Entries |
Document | Title | Date |
20080211813 | Device and Method for Light and Shade Simulation in an Augmented-Reality System - A device and a method guide light in an augmented-reality system, whereby a recorder unit, with an optical axis, records a real object and displays the same on a display unit. A data processing unit generates a virtual object and also displays the same on the display unit. Based on a known sensor positioning, a sensor alignment, a sensor directional diagram and a provided sensor output signal from at least two light-sensitive sensors, an illumination angle is then determined and the light guidance for the virtual object carried out in the display unit, based on said illumination angle. | 09-04-2008 |
20080218516 | System and Method for Factorizing Light in a Sequence of Images - A method factorizing a sequence of images acquired of a scene into lighting components. The scene is illuminated by a moving light source. An appearance profile is constructed for each pixel in the sequence of images. The appearance profile is a vector representing intensities of the pixel at instances in time. The appearance profiles are factorized into a shadow component, a skylight component, and a sunlight component. | 09-11-2008 |
20080218517 | SYSTEM AND METHOD FOR CALCULATING MULTI-RESOLUTION DYNAMIC AMBIENT OCCLUSION - A system and method for generating a three-dimensional image is provided. An embodiment of the present invention includes calculating the ambient occlusion at a vertex in multiple, independent stages. Determining the global AO at the vertex may be performed using a first technique. Determining the local AO at the vertex may be performed using a second technique. The total AO can be found as a function of the local AO and global AO. | 09-11-2008 |
20080225050 | Image processing program and image processing system using same - By means of an image drawing program stored in a storage medium readable by an image processing system, the corresponding image processing system and the corresponding image drawing method, shadows are drawn for a plurality of characters, without imposing a large load on the processor, by referencing a shadow created in advance, and using the shadow for other characters to draw numerous humanoid shadows for display on one screen. | 09-18-2008 |
20080225051 | METHOD AND APPARATUS FOR THREE-DIMENSIONAL GRAPHICS, AND COMPUTER PRODUCT - A graphic apparatus that draws an object three-dimensionally using a level plane and a height-axis perpendicular to the level plane includes a receiving unit, a calculating unit, and a drawing unit. The receiving unit receives vertex data identifying a position of a top surface of the object on the level plane. The calculating unit calculates a modulation coefficient of luminance for the top surface based on a normal vector for the top surface and a light-source vector indicating a direction of a light source on the level plane. The drawing unit draws the top surface using the vertex data and the modulation coefficient, and a top surface of another object using the modulation coefficient. | 09-18-2008 |
20080231633 | Terminating Spatial Partition Hierarchies By A Priori Bounding Memory - The present invention provides methods, systems and computer program code (software) products for terminating spatial partition hierarchies and other hierarchies by a priori bounding, thereby to provide, among other aspects, more efficient ray tracing in computer graphics systems. | 09-25-2008 |
20080238920 | Color Buffer Contrast Threshold for Adaptive Anti-Aliasing - According to one embodiment of the invention, by increasing the number of rays issued through adjacent pixels with colors of high contrast while maintaining the number of rays issued through adjacent pixels which do not have colors of high contrast, a ray tracing image processing system may render an anti-aliased image while minimizing the increase in workload experienced by the image processing system. Additionally, according to another embodiment of the invention, by maintaining the number of rays issued through adjacent pixels which have colors of low contrast while increasing the number of rays issued through adjacent pixels which do not have colors of low contrast, the image processing system may reduce workload experienced while performing ray tracing while maintaining the quality of the rendered image. | 10-02-2008 |
20080238921 | Realistic transformation of 3D lighting models - A lighting model specified in light space may be transformed to a 3D scene, which may include numerous lights. When the lighting model is transformed to the 3D scene and is uniformly scaled or near-uniformly scaled, intensity or brightness of light at sample points, corresponding to points in the 3D scene, may be adjusted proportionately for a light source using a value based, at least partly, on a transform matrix. When the lighting model in the light space is scaled to non-uniformly stretch a lit area, the sample points may be transformed to the light space, using an inverse of a transform matrix. Distances from the light source to the transformed sample points in the light space may be used to determine attenuation and range with respect to the light source. | 10-02-2008 |
20080259080 | IMAGE PROCESSING METHOD, APPARATUS, AND PROGRAM - In an image processing method for generating a pseudo three-dimensional image by a volume rendering method in which a pixel value of each pixel on a projection plane on which a three-dimensional image illuminated by an arbitrary light source is projected is determined using a brightness value at each examination point, which is a point on the three-dimensional image sampled along each of a plurality of visual lines connecting an arbitrary viewpoint and each pixel on the projection plane, an illuminance level at each examination point is calculated based on an opacity level at each calculation point, which is a point on the three-dimensional image sampled along each of a plurality of light rays connecting the light source and each examination point, and the brightness value at each examination point is determined based on the calculated illuminance level. | 10-23-2008 |
20080259081 | System and methods for real-time rendering with global and specular illumination - Frames of image data representative of a scene containing deformable geometry are computed for display on a display device. Frame animation data is computed for a series of frames representative, in animated sequence, of a scene containing deformable geometry. The frame animation data includes a control mesh descriptive of the three-dimensional surface of graphical elements occurring within the scene. Based on the frame animation data, respective illumination values are computed for the individual polygons of the control mesh to determine the global illumination of the scene. The computation is performed iteratively utilizing the directional light functionally emitted from source polygons to receiver polygons to determine global illumination. The directional light emitter values are further utilized, in combination with material properties, specular illumination contributions to the global illumination of the receiver polygons. | 10-23-2008 |
20080266294 | 3D Object Scanning Using Video Camera and TV Monitor - A system creates three-dimensional computer models of physical objects by displaying illumination patterns on a display device to incidentally illuminate a physical object. A video camera acquires images of the object illuminated by the patterns. The patterns can include motion and multiple colors for acquiring images with large variations in surface shading of the object. Shading values from acquired images of the object are analyzed to determine the orientation of points on the object's surface. The system evaluates the quality of acquired images and selects patterns tailored to specific attributes of objects. The points' orientations are determined by comparing the points' shading values with an illumination model or shading values acquired from a calibration shading object. A model surface is fitted to the point's orientations. Applications may utilize the model for any purpose, including creating and exchanging customized virtual objects, enhanced object tracking, and videoconferencing applications. | 10-30-2008 |
20080278491 | System and method for rendering computer graphics utilizing a shadow illuminator - Embodiments of the present invention are directed to rendering computer graphics using an augmented direct light model which approximates the effect of indirect light in shadows. More specifically, a shadow illuminator light source is provided for. The shadow illuminator light source is associated with an ordinary, or primary light source and is used to provide illumination in areas which are in shadows with respect to the primary light source. The shadow illuminator provides illumination only to areas which are considered to be in the shadows with respect to the light source the shadow illuminator is associated with. Thus, the shadow illuminator may be used to approximate the effects of indirect light. | 11-13-2008 |
20080278492 | Silhouette Blend Rendering of Anatomical Structures - Systems and methods for rendering advantageous images/views of an anatomical structure, e.g., vessel structure(s), and surrounding anatomical features/structures are provided. The disclosed systems and methods combine conventional 3D x-ray rotational angiography (3DRA) with a diagnostic scan of the relevant anatomical region, e.g., a CT or MR scan, to yield a combined image/view thereof. The image includes silhouette rendering of structures and/or vessel anatomy below the CT/MRI slab, i.e., obscured vessel structures, thereby allowing clinicians and other medical/surgical staff to develop a better understanding of vessel morphology and relationships between vessel pathology and surrounding branches/anatomical structures. | 11-13-2008 |
20080309667 | Interactive Relighting with Dynamic Reflectance - Interactive relighting with dynamic reflectance involves relighting a graphical scene with dynamic changes to the reflectance(s) in the graphical scene. A graphical scene may include source radiance, regions having reflectances, a surface spot, incident radiation from the source radiance at the surface sport, an incident direction, a viewing direction, exit radiance, and so forth. In an example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using an incident radiance at a surface spot that is separated into respective incident radiance components corresponding to different respective numbers of interreflections in the graphical scene. In another example embodiment, a graphical scene is relighted based on at least one adjusted reflectance of the graphical scene using a tensor representation for a reflectance of a surface spot with the tensor representation being segmented into three adjustable factors for lighting, viewing, and reflectance. | 12-18-2008 |
20090009515 | GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - To provide a game machine for displaying a picture in which light from a light source causes the shadow of an object, and the shadow varies according to a change in the position of the light source, the shape (posture) of the object, and so forth, while reducing a processing load. The present invention relates to a game machine for showing a picture obtained by viewing, from a predetermined viewpoint, a virtual three dimensional space where a light source and an object are placed. According to the present invention, a shadow rendering object for rendering a shadow of the object is placed. The permeability of each of the vertexes of polygons forming the shadow rendering object is determined based on the position of the light source and the position and shape data of the object, and the game screen image is produced based on the permeability determined. The number of polygons forming the shadow rendering object is controlled based on the distance between the viewpoint and the object. | 01-08-2009 |
20090015588 | IMAGE CREATING DEVICE, LIGHT ARRANGING METHOD, RECORDING MEDIUM, AND PROGRAM - A lighting model storage unit ( | 01-15-2009 |
20090027390 | METHOD AND SYSTEM FOR SCATTERED SPHERICAL HARMONIC APPROXIMATION - A scattered spherical harmonic (SH) approximation method is proposed for pre-computation of SH coefficients at sampling vertices of an object to be rendered. The approach sparsely populates the object with a plurality of SH sampling vertices and uses the least squares approximation to calculate the SH coefficients at any (other) arbitrary point of the object by extrapolating from the computed SH coefficients at the SH sampling vertices. | 01-29-2009 |
20090027391 | DIRECTABLE LIGHTING METHOD AND APPARATUS - A method for a computer system includes receiving a plurality of values for an illumination parameter associated with an illumination source for a scene, determining a plurality illumination contributions for a surface of an object within the scene, in response to the plurality of values, determining a plurality of texture maps associated with the surface of the object in response to the plurality of illumination contributions, wherein each of the plurality of texture maps is associated with each of the plurality of values for the illumination parameter, receiving a value for the illumination parameter at render time from a user, determining a texture map associated with the surface of the object, in response to the value for the illumination parameter and in response to the plurality of texture maps, rendering the surface of the object using the texture map to form an image, and displaying the image to the user. | 01-29-2009 |
20090033661 | Spatially-Varying Convolutions for Rendering Soft Shadow Effects - Soft shadows may include areas that are less clear (more blurry) than other regions. For instance, an area of shadow that is closer to the shadow caster may be clearer than a region that is farther from the shadow caster. When generating a soft shadow, the total amount of light reaching each point on the shadow receiving surface is calculated according to a spatially-varying convolution kernel of the occluder's transparency information. Ray-tracing, traditionally used to determine a spatially varying convolution, can be very CPU intensive. Instead of using ray-tracing, data structures, such as MIP-maps and summed-area tables, or separable linear filters may be used to compute the spatially-varying convolution. For example, a two-dimensional convolution may be computed as two spatially-varying, separable, linear convolution filters—one computing a horizontal component and the other a vertical component of the final 2D convolution. | 02-05-2009 |
20090033662 | MULTIPLE ARTISTIC LOOK RENDERING METHODS AND APPARATUS - A computer system comprises a memory configured to store a geometric description of an object, wherein the memory is configured to store a first set of parameters associated with a first artistic look, and wherein the memory is configured to store a second set of parameters associated with a second artistic look, and a processor coupled to the memory, wherein the processor is configured to determine a first set of rendered data in response to the first set of parameters and to the geometric description of the object, wherein the processor is configured to determine a second set of rendered data in response to the second set of parameters and to the geometric description of the object, and wherein the processor is configured to determine a visual representation for the object in response to the first set of rendered data and in response to the second set of rendered data. | 02-05-2009 |
20090033663 | Surface shading of computer-generated object using multiple surfaces - Objects are modeled and rendered using multiple surfaces to provide attributes used in rendering. In some embodiments, a reference surface for an object is defined, e.g., using conventional modeling techniques. One or more auxiliary surfaces are associated with portions of the reference surface. Some of the surface attributes (e.g., color, surface normal, texture, lighting) are associated with the reference surface, while other attributes (e.g., transparency) are associated with the cards. To render an image, a ray associated with a pixel is traced to its intersection with the reference surface and to its intersection with one of the auxiliary surfaces. The attributes associated with the reference surface are determined based on the intersection point of the ray with the reference surface, and the attributes associated with the auxiliary surface are determined based on the intersection point of the ray with the auxiliary surface. | 02-05-2009 |
20090040222 | Multi-pass shading - An application binary interface includes a descriptor specifying a binary shader for each pass of a multi-pass shader. The application binary interface also includes a graphics state of a graphics object for each pass of the multi-pass shader. The graphics state for the first pass is an initial graphics state of the graphics object. The graphics state for each subsequent pass specifies a change from the graphics state of a previous pass. The application binary interface further includes parameters for the binary shaders. The application binary interface links the binary shaders together based on the parameters. Further, the parameters of the binary shaders may be modified at run time to configure the multi-pass shader. The binary shader of each pass is then executed based on the graphics state and parameters of the pass to render the graphics object. | 02-12-2009 |
20090046099 | REAL-TIME DISPLAY SYSTEM - An apparatus and method for displaying photographic images in real-time is disclosed. Traditionally, ray tracing algorithms produce photographic images, but not in real-time. In one embodiment of the present inventions, shadows and lighting can be altered in real-time, and photographic images appear as an interactive photographic image. | 02-19-2009 |
20090051687 | IMAGE PROCESSING DEVICE - An image processing device includes a shader processor for carrying out a vertex shader process and a pixel shader process successively, a rasterizer unit for generating pixel data required for the pixel shader process on the basis of data on which the vertex shader process has been performed by said shader processor, and a feedback loop for feeding the pixel data outputted from said rasterizer unit back to said shader processor as a target for the pixel shader process which follows the vertex shader process. | 02-26-2009 |
20090051688 | GENERATING IMAGES USING RAY TRACING AND RAY TREE GENERATED USING LOW-DISCREPANCY SEQUENCES - Computer graphics apparatus, methods and systems and program products, operable to generate and display human-perceptible images, comprise a ray tracer operable to generate a ray tree, the ray tree comprising a primary ray shot along a selected direction and a plurality of other rays, the other rays being generated by recursive splitting. A ray is split when it encounters a predetermined condition, and each of the rays into which it is split is directed along a selected direction. The ray tracer comprises a low-discrepancy sequence generator an condition detector and a ray generator. The low-discrepancy sequence generator is configured to generate elements of at least one low-discrepancy sequence. The condition detector is configured to determine, for one of the rays in the ray tree, whether the one of the rays encounters the predetermined condition. The ray generator is configured to, when the condition detector makes a positive determination in connection with the one of the rays, generate a selected number “M” of split rays each along a splitting direction determined by a respective direction value. | 02-26-2009 |
20090073168 | FRAGMENT SHADER BYPASS IN A GRAPHICS PROCESSING UNIT, AND APPARATUS AND METHOD THEREOF - Configuration information is used to make a determination to bypass fragment shading by a shader unit of a graphics processing unit, the shader unit capable of performing both vertex shading and fragment shader. Based on the determination, the shader unit performs vertex shading and bypasses fragment shading. A processing element other than the shader unit, such as a pixel blender, can be used to perform some fragment shading. Power is managed to “turn off” power to unused components in a case that fragment shading is bypassed. For example, power can be turned off to a number of arithmetic logic units, the shader unit using the reduced number of arithmetic logic unit to perform vertex shading. At least one register bank of the shader unit can be used as a FIFO buffer storing pixel attribute data for use, with texture data, to fragment shading operations by another processing element. | 03-19-2009 |
20090073169 | HYBRID HARDWARE-ACCELERATED RELIGHTING SYSTEM FOR COMPUTER CINEMATOGRAPHY - An interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. The system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware. | 03-19-2009 |
20090096788 | METHOD AND APPARATUS FOR INCREASING EFFICIENCY OF TRANSMISSION AND/OR STORAGE OF RAYS FOR PARALLELIZED RAY INTERSECTION TESTING - For ray tracing, methods, apparatus, and computer readable media provide efficient transmission and/or storage of rays between ray emitters, and an intersection testing resource. Ray emitters, during emission of a plurality of rays, identify a shared attribute of each ray of the plurality, and represent that attribute as shared ray data. The shared ray data, and other ray data sufficient to determine both an origin and a direction for each ray of the plurality, are transmitted. Functionality in the intersection testing resource receives the shared ray data and the other ray data, and interprets the shared ray data and the other ray data to determine an origin and direction for each ray of the plurality, and provides those rays for intersection testing. Rays can be stored in the shared attribute format in the intersection testing resource and data elements representing the rays can be constructed later. Programmable receiving functionality of the intersection testing resource can accommodate many ray types and other situations. | 04-16-2009 |
20090096789 | METHOD, APPARATUS, AND COMPUTER READABLE MEDIUM FOR LIGHT ENERGY ACCOUNTING IN RAY TRACING - For ray tracing systems, described methods, media, apparatuses provide for accounting of light energy that will be collected at pixels of a 2-D representation without recursive closure of a tree of ray/primitive intersections, and also provide for adaptivity in ray tracing based on importance indicators of each ray, such as a weight, which may be carried in data structures representative of the rays. Examples of such adaptivity may include determining a number of children to issue for shading an identified intersecting primitive, culling rays, and adding rays to achieve more accurate sampling, if desired. All such adaptivity may be triggered with goal-based indicators, such as a threshold value representative of rendering progress to a time-based goal, such as a frame rate. | 04-16-2009 |
