume mesh. The 3-D volume mesh is then used to produce 3-D image conversion. | 11-01-2012 |

20100079454 | Single Pass Tessellation - A system and method for performing tessellation in a single pass through a graphics processor divides the processing resources within the graphics processor into sets for performing different tessellation operations. Vertex data and tessellation parameters are routed directly from one processing resource to another instead of being stored in memory. Therefore, a surface patch description is provided to the graphics processor and tessellation is completed in a single uninterrupted pass through the graphics processor without storing intermediate data in memory. | 04-01-2010 |

20140320495 | Rendering Tessellated Geometry With Motion and Defocus Blur - A moving or defocused geometry may be stochastically rendered by grouping a plurality of primitives of that geometry in a hierarchical data structure. Visible fragments may be located in that data structure by hierarchically traversing a ray frustum through the structure. A time-dependent ray tracing data structure may be used in some embodiments. | 10-30-2014 |

20110063294 | TESSELLATION SHADER INTER-THREAD COORDINATION - One embodiment of the present invention sets forth a technique for performing a computer-implemented method for tessellating patches. An input block is received that defines a plurality of input patch attributes for each patch as well as instructions for processing each input patch. A plurality of threads is launched to execute the instructions to generate each vertex of a corresponding output patch based on the input patch. Reads of values written during instruction execution are synchronized so threads can read and further process the values of other threads. An output patch is then assembled from the outputs of each of the threads; and emitting the output patch for further processing. | 03-17-2011 |

20130106851 | Tessellation Cache for Object Rendering | 05-02-2013 |

20110267346 | Tessellation of patches of surfaces in a tile based rendering system - A method and apparatus are provided for tessellating patches of surfaces in a tile based three dimensional computer graphics rendering system. For each tile in an image a per tile list of primitive indices is derived for tessellated primitives which make up a patch. Hidden surface removal is then performed on the patch and any domain points which remain after hidden surface removal are derived. The primitives are then shaded for display. | 11-03-2011 |

20140333621 | IMPLICIT TEXTURE MAP PARAMETERIZATION FOR GPU RENDERING - Embodiments are described for a method for processing textures for a mesh comprising quadrilateral polygons for real-time rendering of an object or model in a graphics processing unit (GPU), comprising associating an independent texture map with each face of the mesh to produce a plurality of face textures, packing the plurality of face textures into a single texture atlas, wherein the atlas is divided into a plurality of blocks based on a resolution of the face textures, adding a border to the texture map for each face comprising additional texels including at least border texels from an adjacent face texture map, and performing linear interpolation of a trilinear filtering operation on the face textures to resolve resolution discrepancies caused when crossing an edge of a polygon. | 11-13-2014 |

20090309876 | METHOD AND APPARATUS FOR ORGANIZING OBJECT GEOMETRY FOR SPATIAL AND MEMORY COHERENCY AND OPTIMAL RENDERING - Methods and computing devices enable the generation of contiguous triangle patches for use in generating triangle strips for processing in a computer graphics engine. A seed triangle is selected and a patch of contiguous triangles is formed by incrementally adding adjacent triangles to the patch at equal steps from the seed triangle until a limit is reached or no more triangles can be added to the patch. Triangles whose vertices are already included in the patch are also added to the patch. If no more triangles can be added to the patch before the vertex limit is reached, a new seed triangle may be selected and another patch generated until the vertex limit is reached. Forming patches of contiguous triangles before generating triangle strips improves memory utilization can speed the processing of computer graphic objects. | 12-17-2009 |

20130293543 | IMAGE PROCESSING APPARATUS AND METHOD - An image processing apparatus. A rendering unit of the image processing apparatus may perform rendering with respect to each of N passes by applying a multi-pass rendering process with respect to an object in an image. The image processing apparatus may include a texture buffer to store information about at least one pixel using second pass rendering different from first pass rendering, while performing the first pass rendering corresponding to a process of generating a final result image among the N passes. | 11-07-2013 |

20090267941 | MULTI-SURFACE MODELLING - Modeling of organ surfaces is a well-established method that may serve in computer-supported teaching, but also in image-based medical diagnosis and in clinical interventions. According to an exemplary embodiment of the present invention, a method of constructing a multi-surface model from a multi-dimensional dataset of an object of interest is provided, which combines single basic two-dimensional manifold surface meshes, resulting in a multi-surface model. According to an aspect of the present invention, this resulting model may be a non-two-dimensional manifold mesh. | 10-29-2009 |

20130127857 | System and Method for Generating a Manifold Surface for a 3D Model of an Object Using 3D Curves of the Object - Various embodiments of a system and methods for generating a manifold surface of an object from a set of 3D curves which define the shape of the object are described. The set of 3D curves may be directly tessellated in the 3D domain to form a manifold surface with boundary. The tessellation may be a Delaunay tetrahedralization which represents the set of 3D curves. The surface of the tetrahedralization may contain a set of possible manifold surface solutions. A dual complex form of the tetrahedralization may be generated to reduce the number of possible manifold surface solutions. Surface patches may be generated from the dual complex form, dependent on a set of metrics that may further reduce the number of possible manifold surface solutions. Compatible surface patches may be combined to form a set of possible manifold surface solutions which may be displayed to a user. | 05-23-2013 |

20100091018 | Rendering Detailed Animated Three Dimensional Characters with Coarse Mesh Instancing and Determining Tesselation Levels for Varying Character Crowd Density - A method carried out by graphics processing circuitry includes generating animated coarse mesh vertex information based on instanced coarse mesh data; and tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. A graphics processing circuitry includes programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to generate animated coarse mesh vertex information based on instanced coarse mesh data; and tessellate instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. Another method carried out by graphics processing circuitry includes determining density of a plurality of three dimensional objects in a current view on a display; setting a tessellation level based on said density; and tessellating said plurality of three dimensional objects. | 04-15-2010 |

20150035829 | Medical Image Display Control Apparatus, Medical Image Display Control Method, and Medical Image Display Control Program - A functional image generating section that generates a functional image that represents the functions of a subject, based on 3D medical image data obtained by imaging the subject; a projected 3D image generating section that generates a projected 3D image that represents the appearance of the subject, based on the 3D medical image data; a display control section that displays the functional image and the projected 3D image; and a specified position data obtaining section that obtains position data regarding a position specified within the functional image, are provided. The projected 3D image generating section generates the projected 3D image which is projected in a projection direction such that a position within the projected 3D image corresponding to the specified position faces forward, based on the position data. The display control section displays the projected 3D image having the projection direction. | 02-05-2015 |

20150130803 | Near Touch Interaction with Structured Light - A near-touch interface is provided that utilizes stereo cameras and a series of targeted structured light tessellations, emanating from the screen as a light source and incident on objects in the field-of-view. After radial distortion from a series of wide-angle lenses is mitigated, a surface-based spatio-temporal stereo algorithm is utilized to estimate initial depth values. Once these values are calculated, a subsequent refinement step may be applied in which light source tessellations are used to flash a structure onto targeted components of the scene, where initial near-interaction disparity values have been calculated. The combination of a spherical stereo algorithm, and smoothing with structured light source tessellations, provides for a very reliable and fast near-field depth engine, and resolves issues that are associated with depth estimates for embedded solutions of this approach. | 05-14-2015 |

20130120382 | Methods and Apparatus for Decomposing an N-Sided Patch into Multiple Patches - Methods and apparatus for decomposing an N-sided patch into multiple patches. A single patch may be decomposed into multiple, disjoint, and possibly abutting patches. An internal constraint curve may be selected, and a new patch with the constraint curve as the boundary may be generated. If the constraint curve is closed, it is turned into a hole in the original patch. If the constraint curve is not closed, the system closes the curve. The 3D position, surface normal, and possibly other information such as an up direction required for every point along the boundary of the new patch may be taken from the original patch surface. The new patch(es) may be edited independent of the original patch and may be further decomposed into more patches. | 05-16-2013 |

20150015579 | TECHNIQUES FOR EXTRACTING AND DISPLAYING PARTIALLY PROCESSED GRAPHICS INFORMATION - Various embodiments are generally directed to an apparatus, method and other techniques receiving graphics information in a graphics processing stream and applying vertex processing and topology processing to the graphics information in the graphics processing stream to generate vertex information and topology processing information. The vertex information associated with the graphics processing stream may be identified based on one or more identifiers and sent from the graphics processing stream to a buffer for a display controller. | 01-15-2015 |

20150015580 | TESSELLATION METHOD FOR ASSIGNING A TESSELLATION FACTOR PER POINT AND DEVICE PERFORMING THE METHOD - A tessellation method includes assigning a tessellation factor to each of a plurality of points in a patch and generating, in the vicinity of a first point of the plurality of points, at least one new point based on a first tessellation factor assigned to the first point. The at least one first new point corresponds to the first point. | 01-15-2015 |

20120200569 | Micropolygon Splatting - Micropolygon splatting may involve tessellating by subdividing a mesh until triangle edges are shorter than 0.75 pixels. In some cases, rasterizing the primitive may be avoided. | 08-09-2012 |

20140139525 | Representing a Field Over a Triangular Mesh - Methods and apparatus for representing a field over a triangular mesh are disclosed. A two-dimensional (2D) triangular map may be created for each triangle of a three-dimensional (3D) triangular mesh. The triangular map may be recursively subdivided to create a plurality of sub-triangles. The sub-triangles may be sampled, and an field may be measured or calculated at each level of the recursion. The map of field values may use various compression techniques and may also employ a delayed reading technique. The map may be multi-resolution, hierarchical, and partitioned. | 05-22-2014 |

20120013618 | METHOD FOR DETERMINING POINT CONNECTIVITY ON A TWO MANIFOLD IN 3D SPACE - One particular implementation of the present invention may involve a method for determining connectivity of a plurality of points on a surface of a computer-generated object in 2D or 3D space. In general, the method may utilize a recursion process to determine or approximate a plurality of association region boundaries related to the points on the computer-generated object. The method may include a first stage of a refinement operation that may recursively search the surface of the computer model for the region boundaries of the set of points, a stopping operation that may cease the recursive search when an acceptable tolerance is achieved and a connecting operation that may use the determined region boundaries to connect the series of points on the surface of the model to form a connectivity graph of the points. The connectivity information obtained through the above method may be utilized as part of an interpolation process to generate hair or fur along the surface of the object. | 01-19-2012 |

20140085303 | SPLITTING OF ELLIPTICAL IMAGES - A method of splitting of elliptical images performed by a processor is provided. The method includes: receiving an image whose pixels span a range along each of two orthogonal axes; segmenting the image into indexed sub-images; storing the sub-images as texture maps; responding to a request for a value of a texture element having S | 03-27-2014 |

20130169636 | Accelerated Compute Tessellation by Compact Topological Data Structure - A system, method, and computer program product are provided for tessellation using shaders. New graphics pipeline stages implemented by shaders are introduced, including an inner ring shader, an outer edge shader, and topologic shader, which work together with a domain shader and geometry shader to provide tessellated points and primitives. A hull shader is modified to compute values used by the new shaders to perform tessellation algorithms. This approach provides parallelism and customizability to the presently static tessellation engine implementation. | 07-04-2013 |

20120001909 | SEAMLESS FRACTURE IN A PRODUCTION PIPELINE - Systems and processes for rendering fractures in an object are provided. In one example, a surface representation of an object may be converted into a volumetric representation of the object. The volumetric representation of the object may be divided into volumetric representations of two or more fragments. The volumetric representations of the two or more fragments may be converted into surface representations of the two or more fragments. Additional information associated with attributes of adjacent fragments may be used to convert the volumetric representations of the two or more fragments into surface representations of the two or more fragments. The surface representations of the two or more fragments may be displayed. | 01-05-2012 |

20130147802 | System and Process for Roof Measurement Using Aerial Imagery - The present disclosure shows creating a first layer and a second layer, in computer memory and substantially overlapping at least a segment of line from said first layer with at least a segment of another line from said second layer. A first non-dimensional attribute is different from said second non-dimensional attribute of the two lines. A user length field enabling a client with said interactive file to override at least one of said length numeric values, where said area operator may automatically recalculate area based on said length field override is shown. Also, providing a visual marker that is moveable on said computer monitor around said aerial imagery region, which may be moved, to more precisely identify the location of the building roof structure is shown. | 06-13-2013 |

20120162226 | FRACTURE PATTERN GENERATION APPARATUS AND METHOD FOR CRUMBLING EFFECT - Disclosed herein is a fracture pattern generation apparatus for a crumbling effect includes a graph generation unit, a fragment center setting unit, a fracture pattern generation unit, and a fragment mesh generation unit. The graph generation unit generates the graph of the mesh model by filling the inside of a mesh model with a plurality of vertices and connecting the vertices using line segments. The fragment center setting unit sets the central vertices of fragments, which are separated due to fractures, from among the plurality of vertices formed on the graph. The fracture pattern generation unit generates the fracture pattern by setting the central vertices of the fragments to terminal vertices of the fracture pattern and allocating Identifications (IDs) to the respective the central vertices of fragments. The fragment mesh generation unit generates fragment meshes by performing division on the graph based on the fracture pattern. | 06-28-2012 |

20130120383 | Methods and Apparatus for Deactivating Internal Constraint Curves when Inflating an N-Sided Patch - Methods and apparatus for deactivating internal constraint curves when inflating an N-Sided patch. Given a patch representation, the methods simplify the construction of 3D models from 2D sketches. At least some interior constraint curves may be deactivated when inflating an N-sided patch generated from a 2D sketch, or when performing other surface deformation tasks. An inactive constraint is a passive curve that stays on the surface and that gets modified along with the surface when the surface is inflated, but that does not affect the surface itself. By changing parameters stored at the active constraints, embodiments may modify the surface and turn the inactive constraints from flat 2D curves into 3D space curves. The inactive constraints can be activated at any time when their 3D shape meets the user's expectations. | 05-16-2013 |

20150363972 | A METHOD AND ARRANGEMENT FOR PROVIDING A 3D MODEL - The present invention relates to a method and an arrangement for providing a 3D model of an environment. The method comprises the step of forming a mesh modelling the environment in three dimensions, said mesh comprising nodes interconnected by edges and having surfaces boarded by the edges, wherein each node is associated to a 3D coordinate in a geographical coordinate system, determining for a plurality of the nodes and/or surfaces and/or edges in the mesh a mesh uncertainty and associating the determined mesh uncertainty to the corresponding node and/or surface and/or edge. | 12-17-2015 |

20150022520 | TESSELLATION DEVICE INCLUDING CACHE, METHOD THEREOF, AND SYSTEM INCLUDING THE TESSELLATION DEVICE - A tessellation method includes determining whether a previous tag the same as a current tag of a current patch is stored in a cache, and transmitting a previous tessellation pattern corresponding to the previous tag stored in the cache to a domain shader when a cache hit occurs. The method may further include, when a cache miss occurs, generating a current tessellation pattern corresponding to the current patch using a tessellator and transmitting the generated current tessellation pattern to the domain shader, and storing the generated current tessellation pattern in the cache. | 01-22-2015 |

20120019533 | OPTIMAL POINT DENSITY USING CAMERA PROXIMITY FOR POINT-BASED GLOBAL ILLUMINATION - A computer-animated scene is shaded using a point in a point cloud. The point represents a sample location on a surface primitive of an object in the scene. The surface primitive lies at least partially within a camera viewing frustum of a virtual camera, which has a focal point. A sample location distance, which is a near plane distance of the camera viewing frustum or the length of a line between the sample location on the surface primitive and the focal point of the virtual camera, is determined. A solid angle of the surface primitive subtended at the focal point of the virtual camera is obtained. A desired point area of the point in the point cloud is determined based on the sample location distance and the solid angle. The scene is shaded using the desired point area of the point in the point cloud. | 01-26-2012 |