20090102843 | IMAGE-BASED PROXY ACCUMULATION FOR REALTIME SOFT GLOBAL ILLUMINATION - General and realtime technique for soft global illumination in low-frequency environmental lighting. The technique accumulates over a relatively few spherical proxies that approximate the light blocking and re-radiating effect of dynamic geometry. Soft shadows are computed by accumulating log visibility vectors for each sphere proxy as seen by each receiver point. Inter-reflections are computed by accumulating vectors representing the proxy's unshadowed radiance when illuminated by the environment. Both vectors capture low-frequency directional dependence using the spherical harmonic basis. Additionally, a new proxy accumulation method splats each proxy to receiver pixels in image space to collect the proxy's contribution to shadowing and indirect lighting. A soft rendering pipeline unifies direct and indirect soft effects with an accumulation methodology that maps entirely to a graphics processing unit and outperforms previous vertex-based methods. | 04-23-2009 |
20090102844 | METHOD FOR SYNTHESIZING A VIRTUAL IMAGE BY BEAM LAUNCHING - The invention concers a method for preparing a synthetic image of a scene from a camera, said scene comprising a plurality of objects defined by elementary meshes stored in a database, said method including: (a) a step of defining, via a central processing unit, a plurality of rays exiting from said camera towards said observed scene; (b) a step of processing said plurality of rays including: a sub-step (b4) of assembling the rays into beams; (c) a step of propagating said beams including: (d) a first step of determining, for each of said propagated beams, a subset of all the meshing elements which are intersected by said propagated beam; then (C2) a second step of calculating, via a graphics processing unit and for each of said propagated beams, intersections between the meshing elements of said subset and the rays of the propagated beams; (d) a step of generating said image of the scene following the propagating step. | 04-23-2009 |
20090102845 | IMAGE PROCESSING APPARATUS AND IMAGE PROCESSING METHOD - An object region detection unit ( | 04-23-2009 |
20090109221 | Translucent Object Rendering Methods and Apparatus - A computer system method includes determining a first surface illumination on an object based upon a respective irradiance, determining a first surface reflection based upon the respective irradiance, determining a second surface illumination on the object based upon a respective irradiance, determining a second surface reflection based upon the respective irradiance, receiving a first weighting for the first illumination and the first reflection value, and a second weighting for the second illumination and the second reflection value, wherein the weightings are different, determining a first surface illumination in response to the first illumination value, the first reflection, and the first weighting, determining a second surface illumination in response to the second illumination value, the second reflection, and the second weighting, and determining an image including the object based on the first surface illumination and the second surface illumination. | 04-30-2009 |
20090109222 | Reconstructable geometry shadow mapping method - A reconstructable geometry mapping method is provided. The reconstructable geometry mapping method includes: extracting geometry information of a plurality of occluding geometry shapes of an object's front-face with respect to a light source's point of view; performing a consistency test on a testing pixel so as to determine an occluding geometry shape corresponding to the testing pixel from the object's front-face among the plurality of occluding geometry shapes, in which the occluding geometry shape includes an occluding point, and the testing pixel overlaps with the occluding point when viewing from the light's point of view; reconstructing a depth value of an occluding point corresponding to the testing pixel; and performing a shadow determination of the testing pixel. | 04-30-2009 |
20090115784 | IMAGE PROCESSING APPARATUS AND IMAGE PROCESSING METHOD - Upon generation of an image of a virtual space on which a virtual object is laid out using a ray tracing method, an approximate virtual object, which is configured by at least one virtual element to approximate the shape of a physical object, is laid out on the virtual space. Then, intersect determination between a ray generated based on the ray tracing method and an object on the virtual space is executed. As a result of the intersect determination, when the ray and the approximate virtual object have a predetermined intersect state, a pixel corresponding to the ray is generated based on a ray before the predetermined intersect state is reached. | 05-07-2009 |
20090122062 | Translating Renderman Shading Language Code - The present disclosure includes, among other things, systems, methods and program products for translating RenderMan shading language code. | 05-14-2009 |
20090122063 | Computer Graphics Methods and Systems Using Quasi-Monte Carlo Methodology - A computer graphics system generates a pixel value for a pixel in an image, the pixel value being representative of a point in a scene as recorded on an image plane of a simulated camera, the computer graphics system comprising a sample point generator and a function evaluator. The sample point generator is configured to generate a set of sample points, at least one sample point being generated using at least one dependent sample comprising at least one element of a low-discrepancy sequence offset by at least one element of another low-discrepancy sequence. The function evaluator is configured to generate at least one value representing an evaluation of a selection function at one of the sample points, the value generated by the function evaluator corresponding to the pixel value. | 05-14-2009 |
20090128561 | TINTING A SURFACE TO SIMULATE A VISUAL EFFECT IN A COMPUTER GENERATED SCENE - A tinted color value is produced for a surface of an object in a computer generated scene. The surface is illuminated by a light source having a lighting color value associated with the light source. A first reflected color value is calculated for the surface. The first reflected color value is calculated based on an assumption that the surface is illuminated by white light rather than the lighting color value associated with the light source. A desaturated color value is computed using the first reflected color value. A tinted color value is computed by combining the desaturated color value with the lighting color value associated with the light source. The tinted color value is stored. | 05-21-2009 |
20090135183 | NORMAL VECTOR INFORMATION GENERATING DEVICE AND NORMAL VECTOR INFORMATION GENERATING METHOD - The normal vector information generating device generates normal vector information on the surface of an object, and includes: an image information obtaining unit obtaining information about an image of the object, the information including luminance information about luminance of light from the object and polarization information about polarization of the light; a shadow area extracting unit extracting an attached shadow area and a cast shadow area from the image based on the luminance information and the polarization information, the attached shadow area appearing on the surface of the object depending on an angle of incidence light, and the cast shadow area appearing on the surface of a material body when the light is blocked by the object; and a normal vector information generating unit generating normal vector information identifying a normal vector on the surface of the object in the attached shadow area using the polarization information. | 05-28-2009 |
20090141027 | IMAGE PROCESSING DEVICE AND IMAGE PROCESSING METHOD - The image processing device performs processing on a shadow in an image of an object, and includes: an image information obtaining unit obtaining information about an image of the object, the information including luminance information about luminance of light from the object and polarization information about polarization of the light from the object; a shadow area extracting unit extracting an attached shadow area and a cast shadow area from the image of the object based on the luminance information and the polarization information, the attached shadow area appearing on the surface of the object depending on an angle of incidence light, and the cast shadow area appearing on the surface of a material body other than the object when the light is blocked by the object; and an output unit outputting information identifying the attached shadow area and cast shadow area. | 06-04-2009 |
20090147002 | SYSTEM AND METHOD FOR GENERATING PIXEL VALUES FOR PIXELS IN AN IMAGE USING STRICTLY DETERMINISTIC METHODOLOGIES FOR GENERATING SAMPLE POINTS - A computer graphics system generates a pixel value for a pixel in an image, the pixel being representative of a point in a scene as recorded on an image plane of a simulated camera. The computer graphics system comprises a sample point generator and a function evaluator. The sample point generator is configured to generate a set of sample points representing at least one simulated element of the simulated camera, the sample points representing elements of, illustratively, for sample points on the image plane, during time intervals during which the shutter is open, and on the lens, a Hammersley sequence, and, for use in global illumination, a scrambled Halton sequence. The function evaluator is configured to generate at least one value representing an evaluation of a selected function at sample points generated by the sample point generator, those values corresponding to the pixel value. | 06-11-2009 |
20090153557 | Horizon split ambient occlusion - The method includes receiving a plurality of graphics primitives for rendering at a GPU of a computer system and rendering graphics primitives into pixel parameters of the pixels of a display, wherein the parameters include pixel depth values and pixel normal values. For each pixel of the display, an ambient occlusion process is performed. The algorithm takes as input a ND-buffer containing pixel depth values and pixel normals. Based on the pixel 3-D position and the pixel normal vector, horizon heights are computed by sampling the ND-buffer and an occlusion term is computed for each pixel based on the horizon heights. Based on the pixel 3-D position, the pixel normal vector, a normal occlusion term is computed by sampling the ND-buffer above the horizon in multiple directions. An ambient occlusion illumination value is computed by combining the horizon occlusion term and the normal occlusion term. | 06-18-2009 |
20090153558 | System And Method For Generating Pixel Values For Pixels In An Image Using Strictly Deterministic Methodologies For Generating Sample Points - A computer graphics system generates pixel values for pixels in an image of objects in a scene, using strictly-deterministic low-discrepancy sequences, illustratively Halton sequences, as sample points for evaluating integrals which are used to simulate a number of computer graphic techniques. The computer graphics system uses the low-discrepancy sequence to ensure that the sample points are evenly distributed over a respective region or time interval, thereby reducing error in the image which can result from clumping of such sample points which can occur in the Monte Carlo technique. In particular, the invention facilitates the generation of images of improved quality when using the same number of sample points at the same computational cost as in the Monte Carlo technique. | 06-18-2009 |
20090167762 | System and Method for Creating Shaders Via Reference Image Sampling - A system and method for creating a surface shader based on material surface shading information of a reference image. A user interface is provided which allows an artist to place various markers on the reference image. One or more points on the reference image identified by the placed markers are sampled for obtaining shading information for the sampled points. A 2D image is then generated with the obtained shading information. As markers are added or existing markers replaced on the reference image, the 2D image is updated in real time to provide feedback to the user of the surface shader that is being created. The surface shader is then used to render a 3D object. | 07-02-2009 |
20090167763 | QUASI-MONTE CARLO LIGHT TRANSPORT SIMULATION BY EFFICIENT RAY TRACING - Methods, systems, devices and computer program code (software) products operable within a computer graphics system or other computer system enable quasi-Monte Carlo (QMC) light transport simulation by efficient ray tracing. | 07-02-2009 |
20090174713 | METHOD FOR DIGITALLY RENDERING SKIN OR LIKE MATERIALS - A computationally efficient method for rendering skin tissue to achieve lifelike results includes application of a blurring algorithm to a two-dimensional light map. The algorithm is compact and is not derived from complex mathematical models of subsurface scattering in translucent materials, and yet achieves results similar to more complex models. The method includes receiving three-dimensional surface geometry relating to a digital object and other information for defining modeled light reflected from the surface, generating a two-dimensional matrix of light intensity values mapped to the surface geometry, blurring the matrix using a compact algorithm, and rendering the object using the blurred light intensity values. | 07-09-2009 |
20090179896 | Method and apparatus for color visualization of 3D image data with a dark background - A method and an apparatus are disclosed for color visualization of 3D image data of an object using a rendering technique, in particular for tomographic imaging image data. In at least one embodiment, the method calculates pixels of the object from the 3D image data by applying a transfer function, which assigns color values to the 3D image data, and provides said pixels as an image with a bright background. The image with a bright background is inverted to visualize it on a dark background, and the color values assigned to the 3D image data of the object are modified in accordance with a prescribed rule, by means of which the coloring of the image with a dark background obtained by inverting is at least approximately matched to the coloring of the non-inverted image with the original color values. The method of at least one embodiment and the associated apparatus of at least one embodiment allow a rendered display of the object on a dark background to be generated with the impression of having a relatively high contrast. | 07-16-2009 |
20090189896 | Graphics Processor having Unified Shader Unit - Graphics processing units (GPUs) are used, for example, to process data related to three-dimensional objects or scenes and to render the three-dimensional data onto a two-dimensional display screen. One embodiment, among others, of a GPU is disclosed herein, wherein the GPU includes a control device configured to receive vertex, geometry and pixel data. The GPU further includes a plurality of execution units connected in parallel, each execution unit configured to perform a plurality of graphics shading functions on the vertex, geometry and pixel data. The control device is further configured to allocate a portion of the vertex, geometry and pixel data to each execution unit in a manner to substantially balance the load among the execution units. | 07-30-2009 |
20090189897 | Dynamic Shader Generation - Some embodiments provide a method of performing several shading operations for a graphic object in a scene that is displayed on a device. The device includes several processing units. The method receives a set of criteria that can define a set of parameters that relate to the shading operations. The method determines an allocation of the shading operations to the processing units based on the received criteria. The method allocates the shading operations to the processing units based on the determined allocations. The method renders the graphic object based on several instructions that comprise the shading operations. In some embodiments, the set of criteria is received during execution of the operations. | 07-30-2009 |
20090189898 | SHALLOW BOUNDING VOLUME HIERARCHIES FOR ACCELERATED RAY TRACING - Methods, systems, devices, and computer program code (software) products enable acceleration of ray tracing by using acceleration data structures with high arity to enable processing of nodes using streaming SIMD (Single Instruction, Multiple Data) instructions with reduced memory requirements. | 07-30-2009 |
20090201292 | Three-dimensional processor and method for controlling display of three-dimensional data in the three-dimensional processor - A method is provided for controlling display of three-dimensional data in a three-dimensional processor that processes three-dimensional data indicating three-dimensional position coordinates of each point on a surface of an object to be measured, the three-dimensional data being obtained by projecting measurement light onto the object and receiving measurement light reflected from the object. The method includes obtaining reliability data that are an index of reliability of three-dimensional data of said each point, enabling a user to adjust a threshold for defining a range of the reliability, and displaying, on a screen of a display, three-dimensional data corresponding to reliability falling within a range defined by the threshold adjusted by the user with the three-dimensional data displayed distinguishably from different three-dimensional data. | 08-13-2009 |
20090213120 | Method And System For Enhanced Formulation And Visualization Rendering - An apparatus for measuring a spatially under-sampled Bidirectional Reflectance Distribution Function (BRDF) of a surface. The apparatus may comprise a first light source directed to illuminate the surface from a first illumination direction, and a plurality of sensors positioned to receive light reflected by the surface. The plurality of sensors may comprise first, second and third sensors positioned to receive light reflected by the surface in first, second and third non-coplanar directions. In various embodiments, the apparatus may also comprise a computer in communication with the plurality of sensors. The computer is configured to convert light sensed by the plurality of sensors into a first appearance property of the surface considering the first, second, and third reflectance directions. | 08-27-2009 |
20090219287 | Modeling and rendering of heterogeneous translucent materials using the diffusion equation - An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed. | 09-03-2009 |
20090219288 | INTERACTIVE DEBUGGING AND MONITORING OF SHADER PROGRAMS EXECUTING ON A GRAPHICS PROCESSOR - A development application leverages the programmability of shader execution units in the graphics processing subsystem to make graphics processing subsystem state data accessible to applications executed outside the graphics processing subsystem. The development application modifies shaders to include state output instructions adapted to direct a shader execution unit to copy graphics processing subsystem state data to a location in the computer system that is accessible to applications executed outside of the graphics processing subsystem. Following the execution of the state output instructions, the shader execution unit can be halted or can continue executing the shader. The development application can modify the shader to include state restoration instructions adapted to direct the shader execution unit to set state data of the graphics processing subsystem to previous or new values. The development application can dynamically modify shaders with state output and restoration instructions to update state data of the graphics processing subsystem. | 09-03-2009 |
20090256845 | ACCELERATED RAY TRACING - Methods, systems and computer program code (software) products executable in a computer processor element include computing, in the processor element, a minimal axis-aligned bounding box of the intersection of a given axis-aligned bounding box and a triangle under linear motion, and/or traversing, in the processor element, a ray tracing acceleration hierarchy for a given set of rays, wherein the traversing includes computing decisions for a representative form of the rays, without requiring a traversing of all rays in turn. | 10-15-2009 |
20090267942 | IMAGE PROCESSING DEVICE, CONTROL METHOD FOR IMAGE PROCESSING DEVICE AND INFORMATION RECORDING MEDIUM - To provide an image processing device capable of preferably producing a picture in which the shade expressed on a surface of an object will change according to change in the posture of the object. A pseudo-normal vector information storage unit ( | 10-29-2009 |
20090289940 | COMPUTER-READABLE RECORDING MEDIUM WHICH STORES RENDERING PROGRAM, RENDERING APPARATUS AND RENDERING METHOD - To provide a rendering program, a rendering apparatus, and a rendering method, which are capable of displaying a sterical model surface using a fabric in which the real feel of material is reproduced. A reflection property measurement device | 11-26-2009 |
20090295804 | Merged Shader for Primitive Amplification - A method, computer program product, and system are provided for processing data in a graphics pipeline. An embodiment of the method includes processing one or more vertices of a geometric primitive with a vertex shader function and generating new primitive information for the one or more processed vertices with a geometry shader function. The geometry shader function receives one or more processed vertices from the vertex shader function and emits a single vertex associated with the new primitive information. Each emitted vertex from the geometry shader function can be stored in a memory device. Unlike conventional graphic pipelines that require a memory device for data storage during the vertex and geometry shading processes, the present invention increases efficiency in the graphics pipeline by eliminating the need to access memory when the vertex and geometry shaders process vertex information. | 12-03-2009 |
20090295805 | Hierarchical based 3D image processor, method, and medium - A three dimensional (3D) image processing using ray tracing. The 3D image processing includes checking for a collision of rays, each ray respectively corresponding to a pixel of a plurality of pixels included in an image, and generating a plurality of corresponding ray trees to a first depth; and checking a collision of rays, each ray respectively corresponding to at least one pixel of the plurality of pixels, and updating a ray tree corresponding to the at least one pixel to a second depth. | 12-03-2009 |
20090303236 | METHOD AND SYSTEM FOR EXPLICIT CONTROL OF LIGHTING TYPE IN DIRECT VOLUME RENDERING - Method and apparatus in computer enabled imaging for user control of the type of lighting applied to computer enabled volume rendering by means of an extended transfer function, by adding to the transfer function an additional user controlled parameter which explicitly specifies the type of lighting which is to be applied for all correspondent sample values. | 12-10-2009 |
20090309877 | SOFT SHADOW RENDERING - A real-time method for rendering soft shadows from lighting environments on dynamic height fields provides for self-shadowing by computing a horizon map for set azimuthal directions with a multiple resolution pyramid on the height field. The multiple resolution pyramid comprises more levels than power of two levels. Visibility is represented by an order-4 spherical harmonic (SH) basis. The method is local, parallel and substantially performance independent of geometric content, and may allow for soft shadows to be rendered in a computer game, for example. | 12-17-2009 |