20140210820 | OBSERVATION INFORMATION PROCESSING APPARATUS, NON-TRANSITORY COMPUTER-READABLE RECORDING MEDIUM, AND OBSERVATION INFORMATION PROCESSING METHOD - An observation information processing apparatus calculates, for each mesh, a support and a confidence. The observation information processing apparatus generates an adjacent mesh set by merging adjacent ones of the meshes. The observation information processing apparatus calculates, based on a support and a confidence of each mesh included in the adjacent mesh set, a confidence for each adjacent mesh, and sets the smallest one of the confidences calculated as a new confidence threshold value. The observation information processing apparatus detects and excludes meshes to be excluded from meshes included in the adjacent mesh set, based on the confidences and supports of the meshes included in the adjacent mesh set and the confidence threshold value. | 07-31-2014 |

20140210819 | OUTPUT ORDERING OF DOMAIN COORDINATES FOR TESSELLATION - Systems and methods for a tessellation are described. For tessellation, a tessellation unit may divide a domain into a plurality of portions, where at least one portion is a contiguous portion. The tessellation unit may output domain coordinates of primitives along diagonal strips within the contiguous portion to increase the likelihood that patch coordinates that correspond to the domain coordinates are stored in a reuse buffer. | 07-31-2014 |

20150145863 | METHOD FOR RENDERING AN IMAGE SYNTHESIS AND CORRESPONDING DEVICE - A method and device for rendering a synthesis image comprising generating a plurality of elementary geometries ( | 05-28-2015 |

20130169635 | Scalable Multi-Primitive System - Disclosed herein is a vertex core. The vertex core includes a reset scanner configured to remove reset indices and partial primitives in an input stream and resolve draw calls into sub-draw calls at reset index boundaries; and provide the resolved sub-draw calls to a plurality of downstream vertex grouper tessellators. | 07-04-2013 |

20130169637 | METHOD FOR REPRESENTING A PLURALITY OF IMAGE SEQUENCES - In order to allow a plurality of stereoscopic image sequences to be represented with comparatively good image quality, a method is provided which comprises the following method steps: i. receiving at least two sequences of multi-colored images in parallel; ii. breaking down each image into the basic colors thereof; iii. parallel processing the parts of an image that have been broken down into the basic colors in at least one respective data channel per basic color; iv. simultaneously displaying all parts of an image that have been broken down into the basic colors, wherein sequentially the images of different image sequences follow each other. A circuit assembly that can be used in this context is characterized by at least two signal inputs, wherein each signal input is used as an input for the image signals of an image sequences to be represented and the image signals are based on at least three basic colors, at least one signal output per basic color, wherein the basic color of a signal input is associated with at least one signal output, and a sorting unit, in which the image signals of the image signals that are essentially received via the different signal inputs are broken down into the basic colors thereof and sorted such, at each of the signal outputs, the received signals of a basic color of all signal inputs that are associated with the respective signal output are output. | 07-04-2013 |

20130169634 | Off Chip Memory for Distributed Tessellation - Embodiments include an apparatus, a computer readable medium and a method for distributing tessellations within an accelerated processing device (APD) including at least two compute units. Embodiments include processing a plurality of patches in a first compute unit using a hull shader to generate hull shader output data. Once generated, hull shader output data is stored to an off-chip memory when tessellation factors associated with the shader program are greater than a configured threshold. Once stored in the off-chip memory, at least a portion of the hull shader output data is dynamically processed using a second compute unit. | 07-04-2013 |

20120154399 | Hierarchical Bounding of Displaced Parametric Surfaces - Hierarchical bounding of displaced parametric surfaces may be a very common use case for tessellation in interactive and real-time rendering. An efficient normal bounding technique may be used, together with min-max mipmap hierarchies and oriented bounding boxes. This provides substantially faster convergence for the bounding volumes of the displaced surface, without tessellating and displacing the surface in some embodiments. This bounding technique can be used for different types of culling, ray tracing, and to sort higher order primitives in tiling architectures. | 06-21-2012 |

20140043330 | GPU-ACCELERATED PATH RENDERING - A tessellation unit of a graphics processing unit (GPU) determines domain coordinates for vertices of a received primitive. The tessellation unit outputs the determined domain coordinates for the vertices. The tessellation unit further determines that a domain type for the received primitive is not one of tri, isoline, or quad domain, and outputs information indicative of a graphical feature associated with one or more of the determined domain coordinates when the domain type is not one of the tri, isoline, or quad domain. | 02-13-2014 |

20160104458 | GRAPHICS PROCESSING UNIT FOR ADJUSTING LEVEL-OF-DETAIL, METHOD OF OPERATING THE SAME, AND DEVICES INCLUDING THE SAME - A graphics processing unit includes a shader configured to perform one operation among tessellation and texturing. The shader generates level-of-detail (LOD) using geometry information for the tessellation or texturing and adjusts the LOD using non-geometry information for the tessellation or texturing. | 04-14-2016 |

20140104273 | INTERACTIVE EXTRACTION OF NEURAL STRUCTURES WITH USER-GUIDED MORPHOLOGICAL DIFFUSION - A method of identifying a structure in a volume of data. The method includes steps of generating a scalar mask volume which corresponds to at least a portion of the volume of data; displaying the volume of data to a user through a viewport; obtaining from a user at least one seed region identified on the viewport; projecting the seed region from the viewport into the scalar mask volume to identify at least one segmentation seed within the scalar mask volume; obtaining from a user at least one diffusion region identified on the viewport; projecting the diffusion region from the viewport into the scalar mask volume to identify a region for seed growth within the scalar mask volume; and growing the at least one segmentation seed within the scalar mask volume to identify a structure within the volume of data. | 04-17-2014 |

20160104320 | 3D STADIA ALGORITHM FOR DISCRETE NETWORK MESHING - The disclosed embodiments include a method, apparatus, and computer program product for modeling three dimensional objects, such as, but not limited to, fractures, for the purpose of reservoir simulation. For example, one disclosed embodiment includes a method that receives a set of 3D fractures with geometry that has been discretized by 2D surfaces by a collection of polygonal facets, generates a set of 3D stadia at specified radii around each facet in the collection of polygonal facet, generates closed 3D stadia surfaces around intersecting facets, discretizes all 3D stadia surfaces using various shape cells, generates 3D cells within each of the closed 3D stadia surfaces, and assigns each cell reservoir properties suitable for a numeric simulation program, such as, but not limited to, Nexus® Reservoir Simulation Software. | 04-14-2016 |

20110310102 | SYSTEMS AND METHODS FOR SUBDIVIDING AND STORING VERTEX DATA - Systems and methods for subdividing patches and storing control points are described. At least one embodiment is a method for storing vertex data in a graphics processor. The method comprises receiving a patch to be tessellated, subdividing the patch into a plurality of triangles, and identifying control points of each of the plurality of triangles. The method further comprises assigning an identifier to each of the vertices, and selectively storing only a portion of the vertices in a memory. | 12-22-2011 |

20140340399 | METHOD FOR RENDERING DATA OF A THREE-DIMENSIONAL SURFACE - Some embodiments of the invention pertain to a method for displaying a representation of a portion of a three-dimensional surface by rendering data representing physical features of the portion of the three-dimensional surface. The data may be apportioned into a multitude of tiles at a plurality of different detail levels. The representation may include a multitude of image pixels and/or a buffer being assigned to each image pixel. The method may also include identifying tiles that need to be rendered, and rendering the identified tiles. At least a portion of a tile may be displayed by a multitude of image pixels, by assigning an unambiguous distance value to each of the identified tiles, and storing a default buffer value in the buffers of the image pixels. The rendering may include comparing the buffer values of image pixels and the distance value of a presently rendered tile. | 11-20-2014 |

20110298802 | MESH FORMATION FOR MULTI-ELEMENT VOLUMES - A method of forming mesh data for three-dimensional (3-D) data is provided. Inside/outside (IO) functions are generated based on indicator functions to identify element interfaces between a plurality of elements identified in the 3-D data. An indicator function is defined to represent a volume identified for an element within the 3-D data. A cell indicator function is defined for each element interface based on the IO functions to identify a plurality of types of element interfaces. The cell indicator function identifies points in the 3-D data where a plurality of the generated IO functions evaluate to approximately zero. The types of element interfaces are identified based on a number of elements that coincide at a point in the 3-D data. 3-D point locations are distributed on the identified element interfaces based on the plurality of types of element interfaces and the IO functions. Surface mesh data is generated based on the distributed 3-D point locations. | 12-08-2011 |

20120182298 | PLANETARY SCALE OBJECT RENDERING - A planetary scale object rendering system may provide a plurality of spherical mesh topologies of different levels of detail made up of abutting faces. Tessellation of the faces may be provided at continuous levels of detail. The geometry data at different locations and levels of detail in the mesh topology may be randomly accessible. The geometric data may be organized in quadtrees in some embodiments. A layered quadtree data structure may be formed from the bottom layer up with successively higher parent layers formed from the root nodes of previous child layers. The quadtree structure may be randomly accessed from the top down. | 07-19-2012 |

20110169829 | Apparatus and Methods for Wrapping Texture onto the Surface of a Virtual Object - The invention provides techniques for wrapping a two-dimensional texture conformally onto a surface of a three dimensional virtual object within an arbitrarily-shaped, user-defined region. The techniques provide minimum distortion and allow interactive manipulation of the mapped texture. The techniques feature an energy minimization scheme in which distances between points on the surface of the three-dimensional virtual object serve as set lengths for springs connecting points of a planar mesh. The planar mesh is adjusted to minimize spring energy, and then used to define a patch upon which a two-dimensional texture is superimposed. Points on the surface of the virtual object are then mapped to corresponding points of the texture. The invention also features a haptic/graphical user interface element that allows a user to interactively and intuitively adjust texture mapped within the arbitrary, user-defined region. | 07-14-2011 |

20120293513 | Dynamically Configurable 3D Display - Methods, systems and computer program products provide a dynamically configurable 3D display utilizing a content receiver. The content receiver generates the 3D content with an offset that enables the images to be viewable in a plurality of 3D regions, where each 3D region and images therein are perceived as having a different degree of depth relative to other images within 3D regions. The user viewing the 3D content may interact with the 3D content through a sensor device communicatively coupled to the content receiver that senses user movements and transmits signals to the content receiver for taking some action in response to the user's movements, including moving the 3D content between various 3D regions. 3D content in a foreground 3D region may be partially transparent to enable viewing of underlying 3D content in a background 3D region. 3D content may include a 3D user interface enabling the user to enter selections. | 11-22-2012 |

20150138198 | CREATING A WIREFRAME MESH FOR REPRESENTING A MOVING OBJECT IN A THREE-DIMENSIONAL COORDINATE SYSTEM - A method and systems for creating a three-dimensional wireframe mesh that represents characteristics of a model of an object moving along a curve in a three-dimensional coordinate system. A processor determines a direction of the object's motion from a starting location to an ending location. The processor performs vector operations to draw pairs of vectors from a common, initial base point. The tips of each pair of vectors identify two corresponding points of the mesh, and the vector operations are functions of the starting location, of the second location, and of the object's direction of motion. The processor adjusts characteristics of the mesh and determines, as a function of the adjusted mesh, a characteristic of the animated object at the ending location, such as its orientation, color, texture, reflectance, size, font, or animation speed. | 05-21-2015 |

20160063737 | EXTENSION OF THE MPEG/SC3DMC STANDARD TO POLYGON MESHES - A system, method and computer program product to traverse a polygon mesh, partition the polygon mesh into a set of polygon fans based on the traversal order, and tessellate the set of polygon fans into triangles based on the traversal order. This transformation of the polygon mesh into a triangle mesh enables the polygon mesh to be compressed and decompressed using the SC3DMC standard. | 03-03-2016 |

20110216063 | LIDAR TRIANGULAR NETWORK COMPRESSION - Using LIDAR technology, terabytes of data are generated which form massive point clouds. Such rich data is a blessing for signal processing and analysis but is also a blight, making computation, transmission, and storage prohibitive. The disclosed subject matter includes a technique to convert a point cloud into a triangular network permitting users to query spatial distance between points at different levels while facilitating compression that is nearly lossless. | 09-08-2011 |

20130135306 | METHOD AND DEVICE FOR EFFICIENTLY EDITING A THREE-DIMENSIONAL VOLUME USING RAY CASTING - A method for efficiently changing a depiction of a three-dimensional volume using ray casting is providing. The method includes dividing the three-dimensional volume into zones, inputting a change that is required to the depiction, and ascertaining the zones that are affected by the change. The method also includes classifying the change as relevant to a zone when the zone is affected by the change and effecting an assignment between the affected zones and the relevant changes. The method includes performing ray casting using simulated rays. A change is only carried out for sampling points along the rays when the sampling point lies in an affected zone. | 05-30-2013 |

20160063760 | APPARATUS AND METHOD FOR CONTROLLING RENDERING QUALITY - Provided is an apparatus and method for controlling rendering quality. The method for controlling rendering quality includes a thermal sensor sensing a temperature of a chip, a hull shader determining a level of detail (LOD) based on the temperature; and a tessellator tessellating segments that are divided according to the level of detail. | 03-03-2016 |

20120229464 | COMPRESSION OF A TESSELLATED PRIMITIVE INDEX LIST IN A TILE RENDERING SYSTEM - A method and apparatus for comprising primitive data generated by tessellation of patches in a three-dimensional computer graphics rendering system receives domain point indices for a first primitive in a list of primitives defining the tessellated patch, stores the domain point indices for the received primitive, compares domain point indices of a next primitive in the list with stored domain point indices and determines any matches, stores domain point indicates of the next primitive or, if a match was found, stores a reference to the position of the matched index, receives domain point indexes of the next primitive in the list and repeats the step until each primitive in the list has been compressed. | 09-13-2012 |

20150145862 | Texture Modeling of Image Data - Texture modeling techniques for image data are described. In one or more implementations, texels in image data are discovered by one or more computing devices, each texel representing an element that repeats to form a texture pattern in the image data. Regularity of the texels in the image data is modeled by the one or more computing devices to define translations and at least one other transformation of texels in relation to each other. | 05-28-2015 |

20150379672 | DYNAMICALLY OPTIMIZED DEFERRED RENDERING PIPELINE - A method for dynamically configuring a graphics pipeline system. The method includes determining an optimal pipeline based on: estimating one or more of memory power consumption and computation power consumption of storing and regenerating intermediate results based on graphics state information and one or more factors; determining granularity for the optimal graphics pipeline configuration based on the graphics state information and the one or more factors; collecting runtime information for primitives from graphics pipeline hardware including factors from tessellation or using graphics state information for determining geometry expansion at an output of one or more shader stages; and determining intermediate results to save from a previous processing pass by comparing memory power consumption needed to save the intermediate results with computation power as well as memory power needed for regenerating the intermediate results in one or more later tile rendering passes. | 12-31-2015 |