20090322750 | REAL-TIME RADIOSITY SYSTEM IN A VIDEO GAME ENVIRONMENT - An approach for implementing an approximation of a radiosity solver that may be run entirely in the graphics processing unit of a video game console is provided. A set of raw triangles is partitioned into a collection of roughly planar transfer patches. For each patch, a projection on to the direct product is defined and mapped into the radiosity UV space. A transfer bundle set is constructed by sorting visible patches by flux contribution and storing a predetermined number of the greatest contributors in a texture. At runtime, real-time global illumination is implemented by rendering direct lighting into a texture of the same resolution as the transfer bundle set. The lighting is successively propagated in a number of passes using the transfer bundles. Each pass constitutes a single “bounce” and the per-bundle contribution of the first bounce is extracted and used for an indirect specular and diffuse bump-mapping response. | 12-31-2009 |
20090322751 | SHADER INTERFACES - Allocation of memory registers for shaders by a processor is described herein. For each shader, registers are allocated based on the shader's level of complexity. Simpler shader instances are restricted to a smaller number of memory registers. More complex shader instances are allotted more registers. To do so, developers' high level shading level (HLSL) language includes template classes of shaders that can later be replaced by complex or simple versions of the shader. The HLSL is converted to bytecode that can be used to rasterize pixels on a computing device. | 12-31-2009 |
20090322752 | RAY TRACING SYSTEM ARCHITECTURES AND METHODS - Aspects comprise systems implementing ray tracing functionality according to example architectures. In one example, rays are collected into collections against elements of an acceleration structure, which in some cases are associated with objects composing a scene being ray traced. Indications of detected ray intersections also can be collected in an output buffer, and in some examples, the output buffer can comprise a plurality of portions, each associated with a scene object, or a common portion of code to be executed during shading. Buffer contents can be accessed in a block read. An intersection shading resource can load data to be used in shading the intersections for the identified rays, and locally storing that data for use in shading those intersections. | 12-31-2009 |
20100001999 | Hybrid Multisample/Supersample Antialiasing - A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state. | 01-07-2010 |
20100002000 | Hybrid Multisample/Supersample Antialiasing - A system and method for dynamically adjusting the pixel sampling rate during primitive shading can improve image quality or increase shading performance. Hybrid antialiasing is performed by selecting a number of shaded samples per pixel fragment. A combination of supersample and multisample antialiasing is used where a cluster of sub-pixel samples (multisamples) is processed for each pass through a fragment shader pipeline. The number of shader passes and multisamples in each cluster can be determined dynamically for each primitive based on rendering state. | 01-07-2010 |
20100020079 | IMAGE PROCESSING DEVICE, CONTROL METHOD FOR IMAGE PROCESSING DEVICE AND INFORMATION RECORDING MEDIUM - To provide an image processing device capable of attaining shade expression on a surface of an object while reducing image processing load, and of reducing a sense of discomfort which the user may feel. A shading process execution unit ( | 01-28-2010 |
20100020080 | IMAGE GENERATION SYSTEM, IMAGE GENERATION METHOD, AND INFORMATION STORAGE MEDIUM - An image generation system includes a virtual camera control section that controls a virtual camera, a distance calculation section that calculates a distance between the virtual camera and a model object, and a drawing section that draws a plurality of objects including the model object. The drawing section decreases a density of a shadow image that shows a self-shadow or a shadow of another object cast on the model object as the distance between the virtual camera and the model object decreases. | 01-28-2010 |
20100026684 | Method, Apparatus, and Computer Program Product for Improved Graphics Performance - This relates to a generation of digitally represented graphics. A first representation of a group of vertices is received. A second representation of said group of vertices is determined based on said first representation. A first set of instructions is executed on said second representation of said group of vertices for providing a third representation of said group of vertices, said first set of instructions being associated with vertex position determination. The third representation of said group of vertices is subjected to a culling process. | 02-04-2010 |
20100033483 | Exchanging Data Between Vertex Shaders And Fragment Shaders On A Graphics Processing Unit - It is desirable for a fragment shader to have access to non-interpolated values for each vertex of the primitive in which the fragment is located. For example, a fragment shader may use the distortion of the primitive with respect to an original state of the primitive as part of the function the fragment shader performs. Due to the specification of fragment shaders and vertex shaders, fragments shaders receive only interpolated values, and thus cannot receive non-interpolated values of, for example, one solution to this problem would be to modify the processing engine for the shader language, and the shader specifications themselves, so that a fragment shader can receive non-interpolated values from the vertices of the primitive on which the fragment is located. Desirable values to receive would be at least the vertex coordinates. Another solution is to specify and use varyings in a manner that pass data to a fragment shader that permit the fragment shader to reconstruct the non-interpolated values. One way to achieve this is to a. allocate varyings and assign them indices, b. assign indices to the vertices and c. have each a shader contribute only to those varyings having the same index as the vertex being processed, and otherwise contribute a null value, such as 0, to the varyings with other indices. In this manner, when the interpolated value for the indexed varying is received by the fragment shader, the indexed varying contains the contribution of only one vertex, scaled by an interpolation parameter. Another indexed varying can be used to pass the interpolation parameter, allowing the original value for the vertex to be computed by the fragment shader. | 02-11-2010 |
20100033484 | PERSONAL-ORIENTED MULTIMEDIA STUDIO PLATFORM APPARATUS AND METHOD FOR AUTHORIZATION 3D CONTENT - There is provided a personal-oriented multimedia studio platform apparatus. A plurality of users to share multi-media objects by providing a function of authoring 3-Dimensional (3D) objects using a common-use camera instead of expensive mechanism for acquiring a 3D image, providing robust interaction with a user by means of augmented reality implementation and an automatic user motion extraction function, and allowing a user to receive a content object from a remote server. | 02-11-2010 |
20100039430 | METHOD AND SYSTEM FOR DEFINING AND CONTROLLING ALGORITHMIC ELEMENTS IN A GRAPHICS DISPLAY SYSTEM - An API is provided that enables programmability of a 3D chip, wherein programming or algorithmic elements written by the developer can be downloaded to the chip, thereby programming the chip to perform those algorithms. A developer writes a routine that is downloadable to a 3D graphics chip. There are also a set of algorithmic elements that are provided in connection with the API that have already been programmed for the developer, that are downloadable to the programmable chip for improved performance. Thus, a developer may download preexisting API objects to a 3D graphics chip. A developer adheres to a specific format for packing up an algorithmic element, or set of instructions, for implementation by a 3D graphics chip. The developer packs the instruction set into an array of numbers, by referring to a list of ‘tokens’ understood by the 3D graphics chip. This array of numbers in turn is mapped correctly to the 3D graphics chip for implementation of the algorithmic element by the 3D graphics chip. | 02-18-2010 |
20100045675 | SYSTEMS AND METHODS FOR REPRODUCTION OF SHADOWS FROM MULTIPLE INCIDENT LIGHT SOURCES - Systems and methods are provided for simulating shadows in a scene. In an embodiment, two or more light sources that cast shadows from objects are identified. Each of those light sources is then assigned to a channel in a shadow mask buffer. The shadows are then accumulated into the shadow mask buffer and may be combined with corresponding lights to render the scene. | 02-25-2010 |
20100045676 | SYSTEMS AND METHODS FOR FAST REAL-TIME RENDERING OF MULTIPLE LIGHT SOURCES - Example embodiments of the present invention include systems and methods for the efficient rendering of multiple light sources, each controlled individually, in a single pass. An example embodiment encodes the light sources in a texture map, such as DXT. Each channel of the multi-channel texture map encodes data associated with a light source. The pixel shader then renders multiple light sources according to the multiple channels of the texture. Additionally, the pixel shader may render multiple textures, and thus render an even greater number of individual light sources. In a further embodiment, the rendering of a plurality of individually controlled light sources is accomplished in a single pass. | 02-25-2010 |
20100053162 | ACCELERATED RAY TRACING USING SHALLOW BOUNDING VOLUME HIERARCHIES - Methods, systems, devices, and computer program code (software) products enable acceleration of ray tracing by using acceleration data structures with high arity to enable processing of nodes using streaming SIMD (Single Instruction, Multiple Data) instructions with reduced memory requirements. | 03-04-2010 |
20100060637 | Method for Reducing Network Bandwidth by Delaying Shadow Ray Generation - The present invention provides methods and apparatus in a ray tracing image processing system to reduce the amount of information passed between processing elements. According to embodiments of the invention, in response to a ray-primitive intersection, a first processing element in the image processing system may generate a portion of secondary rays and a second processing element may generate a second portion of secondary rays. The first processing element may generate reflected and refracted rays and the second processing element may generate shadow rays. The first processing element may send a ray-primitive intersection point to the second processing element so that the second processing element may generate the shadow rays. By only sending the intersection point to the second processing element, in contrast to sending a plurality of shadow rays, the amount of information communicated between the two processing elements may be reduced. | 03-11-2010 |
20100060638 | Animatable Graphics Lighting Analysis Reporting - One embodiment of the invention sets forth a mechanism for displaying lighting values associated with a 3-D graphics model by superimposing an overlay grid with lighting values on the 3-D graphics model. A software rendering engine computes lighting values for each frame that includes the 3-D graphics model, where each frame may have different lighting settings. An overlay grid with lighting values may be superimposed on an area defined by a light meter on the 3-D graphics model. The lighting values on the overlay grid are associated with the light meter and may vary frame-over-frame. In another embodiment, a JPEG image with a superimposed overlay grid with per-pixel lighting values covering a 3-D graphics model is generated for each frame that includes the 3-D graphics model. These JPEG images may be displayed on the screen and stored to an external memory. | 03-11-2010 |
20100060639 | Animatable Graphics Lighting Analysis - One embodiment of the invention sets forth a mechanism for displaying lighting values associated with a 3-D graphics model by superimposing an overlay grid with lighting values on the 3-D graphics model. A software rendering engine computes lighting values for each frame that includes the 3-D graphics model, where each frame may have different lighting settings. An overlay grid with lighting values may be superimposed on an area defined by a light meter on the 3-D graphics model. The lighting values on the overlay grid are associated with the light meter and may vary frame-over-frame. In another embodiment, a JPEG image with a superimposed overlay grid with per-pixel lighting values covering a 3-D graphics model is generated for each frame that includes the 3-D graphics model. These JPEG images may be displayed on the screen and stored to an external memory. | 03-11-2010 |
20100073369 | SYSTEMS AND METHODS FOR A RAY TRACING SHADER API - Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader. | 03-25-2010 |
20100073370 | SYSTEMS AND METHODS FOR A RAY TRACING SHADER API - Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description. | 03-25-2010 |
20100079457 | Fragment Shader for a Hybrid Raytracing System and Method of Operation - A fragment shader and method of operation are provided for a hybrid ray tracing system. The method includes determining whether a fragment is to be rasterized or raytraced. If a determination is made that the fragment is to be rasterized, a predetermined value for the fragment is stored into a rasterization target, the predetermined value indicating that the fragment is to be excluded from raytracing operations. If a determination is made that the fragment is to be raytraced, a primitive identifier of the fragment is stored into a rasterization target. | 04-01-2010 |
20100085359 | SURFACE NORMAL RECONSTRUCTION FROM A SINGLE IMAGE - The construction of a surface normal map from a single image is disclosed herein. One disclosed embodiment comprises determining an initial surface map comprising initial surface normals, and then receiving an input requesting manual modification of a set of normals in the initial surface map. Lastly, the set of surface normals is modified as requested by the input, to form the surface normal map. | 04-08-2010 |
20100085360 | RENDERING IN SCATTERING MEDIA - Techniques are described for rendering a volume of scattering media, in particular by computing radiances of points or voxels in the scattering media. A set of sample points in the scattering media are found. Radiances of the sample points are computed. Radiance gradients of the sample points are computed from the radiances. The radiances and gradients are used to interpolate radiances throughout the scattering media. The set of sample points may be computed in an iterative dynamic manner in order to concentrate samples near features (e.g., shadow edges) of the scattering media. | 04-08-2010 |
20100091019 | Data processing apparatus and method - A data processing apparatus for a collision check with respect to a plurality of rays. A control unit may generate a plurality of packets with respect to a plurality of rays associated with a first node in a spatial data structure. At least one of the plurality of packets may include information about k rays, and k may be a natural number. A processor may sequentially receive the plurality of packets and determine which child node of the first node is associated with each of the plurality of rays associated with the first node. | 04-15-2010 |
20100097377 | Graphics Processing Using Culling on Groups of Vertices - A first representation of a group of vertices may be received and a second representation of said group of vertices may be determined based on said first representation. A first set of instructions may be executed on said second representation of the group of vertices for providing a third representation of said group of vertices. The first set of instructions is associated with vertex position determination. The third representation of the group of vertices is subjected to a culling process. | 04-22-2010 |
20100103171 | Material Data Processing Pipeline - A method for generating a shader that is used by a rendering engine to render a visual representation of a computer model. A shader generation engine receives a set of surface data that describes a surface in view of various lighting conditions. The shader generation engine compresses the set of surface data to generate a compressed representation of the set of surface data based on a selected compression algorithm. The shader generation engine generates a shader based on the compressed representation that is configured to be implemented with a rendering engine, and generates a set of shader data based on the compressed representation that includes a set of material characteristics for coloring pixels of the visual representation. Advantageously, the shader generation process is simplified because different compression algorithm-rendering engine shader combinations can be generated without manually programming the shaders. | 04-29-2010 |
20100103172 | SYSTEM AND METHOD FOR RENDERING AMBIENT LIGHT AFFECTED APPEARING IMAGERY BASED ON SENSED AMBIENT LIGHTING - A method for rendering ambient light affected appearing imagery on a two-dimensional display screen in dependence on sensed ambient lighting conditions about the display screen is disclosed. The method includes processing, on a microprocessor in control communication with the display screen, data defining sensed ambient lighting conditions about the display screen, and based on said data, determining at least one light source's location relative to the display screen and an intensity of light from that at least one light source at the display screen. The method then includes rendering an image of a constructed scene on the display screen based on the determined location of the at least one light source relative to the display screen and the intensity of light from that at least one light source at the display screen and thereby presenting an ambient light affected image of the constructed scene on the display screen. | 04-29-2010 |
20100123717 | Dynamic Scheduling in a Graphics Processor - Among several systems and methods related to graphics processing as described herein, an embodiment of a graphics processing unit (GPU), which comprises a unified shader device and control device, is disclosed. The unified shader device of the GPU is configured to perform multiple graphics shading functions and includes a plurality of execution units. The execution units are configured to operate in parallel, where each execution unit itself has a plurality of threads also configured to operate in parallel. Each thread is configured to perform multiple graphics shading functions. The control device of the GPU, which is in communication with the shader device, is configured to receive graphics data and allocate portions of the graphics data to at least one thread of at least one execution unit. The control device is adapted to dynamically reallocate the graphics data from threads that are determined to be busy to threads that are determined to be less busy. | 05-20-2010 |
20100128037 | METHOD AND APPARATUS FOR AGGREGATING LIGHT SOURCES PER-VERTEX IN COMPUTER GRAPHICS - A method for use in computer graphics includes establishing a surface that is represented by at least one polygon that includes a plurality of vertices, establishing one or more light sources that are configured to illuminate the surface, and computing an aggregate light source position for each vertex of the polygon, wherein the computation for each vertex includes averaging directions from the vertex to the one or more light sources. A storage medium stores a computer program, and an apparatus includes a display and a processor based system. | 05-27-2010 |
20100128038 | METHOD AND APPARATUS FOR INTERPOLATING COLOR AND DIRECTION AS ONE ENTITY IN COMPUTER GRAPHICS - A method for use in computer graphics includes establishing a surface that is represented by at least one polygon that includes a plurality of vertices, establishing one or more light sources that are configured to illuminate the surface, for each vertex of the polygon, computing at least one vector quantity that represents an aggregation of a visual attribute and a direction of each of the one or more light sources, and interpolating the computed vector quantities across the polygon to provide at least one interpolated vector quantity value for each of a plurality of pixels included in the polygon. A storage medium stores a computer program, and an apparatus includes a display and a processor based system. | 05-27-2010 |
20100134492 | TERTIARY LIGHTING SYSTEM - One particular implementation of the present invention may take the form of a method and system for adding an intermediate color to a computer-rendered object or scene to provide a more dynamic quality to the graphic. The method may add an additional, or tertiary, color to a computer graphic object or scene such that the tertiary color may be blended with a light source color based on calculated surface normals of the pixels of the object in relation to the location of the light source. The blending of the intermediary color with the color of the inserted light source may provide the graphic with a more painterly look giving the graphic or scene a more dynamic feel to a viewer. Another implementation may allow the amount of intermediate color blended into each pixel to be adjusted manually by a graphic designer to achieve a desired look to the object or scene. | 06-03-2010 |
20100134493 | Apparatus and method for compensating for crosstalk between views in three dimensional (3D) display apparatus - Provided are a method and apparatus for compensating for a crosstalk between views in a three-dimensional (3D) display apparatus. The method and the apparatus may pre-set a crosstalk weight matrix through an actual measurement by considering a characteristic of a display. The crosstalk weight matrix may offset an effect that each of multiple views affects other different views. Also, when multi-view input signals are received, the method may generate luminance-compensated multi-view input signals by multiplying the crosstalk weight matrix and a luminance matrix that includes a luminance of each of the multi-view input signals, and may output the luminance compensated multi-view input signals as input signals of the display. | 06-03-2010 |
20100134494 | REMOTE SHADING-BASED 3D STREAMING APPARATUS AND METHOD - A remote shading-based three-dimensional (3D) streaming apparatus includes a 3D streaming server and a 3D streaming client. The 3D streaming server includes a 3D primitive extraction unit for extracting 3D primitives from 3D scene data provided thereto; a 2D primitive conversion unit for converting the extracted 3D primitives into 2D primitives; a 2D scene and network packet construction unit for constructing 2D scene data and network packets; a network packet transmission unit for transmitting the network packets to a 3D streaming client. The 3D streaming client includes a 2D scene reconstruction unit for reconstructing 2D scene data from the network packets; a 2D primitive extraction unit for extracting 2D primitives from the 2D scene data; a 2D rasterizing unit for determining screen pixel values within a primitive region; and a display unit for providing 3D and/or virtual reality contents using the determined screen pixel value. | 06-03-2010 |