20120206458 | Near-Touch Interaction with a Stereo Camera Grid Structured Tessellations - A near-touch interface is provided that utilizes stereo cameras and a series of targeted structured light tessellations, emanating from the screen as a light source and incident on objects in the field-of-view. After radial distortion from a series of wide-angle lenses is mitigated, a surface-based spatio-temporal stereo algorithm is utilized to estimate initial depth values. Once these values are calculated, a subsequent refinement step may be applied in which light source tessellations are used to flash a structure onto targeted components of the scene, where initial near-interaction disparity values have been calculated. The combination of a spherical stereo algorithm, and smoothing with structured light source tessellations, provides for a very reliable and fast near-field depth engine, and resolves issues that are associated with depth estimates for embedded solutions of this approach. | 08-16-2012 |

20140063012 | COMPUTATION REDUCED TESSELLATION - Systems and methods for a tessellation are described. The tessellation unit is configured to determine a number of points that reside along a first edge of a first ring within a domain, determine a first set of coordinates for a first portion of the points that reside along the first edge of the first ring within the domain, and determine a second set of coordinates for a second portion of the points that reside along the first edge of the first ring within the domain based on the first set of coordinates for the first portion. The tessellation unit is also configured to stitch points that reside along the first edge of the first ring with points that reside along a second edge of a second ring to divide the domain into a plurality of primitives that are mapped to a patch. | 03-06-2014 |

20140146046 | Rendering and Navigating Photographic Panoramas with Depth Information in a Geographic Information System - The capability to render and navigate three-dimensional panoramic images in a virtual three-dimensional environment so as to create an immersive three-dimensional experience is provided. Such a capability can present a three-dimensional photographic experience of the real world that is seamlessly integrated with the virtual three-dimensional environment. Depth values associated with the panoramic images may be used to create three-dimensional geometry, which can be rendered as part of the virtual three-dimensional environment. Further, such a capability can enable a user to roam freely through the environment while providing a more natural free-form exploration of the environment than existing systems. | 05-29-2014 |

20110169828 | Methods for Creating Developable Surfaces - Developable surfaces are generated by interactively evolving curves on a 2D surface embedded in 3D space using an iterative process to produce a model for the construction of a stylized three dimensional sculpture. Each iteration includes tessellating loops formed by the curves on the surface and unfolding the resulting tessellated strips onto a 2D plane. Collisions between the unfolded tessellated strips in 2D and between the loops in 3D are resolved, and the rendered evolved curve in 3D and tessellated strips in 2D are displayed simultaneously during the evolution. A graphical user interface allows the curve network, tessellated strips, and curve evolution parameters to be modified by a user. 2D textures may be mapped to the unfolded tessellated strips, and a set of tool paths may be output for cutting a 2D material. | 07-14-2011 |

20140092091 | LOAD BALANCING AND MERGING OF TESSELLATION THREAD WORKLOADS - In one embodiment described herein, a graphics engine with shader unit thread load balancing functionality executes shader instructions from multiple execution threads in a smaller number of execution threads by combining instructions from multiple threads at runtime. In one embodiment, multiple shader unit threads containing less than a minimum number of instructions are combined to minimize the discrepancy between the shortest and longest thread. In one embodiment, threads are merged when they contain a common output register. | 04-03-2014 |

20140092092 | SHADER SERIALIZATION AND INSTANCE UNROLLING - A graphics engine with shader unit thread serializing and instance unrolling functionality that executes multi-threaded shader logic in a single hardware thread is described. Hardware accelerated tessellation functionality is implemented utilizing programmable pipeline stages that allow custom, runtime configuration of graphics hardware utilizing programs compiled from a high level shader language that are executed using one or more shader execution cores. In one embodiment, multiple shader unit program threads are serialized to run in one hardware thread to allow a greater number of instructions to be executed on the shader cores and preserve hardware threads for primitive processing by other shader units. | 04-03-2014 |

20140168221 | COMPRESSION OF A TESSELLATED PRIMITIVE INDEX LIST IN A TILE RENDERING SYSTEM - A method and apparatus for comprising primitive data generated by tessellation of patches in a three-dimensional computer graphics rendering system receives domain point indices for a first primitive in a list of primitives defining the tessellated patch, stores the domain point indices for the received primitive, compares domain point indices of a next primitive in the list with stored domain point indices and determines any matches, stores domain point indicates of the next primitive or, if a match was found, stores a reference to the position of the matched index, receives domain point indexes of the next primitive in the list and repeats the step until each primitive in the list has been compressed. | 06-19-2014 |

20140160126 | COMPUTING TESSELLATION COORDINATES USING DEDICATED HARDWARE - A system and method for performing tessellation of three-dimensional surface patches performs some tessellation operations using programmable processing units and other tessellation operations using fixed function units with limited precision. (u,v) parameter coordinates for each vertex are computed using fixed function units to offload programmable processing engines. The (u,v) computation is a symmetric operation and is based on integer coordinates of the vertex, tessellation level of detail values, and a spacing mode. | 06-12-2014 |

20140160125 | APPARATUS AND METHOD FOR RENDERING BEZIER CURVE - An apparatus and method for rendering a tile-binned Bezier curve may include a rendering calculator to determine a rendering scheme for at least one tile, with respect to the tile-binned Bezier curve, and a rendering processor to perform rendering with respect to a Bezier curve for the at least one tile, based on the determined rendering scheme. The rendering calculator may suspend the rendering of the Bezier curve at a boundary point between the at least one tile and an adjacent tile while the rendering is being performed, and determine the rendering scheme for a boundary value in which a position of the boundary point is reflected to be used when the adjacent tile is rendered. | 06-12-2014 |

20140176544 | TESSELLATING PATCHES OF SURFACE DATA IN TILE BASED COMPUTER GRAPHICS RENDERING - A method and system for culling a patch of surface data from one or more tiles in a tile based computer graphics system. A rendering space is divided into a plurality of tiles and a patch of surface data read. Then, at least a portion of the patch is analysed to determine data representing a bounding depth value evaluated over at least one tile. This may comprise tessellating the patch of surface data to derive a plurality of tessellated primitives and analysing at least some of the tessellated primitives. For each tile within which the patch is located, the data representing the bounding depth value is then used to determine whether the patch is hidden in the tile, and at least a portion of the patch is rendered, if the patch is determined not to be hidden in at least one tile. | 06-26-2014 |

20120299920 | Rendering and Navigating Photographic Panoramas with Depth Information in a Geographic Information System - The capability to render and navigate three-dimensional panoramic images in a virtual three-dimensional environment so as to create an immersive three-dimensional experience is provided. Such a capability can present a three-dimensional photographic experience of the real world that is seamlessly integrated with the virtual three-dimensional environment. Depth values associated with the panoramic images may be used to create three-dimensional geometry, which can be rendered as part of the virtual three-dimensional environment. Further, such a capability can enable a user to roam freely through the environment while providing a more natural free-form exploration of the environment than existing systems. | 11-29-2012 |

20120218267 | PROGRAMMABLE GRAPHICS PROCESSOR FOR MULTITHREADED EXECUTION OF PROGRAMS - A processing unit includes multiple execution pipelines, each of which is coupled to a first input section for receiving input data for pixel processing and a second input section for receiving input data for vertex processing and to a first output section for storing processed pixel data and a second output section for storing processed vertex data. The processed vertex data is rasterized and scan converted into pixel data that is used as the input data for pixel processing. The processed pixel data is output to a raster analyzer. | 08-30-2012 |

20160071316 | CAPTURING AND STYLIZING HAIR FOR 3D FABRICATION - A process, computer program product, and apparatus provide color and shape stylization for a captured hairstyle. The process, computer program product, and apparatus receive a plurality of images of a hairstyle in an n dimensional space at a plurality of different angles. Further, the process, computer program product, and apparatus generate a mesh surface in an n−1 dimensional space. In addition, the process, computer program product, and apparatus combine color data from the plurality of images at the plurality of different angles with mesh geometry data of the mesh surface. The process, computer program product, and apparatus also stylize the color data with an n dimensional filter that projects the color data to the n−1 dimensional space of the mesh surface. The process, computer program product, and apparatus may also stylize the geometric shape details in a coherent manner with the color. | 03-10-2016 |

20160071317 | GRAPHICS PROCESSING UNIT (GPU) INCLUDING SUBDIVIDER AND DEVICE INCLUDING THE GPU - A graphics processing unit (GPU) includes a subdivider connected between a vertex shader and a domain shader. The subdivider receives first points of a first patch from the vertex shader, computes and assigns a tessellation factor for the first patch, generates second patches by refining the first patch using the first points and the tessellation factor, determines whether each of the second patches satisfies a tessellation criterion, and feeds back a patch that does not satisfy the tessellation criterion among the second patches to an input of the subdivider as a first feedback patch. | 03-10-2016 |

20120287128 | ELECTRONIC DEVICE AND METHOD FOR MESHING CURVED SURFACE - In a method for creating a mesh over a curved surface of an electronic model of an object using an electronic device, sampled points of a boundary line of the electronic model of the object are obtained. The method stores the sampled points of the boundary line in a linked list, obtains sampled points of the curved surface of the electronic model of the object, stores the sampled points of the curved surface in a first queue, and inserts each point stored in the linked list into the first queue. The method further divides a parameter plane of the curved surface into small boxes, determines intersection points of the vertical lines of the parameter plane and the boundary line, and generates triangles by connecting the intersection points, the sampled points of the boundary line, and the curved surface in each small box. | 11-15-2012 |

20110141110 | METHOD OF MESHING AND CALCULATING A VOLUME IN AN ULTRASOUND IMAGING SYSTEM - A method of automatically meshing a volume of an object in an ultrasound imaging system comprises the steps of: —acquiring image data of the object; —selecting a first surface of interest comprising a first slice of the object in the image data; —determining a main axis (AX) of the object; —defining a set of planes ( | 06-16-2011 |

20110175912 | SYSTEM AND METHOD FOR MESOSCOPIC GEOMETRY MODULATION - A computer-implemented method for generating a three-dimensional model of an object. The method includes generating a coarse geometry mesh of the object; calculating an optimization for the coarse geometry mesh based on photometric consistency and surface consistency associated with the coarse geometry mesh; and refining the coarse geometry mesh with the optimization to generate the three-dimensional model for the object. | 07-21-2011 |

20110148877 | EFFICIENT GEOMETRIC TESSELLATION AND DISPLACEMENT - Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch. Detail within a displacement map also can be increased without negative effects associated with previous systems and methods. | 06-23-2011 |

20160078676 | ELECTRONIC DEVICE AND POINT CLOUD FIXING METHOD - An electronic device including a processing unit and a storage device receives a point cloud, and converts the point cloud into a mesh model including a first surface and a second surface engaged with the first surface. Then, the processing unit determines a plurality of first boundary points on the first surface, generates a plurality of first projection points for the plurality of first boundary points on the second surface, and generates a first fixed area based on the plurality of first projection points. The processing unit divides the first fixed area into a plurality of first sub-areas and adds a first additional point into each of the plurality of first sub-areas. | 03-17-2016 |

20160078675 | STYLING OF COMPUTER GRAPHICS HAIR THROUGH VOLUMETRIC FLOW DYNAMICS - Methods are disclosed for the computer generation of data for images that include hair, fur, or other strand-like material. A volume for the hair is specified, having a plurality of surfaces. A fluid flow simulation is performed within the volume, with a first surface of the volume being a source area through which fluid is simulated to enter the volume, and a second surface being an exit surface through which fluid is simulated as exiting the volume. The fluid flow simulation may be used to produce fluid flow lines, such as from a velocity vector field for the fluid. Fluid flow lines are selected, and image data of hairs that follow the fluid flow lines are generated. Other embodiments include generating animation sequences by generating images wherein the volume and surfaces vary between frames. | 03-17-2016 |

20110134119 | Method and System For Displaying Animation With An Embedded System Graphics API - An animation file player can display animation files with an embedded system graphics application programming interface (graphics API). In an example implementation, an animation file comprises a Flash® animation file such as, a Shockwave Flash® animation file, and the embedded system graphics API comprises an OpenGL®|ES graphics API. The present invention is not intended to be so limited, and other types of animation files and embedded system graphics APIs can be used. | 06-09-2011 |

20090231338 | Method and Apparatus for Surface Inflation Using Surface Normal Constraints - Method and apparatus for the interactive enhancement of 2D art with 3D geometry. A surface inflation tool may be used to create a 3D shape by inflating the surface that interpolates the input boundaries. The surface inflation tool may, for example, obtain a closed 2D boundary as input, triangulate the area within the boundary to generate an initial surface, and inflate the surface while maintaining a fixed boundary. Using surface normal values and/or mean curvature values specified at boundary vertices as constraints, the tool may control the inflated surface efficiently using a single linear system. Embodiments handle both smooth and sharp position constraints. Position constraint vertices may also have constraints specified for controlling the inflation of a local surface. | 09-17-2009 |

20090231337 | Method and Apparatus for Surface Inflation Using Mean Curvature Constraints - Method and apparatus for the interactive enhancement of 2D art with 3D geometry. A surface inflation tool may be used to create a 3D shape by inflating the surface that interpolates the input boundaries. The surface inflation tool may, for example, obtain a closed 2D boundary as input, triangulate the area within the boundary to generate an initial surface, and inflate the surface while maintaining a fixed boundary. Using the mean curvature specified at boundary vertices as a degree of freedom, the tool may control the inflated surface efficiently using a single linear system. Embodiments handle both smooth and sharp position constraints. Position constraint vertices may also have curvature constraints specified for controlling the inflation of a local surface. | 09-17-2009 |

20080259078 | Apparatus and Method for Determining Intersections - In a data processing system for determining intersections between geometric objects, the work is split between a CPU and a stream processor. The intersection determination is controlled by the CPU. Data processing intensive parts of intersection algorithms, such as checking possible overlap of objects, checking overlap of normal fields of objects, approximating the extent of an object, approximating the normal fields of an object, or making conjectures for intersection topology and/or geometry between objects, are run on the stream processor. The results of the algorithmic parts run on the stream processor are used by the part of the algorithms run on the CPU. In cases where conjectures for the computational result are processed on the stream processor, the conjectures are checked for correctness by algorithms run on the CPU. If the correctness check shows that the result found is incomplete or wrong, additional parts of the algorithm are run on the CPU and possibly on the stream processor. | 10-23-2008 |

20080259076 | Tile Based Graphics Rendering - A graphics system for tile-by-tile converting of vertex data into output images for displaying on a screen. The vertex data represents objects by a set of polygons and comprises 3D space coordinates for each vertex (q | 10-23-2008 |

20080218513 | Triangulation Method of a Surface of a Physical Object - An exemplary embodiment of the invention provides a method for producing a triangulation of a surface of a physical object the method comprising the steps of generating an intermediate mesh representation of the surface out of surface voxels ( | 09-11-2008 |

20090109219 | REAL-TIME MESH SIMPLIFICATION USING THE GRAPHICS PROCESSING UNIT - A graphics-processing unit is used to perform mesh simplification. A vertex shader receives a dataset for an input mesh that portrays a three-dimensional graphics object. The vertex shader generates from the dataset vertices for primitives that make up the input mesh. The input mesh is divided into a grid of cells. A geometry shader receives the vertices from the vertex shader and generates from the received vertices a simplified mesh that portrays the three-dimensional graphics object in less detail than the input mesh. Before the input mesh is divided into grid cells, a warping function can be applied to the input mesh based on a weighting function to warp the input mesh, thereby increasing sampling at a region of interest. A projective warping can be performed on the grid to produce grid cells of different volumes in accordance with a camera position. | 04-30-2009 |