20100134495 | MIXED REALITY PRESENTATION SYSTEM AND BRIGHTNESS ADJUSTMENT METHOD OF VIRTUAL LIGHT SOURCE - Based on an observer's position and observing direction measured in the real world and positions of a virtual light source and virtual object in a virtual world, a brightness adjustment value of the virtual light source is adjusted in a way that, when light from the virtual light source is blocked by an observer, brightness of the virtual object observed by the observer is reduced as if the observer were observing in the real world. As a result, a mixed reality presentation system that achieves a sense of reality is provided. | 06-03-2010 |
20100141652 | System and Method for Photorealistic Imaging Using Ambient Occlusion - Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A first pixel data of the plurality of pixel data is selected. A primary pixel color and a primary ray are generated based on the first pixel data. If the primary ray intersects an object in the scene, an intersection point, P is determined. A surface normal, N, is determined based on the object intersected and the intersection point, P. A primary hit color is determined based on the intersection point, P. The primary pixel color is modified based on the primary hit color. A plurality of ambient occlusion (AO) rays are generated based on the intersection point, P and the surface normal, N, with each AO ray having a direction, D. For each AO ray, the AO ray direction is reversed, D, the AO ray origin, O, is set to a point outside the scene. Each AO ray is marched from the AO ray origin into the scene to the intersection point, P. If an AO ray intersects an object before reaching point P, that AO ray is excluded from ambient occlusion calculations. If an AO ray does not intersect an object before reaching point P, that ray is included in ambient occlusion calculations. Ambient occlusion is estimated based on included AO rays. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data. | 06-10-2010 |
20100141653 | APPARATUS FOR PROVIDING AND TRANSFORMING SHADER OF 3D GRAPHIC SYSTEM - Provided are an apparatus and method for providing and transforming a shader of a 3-D graphic system. The apparatus for providing a shader of a 3-D graphic system includes a shader expressing unit for rendering a target shader, an option controller for controlling options of the shader, a similar shader generator for automatically generating similar shaders corresponding to the controlled options, and an output unit for outputting the automatically generated similar shaders. | 06-10-2010 |
20100149184 | SYSTEM AND METHOD PROVIDING MOTION BLUR TO ROTATING OBJECTS - In graphics applications, objects including rotating objects having geometric detail or surface relief are rendered in render targets where pixels are assigned color and depth values by color and depth buffers. A pixel shader performs ray intersection calculations on a primitive approximating the object in the render target to generate three-dimensional world space positions for the pixels. Samples for each pixel are taken around a primitive's axis of rotation, and for each sample, the object in the render target is queried to gather color and depth data for the pixel. The query results are composited and a blurred object is provided in a scene at a desired location and at a depth according to depth data retrieved from the depth buffer. | 06-17-2010 |
20100149185 | Apparatus and method for tracing activities of a shader program executed on shader circuitry of a data processing apparatus - A data processing apparatus and method are provided for tracing activities of a shader program executed on shader circuitry of a data processing apparatus. The data processing apparatus comprises shader circuitry which is responsive to input data for a pixel to execute a shader program to generate a colour value for the pixel. The shader program has multiple execution paths via which the colour value may be generated, and which execution path is taken is dependent on the input data. An image buffer having a plurality of storage locations is provided, with each storage location being used to store the colour value generated by the shader circuitry for an associated pixel. In a trace mode of operation, execution of the shader program by the shader circuitry causes a trace vector to be generated containing a plurality of items of execution path information indicative of the execution path taken, the trace vector comprising a plurality of fields, each field being used to store one item of execution path information. The trace vector as output is constrained to be of the same size as the colour value, and in the trace mode of operation the trace vector is stored in one of the storage locations of the image buffer in place of the colour value generated by the shader program. This has been found to provide an efficient mechanism for obtaining execution path data useful when performing a variety of debugging activities in respect of a shader program. | 06-17-2010 |
20100156905 | Lighting Graphics Objects - A lighting equation for showing the lighting effects on a graphics logic may be solved more efficiently by grouping a plurality of vertices that represent the object to form groups of vertices. Spherical harmonic coefficients can be only calculated for the center of the group. The other coefficients within the group may be determined by interpolating the spherical harmonic coefficients across the group. | 06-24-2010 |
20100177095 | GEOSPATIAL MODELING SYSTEM FOR REDUCING SHADOWS AND OTHER OBSCURATION ARTIFACTS AND RELATED METHODS - A geospatial modeling system may include a geospatial model database having stored therein an initial three-dimensional (3D) model of a geographical area, and an initial image for the geographical area. The initial image may have actual shadow portions. The geospatial modeling system may also include a processor cooperating with the geospatial model database and configured to generate estimated shadow portions for the initial 3D model, generate a shadow difference between the estimated shadow portions and the actual shadow portions, and reduce the actual shadow portions of the initial image based upon the shadow difference to generate a corrected image. | 07-15-2010 |
20100177096 | INSTRUCTION FOLDING MECHANISM, METHOD FOR PERFORMING THE SAME AND PIXEL PROCESSING SYSTEM EMPLOYING THE SAME - An instruction folding mechanism, a method for performing the instruction folding mechanism and a pixel processing system employing the instruction folding mechanism are described. The pixel processing system comprises an instruction folding mechanism and a pixel shader. The instruction folding mechanism folds a plurality of first instructions in a first program to generate a second program having at least one second instruction which is a combination of the first instructions. The pixel shader connected to the instruction folding mechanism fetches the second program to decode at least the second instruction having the combination of the first instructions to execute the second program. The instruction folding mechanism comprises an instruction scheduler, a folding rule checker, and an instruction combiner. The instruction scheduler connected to the folding rule checker is used to scan the first instructions according to static positions in order to schedule the first instructions in the first program. The folding rule checker checks the first instructions according to a folding rule whether the first instructions has data independency. The instruction combiner connected to the folding rule checker can combine the first instructions having the data independency to generate at least the second instruction. | 07-15-2010 |
20100177097 | IMAGE PROCESSOR, IMAGE PROCESSING METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - There is provided an image processor that displays a shadow caused by an eyelid or the like on an eye of a character object without causing an unnatural feeling to a user while suppressing an increase of processing load. In the present invention, a shadow polygon ( | 07-15-2010 |
20100182315 | IMAGE GENERATING APPARATUS, IMAGE GENERATING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - A storage unit ( | 07-22-2010 |
20100188402 | User-Defined Non-Visible Geometry Featuring Ray Filtering - A method, system and computer program product for managing secondary rays during ray-tracing are presented. A non-visible unidirectional ray tracing object logically surrounds a user-selected virtual object in a computer generated illustration. This unidirectional ray tracing object prevents secondary tracing rays from emanating from the user-selected virtual object during ray tracing. | 07-29-2010 |
20100188403 | Tree Insertion Depth Adjustment Based on View Frustrum and Distance Culling - A method, program product and system for conducting a ray tracing operation where the rendering compute requirement is reduced by varying the size of bounding volumes into which image data is divided and/or by varying a number of primitives included within nodes of an acceleration data structure that correspond to the bounding volumes. | 07-29-2010 |
20100188404 | SINGLE-PASS BOUNDING BOX CALCULATION - Embodiments for single-pass bounding box calculation are disclosed. In accordance with one embodiment, the single-pass bounding box calculation includes rendering a first target to a 2-dimensional screen space, whereby the first target includes at least six pixels. The calculation further includes producing transformed vertices in a set of geometry primitives based on an application-specified transformation. The calculation also includes generating six new points for each transformed vertex in the set of geometry primitives. The calculation additionally includes producing an initial third coordinate value for each pixel by rendering the at least six new points generate for each pixel to each corresponding pixel. The calculation further includes producing a post-rasterization value for each pixel by rasterizing the at least six new points rendered to each pixel with each corresponding pixel. Finally, the calculation includes computing bounding box information for the set of geometry primitives based on the produced third coordinate values. | 07-29-2010 |
20100194751 | RAY TRACING A THREE DIMENSIONAL SCENE USING A GRID - Ray tracing a three-dimensional scene using a grid. One example embodiment is a method for ray tracing a three-dimensional scene using a grid. In this example method, the three-dimensional scene is made up of objects that are spatially partitioned into a plurality of cells that make up the grid. The method includes a first act of computing a bounding frustum of a packet of rays, and a second act of traversing the grid slice by slice along a major traversal axis. Each slice traversal includes a first act of determining one or more cells in the slice that are overlapped by the frustum and a second act of testing the rays in the packet for intersection with any objects at least partially bounded by the one or more cells overlapped by the frustum. | 08-05-2010 |
20100207943 | MODULAR SHADER ARCHITECTURE AND METHOD FOR COMPUTERIZED IMAGE RENDERING - One embodiment of the present invention sets forth a technique rendering an image pixel within a graphics image with multiple shaders in a single rendering phase using a modular shader architecture. A user specifies how geometric objects, light sources, and various types of rendering operations in a graphics scene are associated. A rendering application provides computational infrastructure for rendering operations that includes finding an intersected object for each pixel of a target graphics image. The modular shader architecture includes a means for efficiently developing and incorporating custom shader modules for use by the rendering application. | 08-19-2010 |
20100207944 | MODULAR SHADER ARCHITECTURE AND METHOD FOR COMPUTERIZED IMAGE RENDERING - One embodiment of the present invention sets forth a technique rendering an image pixel within a graphics image with multiple shaders in a single rendering phase using a modular shader architecture. A user specifies how geometric objects, light sources, and various types of rendering operations in a graphics scene are associated. A rendering application provides computational infrastructure for rendering operations that includes finding an intersected object for each pixel of a target graphics image. The modular shader architecture includes a means for efficiently developing and incorporating custom shader modules for use by the rendering application. | 08-19-2010 |
20100231589 | RAY TRACING USING RAY-SPECIFIC CLIPPING - Systems, methods, and computer readable media embodying such methods provide for allowing specification of per-ray clipping information that defines a sub-portion of a 3-D scene in which the ray should be traced. The clipping information can be specified as a clip distance from a ray origin, as an end value of a parametric ray definition, or alternatively the clipping information can be built into a definition of the ray to be traced. The clipping information can be used to check whether portions of an acceleration structure need to be traversed, as well as whether primitives should be tested for intersection. Other aspects include specifying a default object that can be returned as intersected when no primitive was intersected within the sub-portion defined for testing. Further aspects include allowing provision of flags interpretable by an intersection testing resource that control what the intersection testing resource does, and/or what information it reports after conclusion of testing of a ray. | 09-16-2010 |
20100231590 | CREATING AND MODIFYING 3D OBJECT TEXTURES - A method and system for providing a graphical user interface to manipulate 3D object textures. The method includes retrieving a mesh object for editing, wherein the mesh object is associated with a mask layer, a detail layer, and a shadow layer. The method includes displaying a hierarchical tree of the layers associated with the mesh object, wherein each layer is associated with a drawing order, a color blending function, and a rule set. The method includes, responsive to receiving a first set of user commands via a GUI, adding or editing at least one layer associated with the mesh object. The method includes responsive to receiving a second set of user commands via the GUI, adding or editing at least one of: the drawing order, the color blending function, and the rule set associated with a layer. The method includes automatically rendering the 3D object for user preview. | 09-16-2010 |
20100231591 | Subdividing Geometry Images in Graphics Hardware - A system may include a graphics memory, a data bus, a processor, and a vertex shader. The data bus may be operatively connected to the graphics memory. The processor may send vertex data to the graphics memory via the data bus. The vertex shader may read the vertex data from the graphics memory and may subdivide the vertex data into subdivided vertex data. The vertex shader may also write the subdivided vertex data to the graphics memory. | 09-16-2010 |
20100231592 | GRAPHICS PROCESSING ARCHITECTURE EMPLOYING A UNIFIED SHADER - A graphics processing architecture employing a single shader is disclosed. The architecture includes a circuit operative to select one of a plurality of inputs in response to a control signal; and a shader, coupled to the arbiter, operative to process the selected one of the plurality of inputs, the shader including means for performing vertex operations and pixel operations, and wherein the shader performs one of the vertex operations or pixel operations based on the selected one of the plurality of inputs. The shader includes a register block which is used to store the plurality of selected inputs, a sequencer which maintains vertex manipulation and pixel manipulations instructions and a processor capable of executing both floating point arithmetic and logical operations on the selected inputs in response to the instructions maintained in the sequencer. | 09-16-2010 |
20100238172 | CONE-CULLED SOFT SHADOWS - Soft shadows in computer graphics images are created by rendering the scene from the camera viewpoint and at least one light viewpoint. The positions of scene fragments and light fragments in the scene are stored. For each scene fragment, a frustum is defined between the position of the scene fragment and the light source. Light fragments are evaluated with respect to the frustum to select light fragments blocking light between the light source and the scene fragment. A color or monochromatic shading value is determined for each scene fragment that indicates the amount of light blocked or transmitted by the light fragments. The shading values are then used to alter scene fragments accordingly. Computer graphics images with soft shadows can be created entirely by a graphics processing subsystem or by a graphics processing subsystem in conjunction with a central processing unit using a pipelined, deferred shading approach. | 09-23-2010 |
20100245355 | Method for Estimating 3D Pose of Specular Objects - A method estimates a 3D pose of a 3D specular object in an environment. In a preprocessing step, a set of pairs of 2D reference images are generated using a 3D model of the object, and a set of poses of the object, wherein each pair of reference images is associated with one of the poses. Then, a pair of 2D input images are acquired of the object. A rough 3D pose of the object is estimated by comparing features in the pair of 2D input images and the features in each pair of 2D reference images using a rough cost function. The rough estimate is refined using a fine cost function. | 09-30-2010 |
20100253684 | Methods for obtaining a three-band intrinsic image from a single input image - Various embodiments of the present invention related to methods for obtaining shadow invariant and shadow-shading invariant images from a single camera image taken with a narrow-band camera sensor and assuming Plankian illuminating conditions. | 10-07-2010 |
20100253685 | Generating Data for Use in Image Based Lighting Rendering - A method of generating data for use in image based lighting rendering, including displaying a 2-dimensional canvas ( | 10-07-2010 |
20100277477 | Modeling Anisotropic Surface Reflectance with Microfacet Synthesis - Described is a search technology in which spatially varying anisotropic reflectance is modeled using image data captured from a single view. Reflectance at each point is represented using a microfacet-based Bidirectional Reflectance Distribution Function (BRDF). Modeling processes the image data, which provides a partial normal distribution function (NDF) for each surface point. The NDF at each selected point is completed by texture synthesis using similar, overlapping partial NDFs from other points. Also described is a scanning device that illuminates a sample surface from a two-dimensional set of light directions using a linear array of LEDs moved over a flat sample. | 11-04-2010 |
20100277478 | Image processing apparatus and method - A selector of an image processing apparatus may select, from a plurality of sub-pixels included in a first pixel, at least one sub-pixel to be anti-aliased. A processor of the image processing apparatus may calculate a color value of the first pixel by performing an anti-aliasing process with respect to each of the selected at least one sub-pixel. | 11-04-2010 |
20100277479 | SYSTEM AND METHOD FOR RENDERING SURFACE MATERIALS - A surface material rendering system and method are disclosed. In particular, a surface material rendering system includes a user input part for receiving user inputs; a material information preprocessor for converting surface material information inputted from the user input part in a form of B-spline volumes; a sampling information preprocessor for producing sampling information in proportion to the converted surface material information; and a surface material renderer for rendering surface materials based on the converted surface material information and the sampling information. The system and method can be applied for realistic surface rendering in computer graphics, CAD, and visualization. | 11-04-2010 |
20100283783 | Environment Mapping - A system and method for environment mapping determines a computer-generated object's reflective appearance, based upon position and orientation of a camera with respect to the object's location. An embodiment of the present invention is implemented as a real-time environment mapping for polygon rendering, however, the scope of the invention covers other rendering schemes. According to one embodiment of the present invention, a vector processing unit (VPU) uses a modified reflection formula—r=e−(e·(n+e | 11-11-2010 |
20100295852 | GRAPHICS PROCESSING SYSTEM WITH POWER-GATING CONTROL FUNCTION, POWER-GATING CONTROL METHOD, AND COMPUTER PROGRAM PRODUCTS THEREOF - The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders. | 11-25-2010 |
20100295853 | METHOD AND APPARATUS FOR RENDERING IMAGE BASED PROJECTED SHADOWS WITH MULTIPLE DEPTH AWARE BLURS - A computer readable storage medium stores one or more computer programs adapted to cause a processor based system to execute steps including: identifying one or more groups of objects in a frame of content, wherein each group of objects includes one or more shadow casters and corresponding shadow receivers; for visible shadow receivers in the identified groups of objects, establishing depth information in a small white buffer; for each of the identified groups of objects, rendering the shadow casters into a single depth map; blurring the small white buffer; and upsampling the small white buffer into a full sized white buffer, wherein the upsampling comprises using depth information as a metric. A method includes similar steps, and an apparatus includes a processor based system that is configured to execute similar steps. | 11-25-2010 |
20100302244 | PROVIDING A VISIBLE LIGHT SOURCE IN AN INTERACTIVE THREE-DIMENSIONAL COMPOSITING APPLICATION - Some embodiments provide a three dimensional (3D) compositing application that provides a set of lighting tools for the user to better visualize the effects of a light in a 3D space by allowing a user to incorporate interactive visible light sources into a 3D scene that may be a part of a 3D project. The visible light source can be incorporated along each one of three axes independently of the other two of the three axes. The light tools allow the visible light sources that are incorporated into the 3D scene to be rendered for the final composited project, or to be rendered and displayed only during the 3D scene's compositing process to assist the user's visualization. Interactive rendering of the objects, including visible light sources, allow for any adjustments to the 3D scene to be displayed with minimal user-perceivable delay. | 12-02-2010 |
20100302245 | PROVIDING INTERACTIVE LIGHT CONTROLS IN A THREE-DIMENSIONAL COMPOSITING APPLICATION - Some embodiments provide a three dimensional (3D) compositing application that provides a set of lighting tools for the user to better visualize the effects of a light in a 3D space by allowing a user to incorporate interactive visible light sources into a 3D scene that may be a part of a 3D project. The light tools allow the visible light sources that are incorporated into the 3D scene to be rendered for the final composited project, or to be rendered and displayed only during the 3D scene's compositing process to assist the user's visualization. Interactive rendering of the objects, including visible light sources, allow for any adjustments to the 3D scene to be displayed with minimal user-perceivable delay. In some embodiments, the set of lighting tools includes tools for incorporating at least one visible spot light source into the scene as an object of the three-dimensional scene. | 12-02-2010 |
20100302246 | GRAPHICS PROCESSING UNIT WITH DEFERRED VERTEX SHADING - Techniques are described for processing graphics images with a graphics processing unit (GPU) using deferred vertex shading. An example method includes the following: generating, within a processing pipeline of a graphics processing unit (GPU), vertex coordinates for vertices of each primitive within an image geometry, wherein the vertex coordinates comprise a location and a perspective parameter for each one of the vertices, and wherein the image geometry represents a graphics image; identifying, within the processing pipeline of the GPU, visible primitives within the image geometry based upon the vertex coordinates; and, responsive to identifying the visible primitives, generating, within the processing pipeline of the GPU, vertex attributes only for the vertices of the visible primitives in order to determine surface properties of the graphics image. | 12-02-2010 |
20100309205 | Efficient Rendering of Multiple Frame Buffers with Independent Ray-Tracing Parameters - One embodiment of the present invention sets forth a technique for rendering a plurality of images from a graphics scene in one rendering pass. Each image from the plurality of images may include or preclude certain scene objects and shading effects associated with the scene objects, as specified by a set of rules associated with a corresponding frame buffer that is configured to store the image. During the rendering pass, a ray-tracing application performs at least one complete ray casting operation, which is concluded according to the set of rules. At each stage in the ray casting operation, individual rules for each frame buffer determine whether results from that stage should be saved in the frame buffer. The plurality of images may represent different segments of a final rendered image, and may be combined arbitrarily in a compositing phase to generate the final rendered image. | 12-09-2010 |
20100315421 | Generating fog effects in a simulated environment - A system and method for generating fog effects in a simulated environment. A fog color is selected using a the orientation of a virtual camera with respect to a three dimensional fog color map. Fog effects are generated based in part on the selected fog color. | 12-16-2010 |
20100315422 | METHOD AND APPARATUS FOR SURFACE CONTOUR MAPPING - The three dimensional surface shape of a specular reflective object can be determined by examining a captured image reflected from the object. Flat specular reflective surfaces, e.g. a mirror, provide an undistorted reflected image, while curved surfaces reflect a distorted image altered by the surface shape. By analyzing one or more captured images of the distorted reflection, one can estimate the shape of the surface that caused the distortion. A captured distorted image can be compared to a reference undistorted image for which one knows some geometric properties. A system to capture and process such images can be assembled from a few components including a computer to generate and process the images, a display to project the image onto the reflective object, a digital camera to capture the reflected image and a positioning device on which to orient the components with respect to each other. | 12-16-2010 |
20100315423 | APPARATUS AND METHOD FOR HYBRID RENDERING - Disclosed is a hybrid and scalable rendering device and a method thereof. The hybrid and scalable rendering device may selectively apply at least one of rasterization rendering, a radiosity rendering, and a ray-tracing rendering, according to material properties of a target object for rendering, a distance between the target object and a give camera position, a capability of hardware, and the like. | 12-16-2010 |
20100328309 | TEXTURE SAMPLING - A texture sampler is implemented using a shader language. The shader compiler is used to compile the texture sampler to a target machine based on sampler state, sampler operation, and other static factors input values provided to the texture sampler. The shaders such as a vertex shader, geometry shader, pixel shader, hull shader, domain shader, and a compute shader may call one or more texture samplers while the shaders are invoked. The one or more texture samplers, which are a piece of software code may generate texture samples from the texture data and provide such texture samples to the shaders. The shaders generate shading effects on graphics elements using a texture samples. The graphics elements along with the shading effects are then rendered on a display device. | 12-30-2010 |
20100328310 | SYSTEMS AND METHODS OF DEFINING RAYS FOR RAY TRACING RENDERING - Some aspects pertain to ray data storage for ray tracing rendering. Attribute data for a first ray can be stored. To define a second ray, data defining such can comprise a reference to the first ray (in one example) and attribute source information indicative of shared attributes between the first and second rays. The attribute source information can be shared among many rays, and can be selected based on ray type. Definition data for unshared attributes can be explicit with the second ray. A plurality of rays can reference one ray for shared attribute data. Referencing rays can be counted and decremented as referencing rays complete. Shared attributes can be indicated with masks. Interface modules can service ray data read and write requests made by shaders, and shaders can explicitly reference attributes of rays, without using such interfacing modules. Data structures can be used as attribute sources without being associated with particular rays, and can be defined and selected as attribute data sources based on ray type. | 12-30-2010 |
20110007073 | METHOD AND APPARATUS FOR MODIFYING A DIGITAL IMAGE - A digital image ( | 01-13-2011 |
20110012901 | METHOD, COMPUTER GRAPHICS IMAGE RENDERING SYSTEM AND COMPUTER-READABLE DATA STORAGE MEDIUM FOR COMPUTING OF INDIRECT ILLUMINATION IN A COMPUTER GRAPHICS IMAGE OF A SCENE - Method for real-time computing of indirect illumination in a computer graphics image of a scene, comprising: defining a light propagation volume as a three-dimensional grid consisting of a plurality of grid cells; allocating a plurality of secondary light sources to grid cells of said light propagation volume; accumulating directional, colored irradiance contributions of all secondary light sources in a respective grid cell and repeating this step of accumulating for all grid cells of the light propagation volume to thereby obtain an initial indirect light intensity distribution. The propagation of light in said light propagation volume is then iteratively computed starting with the initial indirect light intensity to obtain a final indirect light intensity distribution, which is used for rendering the scene illuminated by the final indirect light intensity distribution during a usual scene rendering process from a camera's point of view. | 01-20-2011 |
20110018876 | Systems and Methods for Determining Lighting for 3D Geometry - Methods and systems for determining lighting values, including providing a set of points around a 3D geometry, the set of points being independent of the 3D geometry, determining a depth map of the 3D geometry with respect to a view point by projecting the 3D geometry according to the view point, and determining visibility values for the set of points by comparing the set of points to the depth map of the 3D geometry. | 01-27-2011 |
20110032258 | SOURCE CODE GENERATOR FOR A GRAPHICS CARD - The present invention relates to a source code generator | 02-10-2011 |
20110043522 | IMAGE-BASED LIGHTING SIMULATION FOR OBJECTS - This disclosure relates to simulating the light-reflective condition of an object when situated in a given environment. A spatial irradiance mapping of the environment may be obtained, from which a series of directional incidence light sources are determined. The reflective qualities of the object may be modeled as a bi-directional reflection distribution function to be applied to directional incidence light sources. The spatial irradiance mapping and/or bi-directional reflection distribution function may be obtained according to image-based techniques. | 02-24-2011 |
20110043523 | GRAPHICS PROCESSING APPARATUS FOR SUPPORTING GLOBAL ILLUMINATION - Provided is a graphics processing apparatus. The graphics processing apparatus minimizes the change of the pipeline structure of the existing graphics processing apparatus, enabling compatibility with the existing API. Simultaneously, by calculating the brightness value or color value of the face of an object according to a global illumination scheme, the graphics processing apparatus can provide realistic image videos. Moreover, the graphics processing apparatus generates an image video based on a local illumination scheme through the existing GPU and simultaneously provides a global illumination effect only for a desired region, thereby improving the entire processing speed of a system. | 02-24-2011 |
20110050693 | Automatic Placement of Shadow Map Partitions - Shadow map partitions may be automatically placed based on the location or concentration of sample data depth in eye space. An initial positioning for the partitions may be determined based on user specified budgets for number of partitions, computation time, or memory utilization, in some embodiments. The initial positioning may be refined using a clustering algorithm in some cases. | 03-03-2011 |
20110050694 | SYSTEM AND METHOD FOR RENDERING HAIR IMAGE - Provided are a system and method for rendering hair image which smoothly and vividly render a fiber type of long and slim object like hair when creating 3D content. The system includes a sampling point setting module, a transparency determination module and a color value determination module. The sampling point setting module sets a plurality of sampling points in a hair geometry region. The transparency determination module determines transparency of a pixel the hair geometry region, on the basis of the sampling point. The color value determination module determines a color value of the pixel on the basis of shading values for each of the sampling points. | 03-03-2011 |
20110050695 | METHOD FOR PRODUCING A COLOR IMAGE AND IMAGING DEVICE EMPLOYING SAME - A method of producing a color image comprising providing input image data from an image source such as a camera; generating an at least three-dimensional look-up table of values of input colors and output colors, wherein the values in the lookup table convert the input image color data to output image color data in an image rendering unit; loading the at least three-dimensional look-up table into an image color rendering controller; loading the input image data into the imaging color rendering controller; processing the input image data through the at least three-dimensional look-up table to produce output color values stored at the addresses in the at least three-dimensional look-up table; and outputting the output color values to the image rendering unit to produce an output image that is perceived to have at least one of enhanced brightness, enhanced contrast, or enhanced colorfulness compared to the input image. | 03-03-2011 |
20110050696 | EFFICIENT RADIAL GRADIENT FILLS - Disclosed is a method of rendering a radial gradient blend defined by a gradient function. The method identifies respective first and second radial limits for a point of the radial gradient blend, the respective first and second radial limits having known blend values and receives an estimated value of the gradient function for the point. The method determines a direction from the estimated value to an ideal value, wherein the ideal value is a value of the gradient function for the point and modifies the estimated value, based on the direction of the ideal value. The method checks the ideal value is within a predetermined threshold of the estimated value and stores a determined blend value for the point by interpolating between the known blend values of the respective first and second radial limits on the basis of the modified estimated value of the gradient function, to render the radial gradient blend. | 03-03-2011 |
20110050697 | COLOR COMPUTATION OF PIXELS USING A PLURALITY OF VERTEX OR FRAGMENT SHADER PROGRAMS - A plurality of vertex or fragment processors on a graphics processor perform computations. Each vertex or fragment processor is capable of executing a separate program to compute a specific result. A combiner manages the combination of the results from the respective processors, and produces a final transformed vertex or pixel value. The vertex or fragment processors and the combiner can be programmable to modify their operations. As such, the vertex or fragment processors can operate in a parallel or serial configuration, or both. The combiner manages and resolves the operations of the serial and/or parallel configurations. A synchronization barrier enables the combiner to perform data-dependency analysis to determine the timing and ordering of the respective processors' execution. A transformation module can include one or more programmable vertex processors that transforms three-dimensional geometric data into fragments. The fragment processors subsequently receive and compute a result for each fragment, which is combined using the combiner to produce the final pixel value. | 03-03-2011 |
20110050698 | ARCHITECTURES FOR PARALLELIZED INTERSECTION TESTING AND SHADING FOR RAY-TRACING RENDERING - Ray tracing scenes is accomplished using a plurality of intersection testing resources coupled with a plurality of shading resources, communicative in the aggregate through links/queues. A queue from testing to shading comprises respective ray/primitive intersection indications, comprising a ray identifier. A queue from shading to testing comprises identifiers of new rays to be tested, wherein data defining the rays is separately stored in memories distributed among the intersection testing resources. Ray definition data can be retained in distributed memories until rays complete intersection testing, and be selected for testing multiple times based on ray identifier. A structure of acceleration shapes can be used. Packets of ray identifiers and shape data can be passed among the intersection testing resources, and each resource can test rays identified in the packet, and for which definition data is present in its memory. Test results for acceleration shapes are used to collect rays against acceleration shapes, and closest detection ray/primitive intersections are indicated by sending ray identifiers to shading resources. | 03-03-2011 |
20110057932 | Holographic Display - A holographic display is provided in which at least one spatial light modulator has a hierarchical structure of the column drivers, the function of the column drivers being distributed to n units which are connected in n cascading stages, where n is two or more, with each successive stage having slower speed circuitry than the previous stage. | 03-10-2011 |
20110063295 | Estimation of Light Color and Direction for Augmented Reality Applications - One embodiment of the invention sets forth a technique for shading a graphics object inserted into a video feed of a real-world scene based on lighting conditions in the real-world scene. The real-world scene includes a fiducial marker denotes the location in the video feed where the graphics object should be inserted. In order to shade the graphics object, the AR application computes light color values at multiple points on the fiducial marker. The color computation module also computes the direction of light cast on the fiducial marker by determining the direction of the shadow cast by a pyramid object on the fiducial marker. The AR application then shades the graphics object inserted into the video feed at the location of the fiducial marker based on the light color values and the direction of light. | 03-17-2011 |
20110063296 | Global Stores and Atomic Operations - One embodiment of the present invention sets forth a method for storing processed data within buffer objects stored in buffer object memory from within shader engines executing on a GPU. The method comprises the steps of receiving a stream of one or more shading program commands via a graphics driver, executing, within a shader engine, at least one of the one or more shading program commands to generate processed data, determining from the stream of one or more shading program commands an address associated with a first data object stored within the buffer memory, and storing, from within the shader engine, the processed data in the first data object stored within the buffer memory. | 03-17-2011 |
20110063297 | IMAGE PROCESSING DEVICE, CONTROL METHOD FOR IMAGE PROCESSING DEVICE, AND INFORMATION STORAGE MEDIUM - Provided is a game device for displaying a screen showing a state in which a virtual three-dimensional space having an object placed therein is viewed from a given viewpoint, the game device including: a first image creating unit for creating a first image representing the state in which the virtual three-dimensional space is viewed from the given viewpoint; a coordinate acquiring unit for acquiring three-dimensional coordinates of a light source set in the virtual three-dimensional space; a second image creating unit for creating a second image representing diffusion of light from the light source based on the three-dimensional coordinates of the light source; and a display control unit for displaying a screen obtained by synthesizing the first image and the second image with each other. | 03-17-2011 |
20110069067 | SYSTEMS AND METHODS FOR SELF-INTERSECTION AVOIDANCE IN RAY TRACING - Aspects include systems, methods, and media for implementing methods relating to detection of invalid intersections during ray tracing. Invalid intersections can arise from imprecision in computer-based number representation, causing ray origins to be located inappropriately. In some aspects, a ray can be associated with information relating to an expected angle between the ray's direction and a normal for a to-be-identified primitive intersected by that ray. If the angle between the ray's direction and the normal of an intersected primitive is within expectations, then that information can be used in predicting whether the intersection is valid. Such expectation information can be presented as a single bit determined by a shader performing a dot product of the ray and a normal of a primitive intersected by a parent ray, or can be obtained as a by-product of ray/primitive intersection testing. Such information also can be based on whether the shader is emitting to have reflection or refraction type ray behavior. | 03-24-2011 |
20110069068 | Image processing apparatus and method - Provided is an image processing apparatus and process. The image processing apparatus may perform three-dimensional (3D) rendering by adaptively providing virtual point lights (VPLs). It is possible to adaptively adjust an amount of 3D rendering calculations according to a desired quality, and to provide a real-time rendering result for each calculation process. | 03-24-2011 |
20110069069 | EFFICIENT DETERMINATION OF LIGHTING EFFECTS IN VOLUME RENDERING - A two-dimensional representation of an object using volume rendering, with a representation of the object being used in which values of a quantity characterizing the object are given at spatial points of the object, is provided. A blended color value for the representation as pixels on a screen is calculated using a volume rendering technique that does not use an illumination model or uses a local illumination model. At least one ray emanating from a surface of the object is simulated for the purpose of calculating the effect of shadows or the effect of ambient occlusion. A value for the effect of shadows or a value for the effect of ambient occlusion is calculated using the at least one ray. The blended color value and the calculated value are combined in order to obtain a blended color value that takes into account the effect of shadows or ambient occlusion. | 03-24-2011 |
20110069070 | EFFICIENT VISUALIZATION OF OBJECT PROPERTIES USING VOLUME RENDERING - A method for the visualization of an object using simulated radiation includes using a representation of the object, in which values of a variable that characterizes the object are given at spatial points in the object. A first ray is generated to determine a pixel color value assigned to a pixel for a two-dimensional representation of the object. The first ray is propagated through at least a part of the object. The method also includes determining, step-by-step, values of a variable on the first ray and detecting a surface of the object using the values determined on the first ray. At least one second ray is generated for determining a quantitative value that characterizes a property of the object, and the at least one second ray is propagated away from the surface, through at least a part of the object. The method also includes determining, step-by-step, values associated with the variable on the at least one second ray, determining the quantitative value that characterizes the property of the object using the at least one second ray, assigning a color value in accordance with the quantitative value, and using the color value to determine the pixel color value. | 03-24-2011 |
20110074781 | INTERMEDIATE IMAGE GENERATION METHOD, APPARATUS, AND PROGRAM - When generating an intermediate image which is an image in the middle of changing from one to the other of two pseudo three-dimensional images generated by ray casting a three-dimensional image from an arbitrary viewpoint under two different opacity level setting conditions, determining an opacity level setting condition by determining an opacity level to be allocated according to each pixel value such that a variation in the opacity level for a change in a changing phase of the intermediate image become smaller as the changing phase approaches closer to a pseudo three-dimensional image generated under either one of the two different opacity level setting conditions in which a smaller value is allocated as the opacity level to be allocated according to each pixel value, and generating an intermediate image by ray casting the three-dimensional image from an arbitrary viewpoint under the determined opacity level setting condition. | 03-31-2011 |
20110074782 | IMAGE DISPLAY APPARATUS, METHOD, AND STORAGE MEDIUM - An image capturing unit | 03-31-2011 |
20110074783 | System, Apparatus and Method for Mapping - The present invention provides a novel apparatus and method for mapping of urban regions. An apparatus includes the remote sensing equipment that is connected to a computer processor. The remote sensing equipment gathers imaging data about an urban region. The computer processor interprets the imaging data to generate a map of the urban region comprising representations that identify a first set of indicia representing physiographic characteristics, a second set of indicia representing different types of built forms, and a third set of indicia representing patterns of human activity associated with both the physiographic characteristics and the built forms. The map can also include a fourth set of indicia representing an intensity level that at least one of the other types of indicia occurs. | 03-31-2011 |