20090147000 | COMPUTER GRAPHICS SYSTEMS AND METHODS GENERATING SMOOTH FEATURE LINES FOR SUBDIVISION SURFACES - Computer graphics systems and methods are provided for generating a representation of a feature in a surface defined by a mesh representation, the mesh comprising at a selected level a plurality of points including at least one point connected to a plurality of neighboring points by respective edges, the feature being defined in connection with the vertex and at least one of the neighboring points and the edge interconnecting the vertex and the at least one of the neighboring points in the mesh representation. The feature generating arrangement comprises a weight vector generator module and a feature representation generator module. | 06-11-2009 |

20090167760 | Triangle Mesh Based Image Descriptor - Embodiments are directed to creating a triangle mesh by using a distance-minimum criterion on a plurality of feature points detected from an image, computing, based on the triangle mesh, global features that describe a global representation of content of the image, and computing, based on the triangle mesh, local features that describe a local representation of content of the image. The global features may include a triangle distribution scatter of mesh that shows a texture density of the content of the image and a color histogram of mesh region that represents image color information corresponding to a mesh region of interest. The local features may include a definition of each mesh triangle shape via its three angles and a color histogram of each mesh triangle to represent image color information corresponding to each triangle region. | 07-02-2009 |

20090237400 | EFFICIENT GEOMETRIC TESSELLATION AND DISPLACEMENT - Methods and computer-storage media are provided for rendering three-dimensional (3D) graphics by tessellating objects using novel structures and algorithms. Rendering utilizing “patches,” configurable functions that include a specified number of control points, allows for computation on a per-patch or per-control-point basis, in addition to traditional per-vertex, per-primitive, and per-pixel methods. This produces a number of advantages over previous tessellation methods, including the reuse of computations across existing vertices and the ability to process at a lower frequency. The operations to compute points are simplified in order to optimize system resources used in the process. Transitions from un-tessellated to tessellated objects are smoother utilizing the present invention, while developers have more flexibility in the level of detail present at different edges of the same patch. Detail within a displacement map also can be increased without negative effects associated with previous systems and methods. | 09-24-2009 |

20080273034 | Interface and method of interfacing between a parametric modelling unit and a polygon based rendering system - An interface for use in a 3-d graphics system comprising a parametric modelling unit for modelling objects as high order surfaces, and a polygon based rendering system for rendering polygon modelled objects for display. The interface comprises an input for receiving data and a subdivision unit coupled to the input for processing the data. The interface includes a converter coupled to the subdivision unit for determining from leaf patch data a first plurality of values representing vertices of tessellating polygons describing the leaf patch, and for determining from sub-leaf patch data a second plurality of values representing the vertices of tessellating polygons describing the sub-leaf patch. The interface also has a combiner, coupled to the converter, for combining the values to form leaf polygon data defining the polygon vertices at a first subdivision level, and an output coupled to the combiner for outputting the leaf polygon data. | 11-06-2008 |

20090015586 | Method and system for modeling variable-node finite elements and application to nonmatching meshes - The present invention relates to a method and system for modeling non-matching finite element meshes using variable-node finite elements in the finite element method. More specifically, a method and recording medium for modeling a variable-node finite element for application to non-matching meshes using the finite element method performed via a computer and using the existing four-node linear quadrangular element, eight-node secondary quadrangular element, nine-node secondary quadrangular element, and eight-node hexahedral element, wherein the finite element analysis method includes: a first step of confirming the number of nodes added to boundary surfaces of the non-matching meshes; a second step of dividing the boundary surfaces of the non-matching meshes into partial boundary surfaces divided by means of the added nodes; a third step of dividing the non-matching meshes into partial regions based on the partial boundary surfaces divided in the second step; a fourth step of performing a point interpolation based on the nodes affecting each partial region divided in the third step; and a fifth step of integrating each of the partial regions through numerical integration. | 01-15-2009 |

20090237401 | MULTI-STAGE TESSELLATION FOR GRAPHICS RENDERING - This disclosure describes a multi-stage tessellation technique for tessellating a curve during graphics rendering. In particular, a first tessellation stage tessellates the curve into a first set of line segments that each represents a portion of the curve. A second tessellation stage further tessellates the portion of the curve represented by each of the line segments of the first set into additional line segments that more finely represent the shape of the curve. In this manner, each portion of the curve that was represented by only one line segment after the first tessellation stage is represented by more than one line segment after the second tessellation stage. In some instances, more than two tessellation stages may be performed to tessellate the curve. | 09-24-2009 |

20090040219 | SYSTEM AND METHOD FOR SURFACING OF PARTICLE SYSTEMS - A method and system for surfacing of particle systems is proposed to achieve high surface resolutions and low execution times, comprising partitioning particles into sub-blocks, each sub-block associated linear data arrays, sequentially accessing each array to composite the particles into a respective sub-volume using estimates of grid stencils derived from particle kernels, performing random-access into the sub-volumes, processing each linear array, and lexicographically pushing the corresponding sub-volume into a DT-Grid to convert the sub-volume to a narrow band level set. Further steps to improve the temporal coherence of resulting surface, to reduce artifacts from sparsely sampled regions of space, to enhance artistic expression, and for flexible post processing can be performed. | 02-12-2009 |

20080266292 | Decorating computer generated character with surface-attached features - A computer generated character is decorated with skin-attached features in computer graphics by defining a skin surface of the computer generated character. The skin surface is defined using a set of one or more connected parametric surfaces. Feature locations for the features are placed on the defined skin surface. Guide locations for guides are placed on the defined skin surface. The skin surface is partitioned into a plurality of cells. Each cell has a set of vertices. The set of vertices for each cell is a set of the guide locations. Interpolation weights are determined for the feature locations using the guide locations and the plurality of cells. | 10-30-2008 |

20090033659 | Real-time luminosity dependent subdivision - In one embodiment, the present invention includes a method for receiving geometry data corresponding to a plurality of polygons of a scene, calculating a luminosity metric for each polygon, and subdividing a polygon into multiple polygons if the luminosity metric is greater than a threshold level. Other embodiments are described and claimed. | 02-05-2009 |

20080316209 | Image-Based Viewing System - Systems and methods are disclosed for visualizing changes in a three dimensional (3D) model by receiving an initial 3D model; determining a target 3D model; and generating one or more intermediate 3D models by morphing one or more of the 3D models. | 12-25-2008 |

20090058853 | METHOD FOR MESHING A CURVED SURFACE - A curved surface meshing method is provided. The method meshes a three-dimensional curved surface by meshing a parameter plane, mapping triangles generated on the parameter plane to triangles in a three-dimensional space to get a 3D meshed curved surface. The method may generate substantially well-proportional distributed triangles on curved surfaces of three-dimensional models of objects. | 03-05-2009 |

20080218512 | SYSTEM AND METHOD FOR INTERACTIVE MASKING AND MODIFYING OF 3D OBJECTS - A system and method for providing an intuitive and efficient mechanism to select areas of interest on a 3D model, and modify a pose or shape of the 3D model. A masking module allows an artist to interactively mask portions of a 3D object and leave other portions of the object unmasked. A posing module provides various tools to allow the artist to apply a posing or reshaping action on the unmasked areas of the 3D object. The computer artist masks portions of the 3D object by clicking and dragging the user input device on an area of the 3D object. All vertices whose topological distances are closer to the vertex associated with the initial click position than the final dragged position are masked. The artist then draws an action line on or partially on the 3D object to define a coordinate system. The artist clicks on a point on the action line, and drags the user input device for corresponding transformations of the unmasked portions of the 3D object. | 09-11-2008 |