20110080406 | CALCULATION OF PLANE EQUATIONS AFTER DETERMINATION OF Z-BUFFER VISIBILITY - One embodiment of the present invention sets forth a technique for computing plane equations for primitive shading after non-visible pixels are removed by z culling operations and pixel coverage has been determined. The z plane equations are computed before the plane equations for non-z primitive attributes are computed. The z plane equations are then used to perform screen-space z culling of primitives during and following rasterization. Culling of primitives is also performed based on pixel sample coverage. Consequently, primitives that have visible pixels after z culling operations reach the primitive shading unit. The non-z plane equations are only computed for geometry that is visible after the z culling operations. The primitive shading unit does not need to fetch vertex attributes from memory and does not need to compute non-z plane equations for the culled primitives. | 04-07-2011 |
20110080407 | PIXEL SHADER OUTPUT MAP - One embodiment of the present invention sets forth a technique for storing only the enabled components for each enabled vector and writing only enabled components to one or more specified render targets. A shader program header (SPH) file provides per-component mask bits for each render target. Each enabled mask bit indicates that the pixel shader generates the corresponding component as an output to the raster operations unit. In the hardware, the per-component mask bits are combined with the applications programming interface (API)-level per-component write masks to determine the components that are updated by the shader program. The combined mask is used as the write enable bits for components in one or more render targets. One advantage of the combined mask is that the components that are not updated are not forwarded from the pixel shader to the ROP, thereby saving bandwidth between those processing units. | 04-07-2011 |
20110084964 | Automatic Real-Time Shader Modification for Texture Fetch Instrumentation - A method and system are disclosed for automatic instrumentation that modifies a video game's shaders at run-time to collect detailed statistics about texture fetches such as MIP usage. The tracking may be transparent to the game application and therefore not require modifications to the application. In an embodiment, the method may be implemented in a software development kit used to record and provide texture usage data and optionally generate a report. | 04-14-2011 |
20110084965 | Automatic Run-Time Identification of Textures - In one embodiment, a texture identification method and system are disclosed that uniquely identifies textures as they are used by the application and associates collected, inferred, or user-specified data with objects not owned by the library. In various embodiments, textures may be identified in various scenarios such as when textures are loaded, deleted, relocated, reloaded, and the like. In a further embodiment, APIs are provided that the application can call to provide useful information to the system that can improve the quality of the data in some situations | 04-14-2011 |
20110084966 | METHOD FOR FORMING THREE-DIMENSION IMAGES AND RELATED DISPLAY MODULE - An image-forming method includes inputting a color image, transforming the color image into a first grayscale image, reducing a first brightness range of the first grayscale image to a second brightness range, generating a grayscale gradient image corresponding to spatial distribution of the first grayscale image according to the first brightness range and the second brightness range, overlapping the first grayscale image having the second brightness range and the grayscale gradient image to generate a second grayscale image, generating a translation image according to the second grayscale image and the color image, and forming a three-dimension image according to the color image and the translation image. | 04-14-2011 |
20110090224 | Tile-based rendering apparatus and method - A tile based rendering apparatus and method is provided. The rendering method may be used to graphically represent a three dimensional (3D) model on a two dimensional (2D) display screen. Also, the rendering method may perform pre-binning with respect to objects included in a frame, and thus all geometry processing results may not be stored in an external memory and use of the external memory may be reduced. | 04-21-2011 |
20110096073 | MUSIC-VISUALIZER SYSTEM AND METHODS - A music visualization system and methods involving a central processing unit capable of converting waveform data to geometry data, a graphics processing unit capable of recognizing and accepting the geometry data and rendering a plurality of graphical images, a custom shader software program being operable on the graphics processing unit, an embeddable platform being in electronic communication with the graphics processing unit, and an audiovisual display device in electronic communication with the graphics processing unit and the embeddable platform. | 04-28-2011 |
20110102436 | SMOOTH SHADING AND TEXTURE MAPPING USING LINEAR GRADIENTS - Method for shading 3D graphic models using 2D graphic tools, wherein the 3D graphic model is constructed of any number of polygons, according to which, each polygon is subdivided into triangles while mapping the spatial orientation and scaling of each triangle to a predetermined spatial orientation and scale, using a combination of rotation, scaling, and linear translation. Each mapped triangle is shaded using 2D linear or bi-linear coloring map shading tools and then remapped to its original spatial orientation and scale using, a corresponding combination of rotation, scale, and linear translation, such as an inverse combination. | 05-05-2011 |
20110102437 | Performing Parallel Shading Operations - A graphics processing pipeline may include at least two or more pipes, such that a lower frequency operation may be executed on one pipe while a higher frequency operation in the same instruction stream is executed at the same time on another pipe. In some cases, the lower frequency operation result may be held for later use in connection with the higher frequency operation on a different pipe. Especially where unused slots can be used for the lower frequency operation, efficiency may be improved. | 05-05-2011 |
20110102438 | Systems And Methods For Processing An Image For Target Tracking - An image such as a depth image of a scene may be received, observed, or captured by a device. The image may then be processed. For example, the image may be downsampled, a shadow, noise, and/or a missing potion in the image may be determined, pixels in the image that may be outside a range defined by a capture device associated with the image may be determined, a portion of the image associated with a floor may be detected. Additionally, a target in the image may be determined and scanned. A refined image may then be rendered based on the processed image. The refined image may then be processed to, for example, track a user. | 05-05-2011 |
20110109631 | SYSTEM AND METHOD FOR PERFORMING VOLUME RENDERING USING SHADOW CALCULATION - A method and a system are provided for performing volume rendering a 3D array of image data to produce images with an increased spatial information and thus increase the usefulness of the generated images. | 05-12-2011 |
20110115792 | IMAGE PROCESSING DEVICE, METHOD AND SYSTEM - A device and a method for image processing capable of rendering a shadow are disclosed. A memory stores data of a foreground and a background in an image. Into a buffer, data of an image is written. The image is composed of a foreground, a background, and a shadow generated from the foreground. A processor is connected to the memory and the buffer, and configured to read the foreground data from the memory, generate data of the shadow of the foreground, write the shadow data into the buffer, read the shadow data from the buffer, alpha blend the shadow data with the background data, write alpha blended data into the buffer, write the foreground data into the buffer in which the alpha blended data is written. An image processing system and a video editing system are also disclosed. | 05-19-2011 |
20110122135 | METHOD AND SYSTEM OF RENDERING PARALLEL GLOBAL ILLUMINATION - A method of rendering parallel global illumination for obtaining a photo-realistic rendering image, includes: generating candidate parallel random numbers for creating a sample; creating a sample by selecting one of the generated random numbers; performing Monte Carlo integration on the basis of the created sample; and providing an application programming interface (API) common to operations having attributes of algorithm parallelism and data-level parallelism according to processed works, so that a common call interface calls a sample creating function, a random number generating function, and a Monte Carlo integration performing function. Furthermore, the method includes: demanding an operation regarding a processed work from a system call controller by the common call interface; performing parallel processing through a preset scheduling when the system call controller performs the operation demanded by the common call interface; and performing the processed work transferred from the system call controller by an operation hardware. | 05-26-2011 |
20110128287 | METHOD OF DISPLAYING STEREOSCOPIC IMAGE AND DISPLAY APPARATUS FOR PERFORMING THE SAME - A method of displaying a stereoscopic image includes providing light to a first display area of a display panel during a second sub frame of an (N−1)-th frame, the first display area displaying a first left eye image during a first sub frame of the (N−1)-th frame prior to the second sub frame of the (N−1)-th frame panel and providing the light to a second display area of the display panel during a first sub frame of an N-th frame, the second display area displaying a second left eye image during the second sub frame of the (N−1)-th frame prior to the first sub frame of the N-th frame, where N is positive integer. | 06-02-2011 |
20110134120 | METHOD AND COMPUTING DEVICE FOR CAPTURING SCREEN IMAGES AND FOR IDENTIFYING SCREEN IMAGE CHANGES USING A GPU - A method for identifying changes between a current image and a previous image comprises generating a mask using a graphics processing unit, the mask identifying differences between the current and previous images using the graphics processing unit to identify at least a portion of the current image based on the mask and copying image data of the current image corresponding to the identified portions from memory associated with the graphics processing unit to memory associated with a central processing unit. | 06-09-2011 |
20110134121 | LIGHTING ENVIRONMENT SIMULATION SYSTEM AND METHOD - A lighting environment simulation system and method meshes a three-dimensional (3D) model of an object into a plurality of triangles, simulates lighting effects for the meshed 3D model, and determines an actual display color for each triangle of the meshed 3D model under the simulated lighting effects. The system and method further displays the meshed 3D model to a display device according to actual display colors and coordinates of all the triangles of the meshed 3D model. | 06-09-2011 |
20110134122 | SYSTEM AND METHOD FOR RAPID WAVE PROPAGATION ANALYSIS USING 3D SPATIAL INDEXING AND 3D CULLING TECHNIQUES - A rapid wave propagation analysis system using 3D spatial indexing and 3D culling techniques receives input data for wave propagation analysis using a ray tube method. The system divides an analysis region of the input data to generate quad-trees, performs object-separation on the quad-trees, and generates BSP trees with respect to their spatial relationships among objects obtained by the object-separation. The system determines valid reflection surfaces using the 3D culling technique to generate a ray tube tree, thereby searching valid propagation paths, when the generation of the BSP tree is completed. | 06-09-2011 |
20110141112 | Image processing techniques - Hierarchical culling can be used during shadow generation by using a stencil buffer generated from a light view of the eye-view depth buffer. The stencil buffer indicates which regions visible from an eye-view are also visible from a light view. A pixel shader can determine if any object could cast a shadow by comparing a proxy geometry for the object with visible regions in the stencil buffer. If the proxy geometry does not cast any shadow on a visible region in the stencil buffer, then the object corresponding to the proxy geometry is excluded from a list of objects for which shadows are to be rendered. | 06-16-2011 |
20110157178 | Method and System for Determining Poses of Objects - A pose for an object in a scene is determined by first rendering sets of virtual images of a model of the object using a virtual camera. Each set of virtual images is for a different known pose the model, and constructing virtual depth edge map from each virtual image, which are stored in a database. A set of real images of the object at an unknown pose are acquired by a real camera, and constructing real depth edge map for each real image. The real depth edge maps are compared with the virtual depth edge maps using a cost function to determine the known pose that best matches the unknown pose, wherein the matching is based on locations and orientations of pixels in the depth edge maps. | 06-30-2011 |
20110169831 | METHOD AND RELATED SYSTEM FOR DISPLAYING 2D AND 3D IMAGES SIMULTANEOUSLY - An image display method receives a two-dimensional image data and a depth data both corresponding to a two-dimensional image and a three-dimensional image. The two-dimensional image data and the depth data is encoded so that the sub-pixels of the two-dimensional image data and the depth data related to the three-dimensional image have gray values whose least significant bits vary in a predetermined manner. After receiving the encoded two-dimensional image data and the encoded depth data at a receiving side, a two-dimensional display region and a two-dimensional display region are detected according to the variations in the gray values of the sub-pixels. The method can thus display the three-dimensional image in the three-dimensional display region of the frame and display the two-dimensional image in the two-dimensional display region of the frame. | 07-14-2011 |
20110175913 | MODULAR RADIANCE TRANSFER - Modular radiance transfer pre-computes a spectral decomposition of a one bounce transport operator for each of a set of shapes and replaces a scene dependent direct-to-indirect transfer lighting computation with an art-directable mapping step. Modular radiance transfer provides an approach for rendering an approximate indirect lighting which requires small amounts of data, can be used to model very large (or even random scenes), and propagates much of the indirect lighting using a small number of spectral coefficients, so that rendering scales well to large scenes. | 07-21-2011 |
20110181591 | SYSTEM AND METHOD FOR COMPOSITING 3D IMAGES - A system and method for compositing 3D images that combines parts of or at least a portion of two or more images having 3D properties to create a 3D image. The system and method of the present disclosure provides for acquiring at least two three-dimensional (3D) images, obtaining metadata (e.g., lighting, geometry, and object information) relating to the at least two 3D images, mapping the metadata of the at least two 3D images into a single 3D coordinate system, and compositing a portion of each of the at least two 3D images into a single 3D image. The single 3D image can be rendered into a desired format (e.g., stereo image pair). The system and method can associate the rendered output with relevant metadata (e.g., interocular distance for stereo image pairs). | 07-28-2011 |
20110181592 | USE OF RAY TRACING FOR GENERATING IMAGES FOR AUTO-STEREO DISPLAYS - Methods and apparatus for generating composite images for displays are provided. For some embodiments, ray tracing algorithms may be utilized to efficiently generate a composite image corresponding to multiple views. Because ray tracing is done on a per pixel basis, it is possible to generate pixel values for only those pixels that will be allocated to a particular image view. By tracing rays from a viewpoint only through those pixels allocated to displaying images corresponding to that viewpoint, a composite image may be generated without discarding pixel data. | 07-28-2011 |
20110187714 | IMAGE PROCESSING APPARATUS AND METHOD OF RENDERING USING A RAY TRACING SCHEME - Provided is an image processing apparatus. Ray tracing may be performed using a general scheme with respect to a plurality of reference pixels among pixels of an image to be rendered. With respect to a pixel excluding the reference pixels, geometry information may be interpolated based on a ray tracing result of adjacent reference pixels. | 08-04-2011 |
20110187715 | Improved Illumination and Light Recycling in Projection Systems - A light modulator configured to modulate at least two channels of an image to be projected and a lighting system configured to illuminate portions of the modulator corresponding to each channel with light having properties consistent with the channel. The channels comprise, for example, left and right channels of a 3D projection (e.g., a digital cinema projection). In one embodiment, the channels are provided by a multi-sectored filter wheel having at least one filter section for a first channel and at least one filter section for a second channel, where boundaries between the sectors are different in each section. | 08-04-2011 |
20110199377 | METHOD, APPARATUS AND COMPUTER-READABLE MEDIUM RENDERING THREE-DIMENSIONAL (3D) GRAPHICS - Provided is an apparatus, method and computer-readable medium rendering three-dimensional (3D) graphics. The 3D graphics rendering apparatus, method and computer-readable medium may predict a screen area to be updated in a subsequent frame based on at least one of object information of a current frame, rendered data of the current frame, and object information of the subsequent frame, and may extract rendering data of the predicted screen area from one of the current frame and the subsequent frame. | 08-18-2011 |
20110199378 | Re-Coloring a Color Image - Technology for re-coloring a region of a color image including determining an original base color in a region of a color image; establishing at least one shading parameter in the region of the color image; and combining a new base color with the at least one shading parameter in the region of the color image thereby producing a re-colored region of the color image. | 08-18-2011 |
20110221752 | HARDWARE ACCELERATED SIMULATION OF ATMOSPHERIC SCATTERING - A method and system may include a hardware texture unit having logic to receive parameters of a view ray for a pixel of a graphical scene, and determine an illumination of the view ray. The illumination, which could indicate an in-scatter illumination percentage for the view ray, may be passed to a software module such as a pixel shader for rendering of the pixel. | 09-15-2011 |
20110227918 | Image Generating Device, Image Generating Method, Information Recording Medium, and Program - A bullet-mark information memory unit ( | 09-22-2011 |
20110227919 | MANAGING OBJECT ATTRIBUTES IN A VIRTUAL WORLD ENVIRONMENT - A method for managing object attributes in a virtual world environment selects a plurality of selected objects based on a supplied criterion from the user. A plurality of objects meeting the supplied criterion are visually identified to a user of the virtual world environment. The user then chooses a plurality of chosen objects from the plurality of selected objects. An object component for the chosen objects is then modified. | 09-22-2011 |
20110227920 | Method and System For a Shader Processor With Closely-Coupled Peripherals - A method and system are provided in which a first instruction associated with a graphics rendering operation may be executed in a shader processor, the shader processor may receive result information associated with an intermediate portion of the graphics rendering operation performed by a peripheral device operably coupled to a register file bus in the shader processor, and the shader processor may execute a second instruction associated with the graphics rendering operation based on the received result information. The register file bus may be utilized for handling execution of intermediate instructions associated with the intermediate portion of the graphics rendering operation. The peripheral device may be accessed via one or more register file addresses associated with the peripheral device. The peripheral device may be operably coupled to the shader processor via a FIFO. | 09-22-2011 |
20110227921 | Processing of 3D computer graphics data on multiple shading engines - There is provided a method for texturing and shading a 3D computer graphic image on a plurality of shading engines. First, the image is subdivided into a plurality of tiles and each tile is subdivided into a plurality of micro tiles. An object list is allocated to each tile, the object list containing data defining objects visible in the tile. For one micro tile, it is determined which pixels in the micro tile are intersected by an object A in the object list and it is determined which pixels in the micro tile are intersected by at least one other object in the object list. In parallel with the determination step, pixel intersection data is outputted for an object B for which all intersection determinations for each of the micro tiles in a selected tile have been performed. The pixel intersection data is output to at least one of the plurality of shading engines. Then, those steps are repeated for each micro tile in the selected tile in which there are visible objects. The pixels corresponding to the pixel intersection data for the object B are textured and shaded with the at least one of the plurality of shading engines. Finally, the data derived by the texturing and shading is stored. | 09-22-2011 |
20110227922 | APPARATUS AND METHOD EXTRACTING LIGHT AND TEXTURE, AND RENDERING APPARATUS USING LIGHT AND TEXTURE - Provided is a light and texture extracting apparatus and method of rendering, and a rendering apparatus using a light and a texture. Light information applied to an input image and texture information of the input image may be extracted from the input image and the shape information of the input image. The extracted light information and the texture information may be used to render another image for more realistic rendering. | 09-22-2011 |
20110234590 | Method for Synthetically Relighting Images of Objects - An image of an object from a known object class is synthesized by first obtaining reflectance fields for various training objects from the object class. A reflectance field model is defined for the object class using a combination of the reflectance fields of the training objects. The parameters of the reflectance field model are optimized to estimate a particular reflectance field of a particular object from the object class given one or more input images of the particular object. The particular reflectance field is fitted to the particular object, and then the new image of the particular object is synthesized by changing the illumination parameters of the particular fitted reflectance field model after the fitting. | 09-29-2011 |
20110234591 | Personalized Apparel and Accessories Inventory and Display - Viewing apparel in a store or a catalog may not show a purchaser how the item will look in different light or settings. A user may select elements of a scene, such as a setting, a mannequin, a pose for the mannequin, and apparel/accessories from a web browser-based application. The selected elements are processed by a hierarchy of services that first divide the scene into component elements, render each element, and return the result to a composition server that combines and flattens the renderings into a 2D image. The 2D image is viewable on any platform or browser without the need for special graphics hardware. | 09-29-2011 |
20110234592 | Systems And Methods For Providing An Enhanced Graphics Pipeline - An enhanced graphics pipeline is provided that enables common core hardware to perform as different components of the graphics pipeline, programmability of primitives including lines and triangles by a component in the pipeline, and a stream output before or simultaneously with the rendering a graphical display with the data in the pipeline. The programmer does not have to optimize the code, as the common core will balance the load of functions necessary and dynamically allocate those instructions on the common core hardware. The programmer may program primitives using algorithms to simplify all vertex calculations by substituting with topology made with lines and triangles. The programmer takes the calculated output data and can read it before or while it is being rendered. Thus, a programmer has greater flexibility in programming. By using the enhanced graphics pipeline, the programmer can optimize the usage of the hardware in the pipeline, program vertex, line or triangle topologies altogether rather than each vertex alone, and read any calculated data from memory where the pipeline can output the calculated information. | 09-29-2011 |
20110248998 | IRRADIANCE RIGS - Techniques are disclosed for using a local lighting representation to explicitly model spatial variation of a character in a graphics scene as well as for using error driven criteria to determine whether to evaluate a given light source analytically or in a lighting rig. For near light sources, the error driven criteria may be used to determine when a spherical light source should be evaluated in the lighting rig verses analytically. For large characters, local irradiance models may be used to provide a limited form of spatial variation. | 10-13-2011 |
20110248999 | STORAGE MEDIUM HAVING STORED THEREON IMAGE DISPLAY PROGRAM, IMAGE DISPLAY SYSTEM, IMAGE DISPLAY METHOD, AND IMAGE DISPLAY APPARATUS - A computer-readable storage medium has stored thereon an program that is executed in a display apparatus that takes an image of a virtual three-dimensional space in which a first object and a second object are present, by a virtual camera and renders the virtual three-dimensional space. The program allows the apparatus to generate a silhouette image for representing a silhouette of the first object, in which silhouette image, gradation information changes in accordance with a distance from the second object to each part of the first object; to generate an image of the second object that is seen from the virtual camera; and to synthesize the silhouette image on the image of the second object that is seen from the virtual camera, such that the silhouette image is darker at a portion thereof corresponding to a part of the first object closer to the second object. | 10-13-2011 |
20110254844 | THREE-DIMENSIONAL IMAGE DISPLAY DEVICE AND THREE-DIMENSIONAL IMAGE DISPLAY METHOD - A three-dimensional content playback unit outputs to two or more image buffers a plurality of stereoscopic images of three-dimensional content, including a first parallax image and a second parallax image, resulting from viewing an object in a virtual three-dimensional space from different viewpoints. An interrupt request receiving unit receives an interrupt request requesting that a control menu be displayed. A control menu output unit overwrites, responsive to the acquisition of an interrupt request by the interrupt request receiving unit, a drawn image of an object in a three-dimensional space with an image of an object of the control menu drawn with parallax while moving the object of the control menu in the depth direction of the virtual three-dimensional space away from the viewpoint, regardless of the relative positions of the object of the control menu and the object in the three-dimensional space. | 10-20-2011 |
20110267347 | SYSTEMS AND METHODS FOR PRIMITIVE INTERSECTION IN RAY TRACING - Aspects include systems, methods, and media for implementing methods relating to increasing consistency of results during intersection testing. In an example, vertexes define edges of primitives composing a scene (e.g., triangles defining a mesh for a surface of an object in a 3-D scene). An edge can be shared between two primitives. Intersection testing algorithms can use tests involving edges to determine whether or not the ray intersects a primitive defined by those edges. In one approach, a precedence among the vertexes defining a particular edge is enforced for such intersection testing. The precedence causes an intersection tester to always test a given edge in the same orientation, regardless of which primitive defined (at least in part) by that edge is being intersection tested. | 11-03-2011 |
20110267348 | SYSTEMS AND METHODS FOR GENERATING A VIRTUAL CAMERA VIEWPOINT FOR AN IMAGE - A color image and a depth image of a live video are received. A user is extracted from the information of the color image and the depth image. Spurious depth vales may be corrected. Points or pixels of an image as seen from a viewpoint of a reference camera at a reference camera location are mapped to points of the image as would be seen from a viewpoint of a virtual camera at a virtual camera location. As such, a transformed color image is generated. Disoccluded pixels may be processed to address any gaps within the transformed color image. | 11-03-2011 |
20110273448 | VIRTUAL FLASHLIGHT FOR REAL-TIME SCENE ILLUMINATION AND DISCOVERY - One object of the present invention is to provide a system that adopts a global illumination technique to seamlessly span light across a real world and a virtual world. | 11-10-2011 |
20110273449 | VIDEO PROCESSING APPARATUS AND VIDEO DISPLAY APPARATUS - The present invention provides a video processing apparatus and video display apparatus that are capable of reliably preventing the occurrence of motion blur or dynamic false contours. The video processing apparatus has: a subfield conversion unit ( | 11-10-2011 |
20110273450 | METHOD OF REPRESENTING A MATERIAL - A method is provided for representing a material by approximating an original function modeling the interaction of the material and of light emitted by a light source, which function is defined as a function of pixels, of viewpoints, and of light directions, the method comprising: for each viewpoint, the steps of performing a polynomial approximation of the original modeling function and a geometric approximation of a residue resulting from the difference between the original modeling function and the polynomial approximation of said function; and a step of simplification by decomposing the results obtained from the two approximations into wavelet packets. | 11-10-2011 |
20110279454 | THREE-DIMENSIONAL DISPLAY AND THREE-DIMENSIONAL DISPLAY SYSTEM - A three-dimensional display includes a first display module, a second display module, a light-combining module and a view-scanning layer. The first display module provides a first display image. The second display module provides a second display image. The light-combining module is disposed in a first transmission path of the first display image and a second transmission path of the second display image. The first transmission path and the second transmission path after the first light-combining module have the same direction. The view-scanning layer receives the first display image transmitted along the first transmission path and the second display image transmitted along the second transmission path and respectively projects a part of the first display image and a part of the second display image onto a first view direction and a second view direction. | 11-17-2011 |
20110285709 | Allocating Resources Based On A Performance Statistic - A method includes rendering an object of a three dimensional image via a pixel shader based on a render context data structure associated with the object. The method includes measuring a performance statistic associated with rendering the object. The method also includes storing the performance statistic in the render context data structure associated with the object. The performance statistic is accessible to a host interface processor to determine whether to allocate a second pixel shader to render the object in a subsequent three-dimensional image. | 11-24-2011 |
20110285710 | Parallelized Ray Tracing - A method includes assigning a priority to a ray data structure of a plurality of ray data structures based on one or more priorities. The ray data structure includes properties of a ray to be traced from an illumination source in a three-dimensional image. The method includes identifying a portion of the three-dimensional image through which the ray passes. The method also includes identifying a slave processing element associated with the portion of the three-dimensional image. The method further includes sending the ray data structure to the slave processing element. | 11-24-2011 |
20110285711 | PATH RENDERING BY COVERING THE PATH BASED ON A GENERATED STENCIL BUFFER - One embodiment of the present invention sets forth a technique for rendering paths by first generating a stencil buffer indicating pixels of the path that should be covered and then covering the path. The paths may be filled or stroked without tessellating the paths. Path rendering may be accelerated when a graphics processing unit or other processor that is configured to perform operations to generate the stencil buffer and cover the path to fill or stroke the path. | 11-24-2011 |
20110285712 | IMAGE SIGNAL PROCESSING APPARATUS, LIGHT-EMITTING APPARATUS, 3D IMAGE VIEWING GLASSES, IMAGE SIGNAL PROCESSING SYSTEM, AND IMAGE SIGNAL PROCESSING METHOD - An image signal processing apparatus includes an output unit that outputs an image, a detection unit that detects that the output unit is outputting a 3D image, and a light modulation control unit that causes a light emitting apparatus to reduce luminance of a light emitting unit thereof, in response to the detection by the detection unit that the output unit is outputting a 3D image. | 11-24-2011 |
20110292048 | GRAPHIC PROCESSING UNIT (GPU) WITH CONFIGURABLE FILTERING MODULE AND OPERATION METHOD THEREOF - A graphic processing unit (GPU) with a configurable filtering module (CFU) and an operation method thereof are presented. The graphic processing unit comprises a memory module and a configurable filtering module. The memory module stores at least one texture image. The configurable filtering module, connected to the memory module, comprises a plurality of filter equations, from which a filter equation is selected. A plurality of pixel points are sampled from the texture image. Each sampled pixel point is set with a weight value respectively. Each sampled pixel point with a weight value corresponding thereto is substituted into the selected filter equation to perform an operational process to acquire an operated value. Thereby, the user can decide the operation method of the GPU by selecting an appropriate filter equation and setting adjustable parameters in the filter equation. | 12-01-2011 |
20110304623 | System and method for artist friendly controls for hair shading - There is provided a system and method for artist friendly control of three-dimensional object shading, particularly hair. A methodology is disclosed for deriving a pseudo scattering function over a domain of Artist Friendly Controls (AFCs) from a physically based scattering function over a domain of Physically Based Controls (PBCs). The pseudo scattering function can provide intuitive decoupled adjustments of specific important visual characteristics while still providing a convincing and aesthetically pleasing result. An end user such as an artist may thus control the values, or AFCs, to implement specific aesthetic features for the shading of objects as seen on a display. The pseudo scattering function may be utilized for single scattering and multiple scattering models of hair shading. | 12-15-2011 |
20110304624 | METHOD AND APPARATUS FOR RAY TRACING IN A 3-DIMENSIONAL IMAGE SYSTEM - A ray tracing method and apparatus in a 3-Dimensional (3D) image system. The method includes sampling for four vertexes of each pixel in a plurality of pixels, sampling for a pivot of the each pixel, and determining a color of the each pixel using the sampling result on the four vertexes and the pivot. | 12-15-2011 |
20120001911 | METHOD FOR GENERATING SHADOWS IN AN IMAGE - As to generate shadows in an image, the method comprises the steps of:
| 01-05-2012 |
20120001912 | RAY TRACING SYSTEM ARCHITECTURES AND METHODS - Aspects comprise systems implementing 3-D graphics processing functionality in a multiprocessing system. Control flow structures are used in scheduling instances of computation in the multiporcessing system, where different points in the control flow structure serve as points where deferral of some instances of computation can be performed in favor of scheduling other instances of computation. In some examples, the control flow structure identifies particular tasks, such as intersection testing of a particular portion of an acceleration structure, and a particular element of shading code. In some examples, the aspects are used in 3-D graphics processing systems that can perform ray tracing based rendering. | 01-05-2012 |
20120007865 | Image processing apparatus and method - Provided is an image processing apparatus. A bidirectional reflection distribution function (BRDF) summed area table (SAT) generator of the image processing apparatus may generate a BRDF SAT of a first point using a BRDF of the first point within a three-dimensional (3D) model. A virtual area light (VAL) sampling unit of the image processing apparatus may sample a VAL corresponding to at least one point on an object of the 3D model. | 01-12-2012 |
20120026170 | PROJECTION DISPLAY APPARATUS - A projection display apparatus according to embodiments includes a light source that emits color component light beams of a plurality of colors and an imager that modulates the color component light beams of a plurality of colors emitted from the light source. The projection display apparatus includes an element control unit that controls the imager; and a light source control unit that controls the light source. The element control unit controls the imager based on an image output signal obtained by a signal expansion process of an image input signal. The light source control unit performs a power reduction process of reducing power supplied to the light source according to an expansion amount of the image input signal expanded by the signal expansion process. The light source control unit performs a light emission period control process of adjusting light emission periods of a color component light beams of a plurality of colors emitted from the light source within a | 02-02-2012 |
20120026171 | PARALLEL ARRAY ARCHITECTURE FOR A GRAPHICS PROCESSOR - A parallel array architecture for a graphics processor includes a multithreaded core array including a plurality of processing clusters, each processing cluster including at least one processing core operable to execute a pixel shader program that generates pixel data from coverage data; a rasterizer configured to generate coverage data for each of a plurality of pixels; and pixel distribution logic configured to deliver the coverage data from the rasterizer to one of the processing clusters in the multithreaded core array. A crossbar coupled to each of the processing clusters is configured to deliver pixel data from the processing clusters to a frame buffer having a plurality of partitions. | 02-02-2012 |
20120038643 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR DETERMINISTICALLY SIMULATING LIGHT TRANSPORT - A system, method, and computer program product are provided for deterministically simulating light transport. In use, all pairs of non-negative integers are enumerated (e.g. in a predetermined order). Additionally, for each of the enumerated pairs of non-negative integers, an associated pair of a query point and a photon is identified by: identifying a query point associated with a first non-negative integer of the pair of non-negative integers using a deterministic point sequence of query points and identifying a photon associated with a second non-negative integer of the pair of non-negative integers using a deterministic point sequence of photons. Further, for each of the query points in the deterministic point sequence of query points, photons in the deterministic point sequence of photons associated with the query point are identified. Still yet, an illumination value is computed for each query point of each of the photons associated with the query point using the pairs of query points and photons and at least one transport property at the query point. | 02-16-2012 |
20120038644 | RENDERING CAUSTICS IN COMPUTER GRAPHICS WITH PHOTON MAPPING BY RELAXATION - The invention relates to a method of rendering caustics in a computer graphics scene. The method comprises obtaining a photon map of said scene, redistributing photons from said photon map into an arrangement with a blue noise spectral signature by performing a relaxation step in respect of each of a number of photons, determining a constraining vector for each of a number of photons and rendering said scene using results from the redistributing photons and/or from determining a constraining vector. | 02-16-2012 |
20120038645 | METHOD FOR ADDING SHADOWS TO OBJECTS IN COMPUTER GRAPHICS - The invention relates to a method, computer program and device for automatically adding shadows to objects ( | 02-16-2012 |
20120056887 | DEPTH ESTIMATION SYSTEM FOR TWO-DIMENSIONAL IMAGES AND METHOD OF OPERATION THEREOF - A method of operation of a depth estimation system includes: calculating focus measures for positions on a two-dimensional image; generating a depth map for the two-dimensional image based on fitting the focus measure through a Gaussian function; generating a three-dimensional image from the depth map and the two-dimensional image; and processing the three-dimensional image on a storage unit for displaying on a device. | 03-08-2012 |
20120062566 | Methods And Systems For Stylized Map Generation - Systems, methods and articles of manufacture for stylized map generation are described herein. An embodiment includes enabling a user to provide a geographical region of interest, retrieving a multi-dimensional data set associated with the region of interest, determining an area outline of the region of interest based on an intersection of the data set with the region of interest, and generating a graphical representation of the region of interest and the area outline based on the data set. The embodiment further comprises instantiating a shader to generate the area outline and obtaining a shader algorithm to configure the shader. An embodiment includes applying a style package to the generated representation and modifying the style package using the shader algorithm. In this way, embodiments of the invention enable creation of stylized maps to visualize information associated with a geographical region. | 03-15-2012 |
20120069020 | Lighting Control for Occlusion-based Volume Illumination of Medical Data - Occlusion-based lighting control is provided in volume rendering of medical data. In addition to altering the brightness of a sample based on the degree of occlusion, the opacity for the sample is also or alternatively altered. For direct volume rendering, the depth of samples along a given ray contributing to the rendered pixel may be limited due to saturation. By varying the opacity, the depth at which samples contribute may be increased for less occluded samples. | 03-22-2012 |
20120069021 | Apparatus and method of early pixel discarding in graphic processing unit - A method to discard pixels early includes a first early depth test maintaining a depth value on a pixel to be discarded by a discard instruction, and a second early depth test updating the depth value on a pixel not to be discarded by the discard instruction. Because of the first and second early depth tests, a number of pixels to be processed by a pixel shading process may be reduced. | 03-22-2012 |
20120069022 | COLOR SEAMLESSNESS ACROSS TILED MULTI-PROJECTOR DISPLAYS - A method includes generating in a computer a representation for the color transfer function both direct and inverse, of a nonideal source device to those in a target device significantly different than the source device, using higher-dimensional Bezier patches by using a non-linear parameterization of the Bezier patches in the XYZ space for converting the RGB colors in the source device. The method is illustrated in an application for processing spatial variation in luminance and chrominance in a multiple projector display, which include the steps of balancing per projector white point, morphing per pixel chrominance gamut, constraining per pixel perceptual luminance; and smoothing per pixel Bezier based luminance. | 03-22-2012 |
20120069023 | RAY TRACING CORE AND RAY TRACING CHIP HAVING THE SAME - A ray tracing core comprising a ray generation unit and a plurality of T&I (Traversal & Intersection) units with MIMD (Multiple Instruction stream Multiple Data stream) architecture is disclosed. The ray generation unit generates at least one eye ray based on an eye ray generation information. The eye ray generation information includes a screen coordinate value. Each of the plurality of T&I units receives the at least one eye ray and checks whether there exists a triangle intersected with the received at least one eye ray. The triangle configures a space. | 03-22-2012 |
20120081368 | Image rendering apparatus and method - An image rendering apparatus may include a buffer memory unit and a processor. The buffer memory unit may store input ray data for image rendering according to a ray tracing scheme while shape data corresponding to the input ray data is being fetched from a cache. The processor may output the received shape data together with the input ray data to an operation apparatus. | 04-05-2012 |
20120081369 | METHOD AND APPARATUS FOR SEARCH IN VIRTUAL WORLD - A method and apparatus for evaluating attention degree in 3D virtual world are provided, the 3D virtual world comprising at least one virtual object and at least one avatar controlled by user, the at least one avatar having corresponding avatar view field. The method comprises: obtaining geometrical information about the avatar view field and geometrical information about the virtual object; determining the association between the avatar view field and the virtual object based on the geometrical information; evaluating attention degree of the virtual object based on the association; and providing evaluation result on attention degree of the virtual object. Corresponding apparatus is also provided. The above method and apparatus have provided attention degree related statistic collection and search feature for the virtual world. | 04-05-2012 |