20090066694 | Methods and systems for generating 3-dimensional computer images - There are provided methods and apparatus for generating a 3-dimensional computer image. The image comprises a number of objects and is divided into separate areas. In a first aspect, control data to link to object data stored in a memory for each object is derived for two objects at a time. This improves processing and memory usage. In a second aspect, two or more separate areas can be processed in parallel by deriving control data for the two separate areas at a time. This improves processing time. To avoid fetching data for both areas, that is actually only applicable to one area, encoding is used in the control data. In a third aspect, object data can be stored on one or across two memory pages, and the control data includes one memory page address in the former case and two memory page addresses in the latter case. This improves memory usage. In a fourth aspect, object data can be stored across two non-contiguous memory pages, by using a look-up table with contiguous portions allocated for each object's object data. This also improves memory usage. In a fifth aspect, when partial rendering is used, and partial depth data is stored and subsequently updated, the depth data can be stored across two memory pages using link portions in the memory pages to either indicate the end of data storage or point to the next memory page. This also improves memory usage. | 03-12-2009 |

20080246767 | SYSTEM AND PROGRAM PRODUCT FOR RE-MESHING OF A THREE-DIMENSIONAL INPUT MODEL USING PROGRESSIVE IMPLICIT APPROXIMATING LEVELS - A system and program product for re-meshing of a three-dimensional ( | 10-09-2008 |

20090213119 | Remeshing method and apparatus for restoring sharp features of mesh made smooth enough - A three-dimensional (3D) remeshing apparatus includes a curved surface geometry module for calculating one or more geometric elements, including a normal and a curvature, based on data of an input mesh, a vertex grouping module for grouping vertices of the mesh into a general group, an edge group, and an apex group using information of the curvature calculated by the curved surface geometry module, and a projection module for searching for one or more tangent planes corresponding to one or more of the vertices grouped by the vertex grouping module, projecting one or more corresponding vertices on each of the tangent planes, and restoring one or more edges of the input mesh. | 08-27-2009 |

20080303817 | Analyzing mesh generating apparatus - An analyzing mesh generating apparatus has a model read unit for reading data, a required quality and shape data of an input hexahedral mesh model, a display unit for displaying said hexahedral mesh model, and a mesh element number reduction unit for reducing the number of mesh elements in the data. The analyzing mesh generating apparatus has also a mesh quality evaluation unit for evaluating a mesh quality regarding whether mesh element reduction is performed while maintaining the required quality data, and a mesh fine division unit for performing mesh fine division to change meshes to coarse/dense meshes, relative to the hexahedral mesh model with the reduced number of mesh elements in the data. | 12-11-2008 |

20090091570 | DIVIDING METHOD FOR THREE-DIMENSIONAL LOGICAL PUZZLES - A dividing method used to easily divide a solid or hollow structure into perfectly interfitting parts by using at least one guiding polyhedron to establish an axis system serving as guiding paths for associated geometrical figure contours used to slice the structure. This axis system is coincident with all or a subset of the geometrical centers of each face of the guiding polyhedron, with midpoints of the edges of the polyhedron, and with the vertices of the polyhedron. The dividing method is based on five different techniques: a selecting technique, a sizing technique, a multi-slicing technique, a multi-pivoting technique, and a multi-guiding technique. This dividing method can create extremely challenging, aesthetic and symmetrical three-dimensional puzzles having shifting and optionally sliding features. This dividing method works with polyhedral, spherical and odd-shaped structures. | 04-09-2009 |

20080246765 | Method and apparatus for constraint-based texture generation - A method and apparatus for texture mapping a surface. The method is applicable to texture mapping either a two-dimensional representation (image) of a three-dimensional surface as well as a three-dimensional computer model of a three-dimensional surface, such as a triangular wire mesh model. In one embodiment, the texture mapping process involves user-specification of a plurality of constraints, including texture flow constraints, texture discontinuities, and surface underfolds. A triangular wire mesh model of the surface to be textured is generated. The mesh allows a continuous texture distribution to be specified as a linear interpolation of texture values at the triangular vertices. User-specified constraints are preserved as edges within the triangular mesh. The triangular mesh is used to compute a weighted energy functional expressed in terms of nodal texture values. The global value of this functional serves as a measure of how closely the user-specified and physics-based constraints are met by a particular texture distribution. The optimal texture distribution is found by determining the set of nodal values which minimizes this functional, through an iterative process that is recursively applied to each nodal value using the results of a previous iteration. In accordance with one aspect of the invention, the results of previous optimizations may be used as the starting point for subsequent refinements of the texture distribution, in the event that greater levels of photorealisim are necessary. During this recursive procedure the triangular mesh is progressively refined using an adaptive subdivision procedure which allows local texture variations to be more accurately expressed whilst optimizing the overall mesh density against calculational efficiency. | 10-09-2008 |

20080246766 | NUMERICAL ANALYSIS MESH GENERATING METHOD AND APPARATUS - The triangular mesh generating portion divides the surface of geometry model to be meshed in a meshed manner according to a target element dimension and generates a triangular mesh on the surface of geometry model. The regular mesh generating portion assumes a shaped parallelpiped enclosing the shape to be meshed. The parallelpiped is divided in a meshed manner by the hexahedral element whose distance between the nodes has the substantially same density as the triangular mesh on the surface. The resulting regular mesh located inside the triangular mesh on the surface of geometry model is divided into a tetrahedral meshed manner. The shell meshing area extracting portion extracts a shell-like space between the inner tetrahedral mesh and the triangular mesh on the surface of geometry model. The shell mesh generating portion generates the tetrahedral mesh in the overall shape to be meshed. | 10-09-2008 |

20080198160 | APPROPRIATELY SIZED TARGET EXPANSION - The present starburst target expansion technique connects targets to peripheral screen space to produce reasonably sized tiles for all targets including those that are located inside of a cluster. The resulting layout is characterized by lines escaping from the cluster center. By providing targets located inside a cluster with access to empty screen space, the present starburst target expansion technique is able to assign screen space to targets that remain small if expanded using the traditional Voronoi approach. If used on a device with limited input accuracy, such as a pen-based tablet or a touch screen-based kiosk system, target expansion via the starburst target expansion technique can lead to substantial performance improvements. | 08-21-2008 |

20080259077 | SHAPE PRESERVING MAPPINGS TO A SURFACE - A method, apparatus, and article of manufacture provide the ability to map a detail model to a destination while preserving the shape of the detail model. A destination surface (that is a smooth surface) is obtained. The destination surface is tessellated to generate a mesh representation of the destination surface. A parameterization of the mesh representation is then generated. Reverse mapping is conducted from a point of a detail model surface to a point of the destination surface via the parameterization and mesh representation. | 10-23-2008 |

20160148426 | RENDERING METHOD AND APPARATUS - Provided is a selective rendering apparatus and method. The method may include generating a domain visibility stream indicating which domains for an input patch are visible during rendering, generating domain information about one or more regions of the input patch based on the domain visibility stream, and performing selective domain shading on respective domains of the plurality of domains based on whether the domain visibility stream indicates that the respective domains are visible. The method may also, or alternatively, include generating a vertex visibility stream indicating visible vertices of an input patch or primitive and selectively vertex shading the vertices of the input patch or primitive based on the vertex visibility stream. | 05-26-2016 |

20160148424 | GRAPHIC PROCESSING UNIT AND METHOD OF PERFORMING, BY GRAPHIC PROCESSING UNIT, TILE-BASED GRAPHICS PIPELINE - Computing apparatus and methods are provided for performing a tile-based graphics pipeline. The graphics pipeline includes a binning pipeline configured to generate a tile list of objects indicating which tile vertices, primitives, or patches the objects belong to; and a rendering pipeline configured to render an object, per tile, based on the tile list generated in the binning pipeline. Each of the binning pipeline and the rendering pipeline is configured to implement a tessellation pipeline. The graphics pipeline may be configured to operate in an efficiency mode to defer or lower tessellation by performing tessellation in one of the binning and rendering pipelines or by setting a new lower tessellation factor. | 05-26-2016 |