20120081370 | METHOD AND APPARATUS FOR PROCESSING VERTEX - A method and apparatus for processing a vertex may fetch pieces of position information of vertexes, may extract pieces of target position information from the fetched pieces of position information, may perform tile binning on the pieces of target position information, may fetch pieces of attribute information having same indexes as the pieces of target position information, and may shade the fetched pieces of attribute information. | 04-05-2012 |
20120098831 | 3D DISPLAY APPARATUS AND METHOD FOR PROCESSING 3D IMAGE - A three-dimensional (3D) image processing apparatus and a method for processing a 3D image are provided. The 3D image processing apparatus includes a control unit which independently sets a left-eye image quality of a left-eye image and a right-eye image quality of a right-eye image; and a 3D implementation unit which processes the left-eye image and the right-eye image in accordance with the set left-eye image quality and the set right-eye image quality, wherein the left-eye image and the right-eye image are included in a 3D image. | 04-26-2012 |
20120098832 | IMAGE RECONSTRUCTION - A method for reconstructing a three-dimension image includes receiving a plurality of two-dimensional images and projection information of the two-dimensional images, projecting a plurality of rays onto the plurality of two-dimensional images, determining correspondence information between pixels of different ones of the plurality of two-dimensional images, determining a value of each of the pixels, and reconstructing a three-dimension image by integrating the plurality of rays, wherein a position on each ray can be associated to one pixel of the plurality of two-dimensional images. | 04-26-2012 |
20120113118 | Systems and Methods for Providing Intermediate Targets in a Graphics System - Utilizing intermediate target(s) in connection with computer graphics in a computer system is provided. In various embodiments, intermediate memory buffers in video memory are provided and utilized to allow serialized programs from graphics APIs to support algorithms that exceed the instruction limits of procedural shaders for single programs. The intermediate buffers may also allow sharing of data between programs for other purposes as well, and are atomically accessible. The size of the buffers can be variably set for a varying amount of resolution with respect to the graphics data. In this regard, a single program generates intermediate data, which can then be used, and re-used, by an extension of the same program and/or any number of other programs any number of times as may be desired, enabling considerable flexibility and complexity of shading programs, while maintaining the speed of modern graphics chips. | 05-10-2012 |
20120120075 | SHUTTER GLASSES AND IMAGE DISPLAY SYSTEM - A pair of shutter glasses capable of reducing decrease in brightness of displayed images to be visually recognized is provided. A pair of shutter glasses include a pair of light selectors the state of each of which is switched between a light transmitting state in which the light selector transmits light and a light blocking state in which the light selector blocks light. When a full area where light is transmitted or blocked in the light transmitting state or the light blocking state is virtually divided into a plurality of divided areas along a first direction, each of the light selectors switches the state of each of the plurality of divided areas between the light transmitting state and the light blocking state sequentially along the first direction. | 05-17-2012 |
20120139919 | 3D ANAGLYPH DISPLAY APPARATUS AND SYSTEM - An apparatus and method for displaying 3D video and imaging on a display system or television set which incorporate a transmissive display coupled over a multi-color backlighting panel having a plurality of distributed color emissive elements (e.g., colored LEDs). In response to detecting the framing output to the transmissive display, the color output of the backlight is alternately sequenced to enhance the anaglyph or to provide definition for alternate right/left image frames. In one implementation, the type of video stream being input (e.g., 2D, 3D, type of 3D, and so forth.) of the video is used in combination with user selected mode settings to determine whether display output is generated in a 2D mode with a fixed color (e.g., white) output or in a 3D mode in which the color alternates between a first and second color of backlighting. | 06-07-2012 |
20120139920 | CHARACTER GENERATION SYSTEM, CHARACTER GENERATION METHOD, AND PROGRAM - A character generating system ( | 06-07-2012 |
20120147007 | APPARATUS AND METHOD FOR TILE BINNING TO REDUCE POWER CONSUMPTION - Described is a tile binning apparatus and method which consumes a low amount of power. The tile binning apparatus may determine whether to perform an overlap test that reduces an overlap factor, based on whether one or more tiles overlapping a bounding box of a triangle obtained as a result of geometry processing is one-dimensional. As a result, an unnecessary operation may be avoided which may reduce an amount of consumed power. | 06-14-2012 |
20120154401 | METHOD OF SIMULATING LIGHTING AT A POINT OF A SYNTHESIZED IMAGE - Simulating lighting at an estimation point of an image synthesized in three dimensions describing a scene provided with a light source, the estimation point situated on a surface. The method involves selecting a cloud of virtual photons by sending photons from the light source and by following the paths of the photons, each interaction with a surface of the scene potentially generating a new photon in the cloud, and storing a surface characteristic of the surfaces touched by the photon; and selecting a local volume of the photon map arranged around the estimation point. Additional steps can involve analyzing the photons contained in the local volume to detect the presence of at least one other surface different from the surface and extending in the vicinity of the estimation point; and calculating the indirect lighting at the estimation point while taking account of the at least one other detected surface. | 06-21-2012 |
20120182299 | ITERATIVE REPROJECTION OF IMAGES - Techniques are disclosed for performing image space reprojection iteratively. An insignificant parallax threshold depth is computed for a source image. Portions of the image having depth values greater than the insignificant parallax threshold depth may be shifted uniformly to produce corresponding portions of the reprojection (target) image. An iterative fixed-point reprojection algorithm is used to reproject the portions of the source image having depth values less than or equal to the insignificant parallax threshold depth. The fixed point reprojection algorithm quickly converges on the best pixel in the source image for each pixel in a target image representing an offset view of the source image. An additional rendering pass is employed to fill disoccluded regions of the target image, where the reprojection algorithm fails to converge. | 07-19-2012 |
20120182300 | Shadowing Dynamic Volumetric Media - A dynamic volumetric medium, such as hair, fog, or smoke, may be represented, for purposes of shadow mapping, by transmittance versus depth data for that medium. In one embodiment, the representation may take the form of a plot of transmittance versus depth, with nodes where the transmittance changes non-live linearly with respect of depth into the medium. The number of nodes in the representation may be reduced to reduce memory footprint and to enable the storage of the representation on the same chip doing the shadow mapping. In some embodiments, the number of nodes may be reduced, one node at a time, by removing the node whose underlying trapezoid has the least area of all the remaining nodes. | 07-19-2012 |
20120188243 | Portable Terminal Having User Interface Function, Display Method, And Computer Program - A portable terminal is provided with: a display device; a sensor configured to detect the orientation or position of the portable terminal; a data storage unit configured to store data; and a display control unit configured to display on the display device an icon or object that corresponds to the data stored in the data storage unit. The display control unit acquires information regarding the orientation or position of the portable terminal from the sensor and determines a display mode of the icon or object in accordance with a change in the orientation or position of the portable terminal. | 07-26-2012 |
20120188244 | DEPTH ESTIMATION DATA GENERATING DEVICE, COMPUTER READABLE RECORDING MEDIUM HAVING DEPTH ESTIMATION DATA GENERATING PROGRAM RECORDED THEREON, AND PSEUDO-STEREO IMAGE DISPLAY DEVICE - A depth estimation data generating device includes a difference data generator and negative and positive shift amount generators. The difference data generator calculates the difference between a non-stereo image and the average value data of the average brightness of the non-stereo image to generate the difference data. The negative shift amount generator generates a negative shift amount, wherein the difference data generated using the minimum value data of the minimum brightness of the non-stereo image has a minimum value of shift amount and the shift amount approaches zero from the minimum value as the difference data approaches zero. The positive shift amount generator generates a positive shift amount, wherein the difference data generated using the maximum value data of the maximum brightness of the non-stereo image has a maximum value of shift amount and the shift amount approaches zero from the maximum value as the difference data approaches zero. | 07-26-2012 |
20120200570 | IMAGE PROCESSING APPARATUS AND METHOD THEREFOR - Based on the refractive property and/or reflectance property of an object, it is determined which one of light, spectra, and channels is to be used as a target for tracing by the ray-tracing method. A pixel value of image data representing the object is determined by tracing at least one entity of the determined target for tracing from a view point in the virtual three-dimensional space to a light source. | 08-09-2012 |
20120212491 | INDIRECT LIGHTING PROCESS FOR VIRTUAL ENVIRONMENTS - Methods, systems, devices, and software are described for indirect lighting objects in 3-D virtual environments, such as in video games. A cube map and ground plane of the environment are translated to a 360-degree latitude-longitude map depicting a view from the position of an object. The lat-long map is blurred using a cosine convolution, and then the blurred lat-long map is converted to a local cube map for the object. The local cube map is then used to determine normal and reflective indirect lighting color on the object cast from the environment. | 08-23-2012 |
20120223946 | GRAPHICS PROCESSING - A graphics processor includes a vertex shader | 09-06-2012 |
20120223947 | GRAPHICS PROCESSING - A graphics processor includes a vertex shader | 09-06-2012 |
20120235999 | STEREOSCOPIC CONVERSION FOR SHADER BASED GRAPHICS CONTENT - The example techniques of this disclosure are directed to generating a stereoscopic view from an application designed to generate a mono view. For example, the techniques may modify source code of a vertex shader to cause the modified vertex shader, when executed, to generate graphics content for the images of the stereoscopic view. As another example, the techniques may modify a command that defines a viewport for the mono view to commands that define the viewports for the images of the stereoscopic view. | 09-20-2012 |
20120236000 | DYNAMIC SHADER GENERATION - Some embodiments provide a method of performing several shading operations for a graphic object in a scene that is displayed on a device. The device includes several processing units. The method receives a set of criteria that can define a set of parameters that relate to the shading operations. The method determines an allocation of the shading operations to the processing units based on the received criteria. The method allocates the shading operations to the processing units based on the determined allocations. The method renders the graphic object based on several instructions that comprise the shading operations. In some embodiments, the set of criteria is received during execution of the operations. | 09-20-2012 |
20120236001 | Tree Insertion Depth Adjustment Based on View Frustrum and Distance Culling - A computer-implemented method includes initializing a driver associated with an input/output adapter in response to receiving an initialize driver request from a client application. The computer-implemented method includes initializing the input/output adapter to enable adapter capabilities of the input/output adapter to be determined. The computer-implemented method also includes determining the adapter capabilities of the input/output adapter. The computer-implemented method further includes determining slot capabilities of a slot associated with the input/output adapter. The computer-implemented method also includes setting configurable capabilities of the input/output adapter based on the adapter capabilities and the slot capabilities. | 09-20-2012 |
20120242664 | ACCELEROMETER-BASED LIGHTING AND EFFECTS FOR MOBILE DEVICES - A mobile device and method for rendering graphical objects and dynamic effects associated therewith to a display of the mobile device are described. The mobile device includes a position and rotation tracking module, a graphics rendering module, and a display. The position and rotation tracking module generates data indicative of a change in position and/or rotation of the mobile device. The graphics rendering module processes the data to determine a spatial relationship between a graphical object to be rendered to the display and a virtual source. The graphics rendering module then renders the graphical object and at least one dynamic effect in association therewith to the display. The graphics rendering module renders the dynamic effect in a manner that is based at least in part on the determined spatial relationship between the graphical object and the virtual source. | 09-27-2012 |
20120242665 | CONTRAST MATCHING FOR STEREO IMAGE - Apparatus and a method for matching contrast between images of a stereo image pair. A first contrast value corresponding to first pixel information of first image is determined and a second contrast value corresponding to second pixel information of second image is determined. The first and second contrast values are compared and the image having the lower contrast value is selected for compensation. A tone mapping function is generated and applied to the pixel information corresponding to the selected image for generating compensated image pixel information corresponding to the selected image. | 09-27-2012 |
20120249552 | PRODUCT MODELING SYSTEM AND METHOD - A product modeling system and method are provided. On one embodiment, the product modeling system is used to model a piece of apparel, such as a shirt, with a design wherein the model with the design is used to display the piece of apparel with the design to a consumer. | 10-04-2012 |
20120249553 | ARCHITECTURES FOR CONCURRENT GRAPHICS PROCESSING OPERATIONS - Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Scheduling of graphics operations for concurrent execution on a computer may increase throughput. In aspects herein, constituent graphics operations are scheduled in groups, having members selected according to disclosed aspects. Processing for specific graphics operations in a group can be deferred if all the operations in the group cannot be further tested concurrently. Graphics operations that have been deferred are recombined into two or more different groups and ultimately complete processing, through a required number of iterations of such process. In one application, the performance of the graphics operations perform a search in which respective 1:1 matches between different types of geometric shapes involved in the 3-D scene are identified. For example, closest intersections between rays and scene geometry can be identified by processing scheduled according to disclosed aspects. | 10-04-2012 |
20120256922 | Multithreaded Processor and Method for Realizing Functions of Central Processing Unit and Graphics Processing Unit - A multithreaded processor and method for realizing the functions of a central processing unit and a graphics processing unit, including a graphics fixed function processing module for performing a fixed function processing on data during a graphics processing, a multithreaded parallel central processing module for realizing a central processing function and a programmable processing function of a graphics processing through a uniform thread scheduling and exchanging the graphics data subjected to the programmable processing with the graphics fixed function processing module through a storage module, and a storage module for providing a uniform storage space for the graphics fixed function processing module and the multithreaded parallel central processing module to store, buffer and/or exchange data. The multithreaded processor and method for realizing the functions of a central processing unit and a graphics processing unit allow load balancing among multiple thread processing engines. | 10-11-2012 |
20120256923 | METHOD FOR GENERATING AN ENVIRONMENT MAP - An environment map representative of lighting information of a real environment. As to enhance the impression of immersion into a virtual environment, the method comprises the steps of acquisition at real time of an image representative of a partial lighting information of said real environment from a digital optical acquisition device, said image comprising a plurality of pixels; and estimation of said environment map by extrapolation of at least a part of said pixels of said image, the extrapolation comprising the application of a first value corresponding to the mean value of the pixels of said image to at least a first part of the environment map. | 10-11-2012 |
20120262456 | Line Space Gathering for Single Scattering in Large Scenes - A light gathering process may reduce the computational resources and storage required to render a scene with a participating homogeneous media. According to some implementations, Efficiency may be obtained by evaluating the final radiance along a viewing ray directly from the lighting rays passing near to it, and by rapidly identifying such lighting rays in the scene. To facilitate a search for nearby lighting rays, the lighting rays and viewing rays may be represented as a 6D point and a plane according to the corresponding Plucker coordinates and coefficients, respectively. | 10-18-2012 |
20120262457 | METHOD FOR ESTIMATION OF AN ITEM OF INFORMATION REPRESENTATIVE OF HEIGHT - The invention relates to a method for estimation of information representative of a height. In order to minimize the required calculation time, the method comprises steps for:
| 10-18-2012 |
20120274639 | Method for Generating images of three-dimensional data - At least one example embodiment discloses a process to generate images of software generated (CAD) 3D data of a product. The example embodiment allows, with computer performance, to carry out image edits of a sketch at the computer. When the sketch is acceptable, the image with a simplified representation of the product to be shown is sent to a render house. The render house integrates the image to a full-standard image representing the product to be shown as a 3D-object with a certain color, with certain surface characteristics, such as high-gloss or matt, etc. | 11-01-2012 |
20120274640 | Quasi-Three-Dimensional Display Apparatus - A system for showing scenes that benefit from three-dimensional or quasi-three-dimensional display. In some embodiments, a generally-spherical section of a refracting material is provided in a light diverging layer of finite thickness that can be placed over a substrate display device (such as a LCD or similar flat monitor or display screen) and the refracting element and light diverging layer then spread at least a portion of the scene outwardly from the system in a three-dimensional or quasi-three-dimensional manner. The result is a more accurate, entertaining, interesting, and realistic depiction of scenes having three-dimensional features (e.g., globes, spheres, planets, other objects) shown by the display. The images may be static or animated. | 11-01-2012 |
20120280995 | EFFICIENT METHOD OF PRODUCING AN ANIMATED SEQUENCE OF IMAGES - A computer-based method of generating an animated sequence of images eliminates inefficiencies associated with a lighting process. The method begins with the provision of a frame for the animation sequence. The frame includes at least one asset, which may be a character, background, or other object. The frame is rendered to thereby produce a set of images each based upon a different lighting condition. The frame is then composited during which a subset of the images are selected from the set and then adjusted. Settings such as intensity and color balance are adjusted for each of the subset of images. | 11-08-2012 |
20120280996 | METHOD AND SYSTEM FOR RENDERING THREE DIMENSIONAL VIEWS OF A SCENE - The present invention provides a method and system of generating multilayered point based 3D representation of a scene. The method includes constructing an alpha model of randomly selected regions associated with objects with similar depth value and depth jump in a depth map of a scene, and identifying mixed pixel regions associated with edges of the objects. The method further includes estimating colour, depth and transparency values for pixels in each identified mixed pixel region using associated colour information from an image map of the scene, associated depth value information from the depth map, and transparency information from the alpha model based on the associated depth information. The method includes generating a multi-layered point based 3D representation of the scene by organising the estimated colour, transparency, and depth values. Moreover, the method includes rendering 3D views of the scene using the multi-layered point based 3D representation of the scene. | 11-08-2012 |
20120280997 | Control of 3D objects in a light displaying Device - Transition effects on 3D objects are carried out in a shader of a graphic processing unit. | 11-08-2012 |
20120287130 | APPARATUS AND METHOD FOR REALISTICALLY EXPRESSING TEETH - A method and apparatus for realistically expressing teeth performs rendering on a shape model of the teeth using a hybrid normal map based on materials and characteristics of the teeth in order to more realistically express the teeth. | 11-15-2012 |
20120287131 | IMAGE PROCESSING APPARATUS AND IMAGE REGISTRATION METHOD - In the process of a registration between first and second images captured by different image pickup apparatuses, even if corresponding parts have different pixel values, different shapes and different field of view, the registration can be carried out with high speed and high degree of precision. In order to perform the registration between the first and second images, either of the first and second images is divided into segmented regions, and given physical property values are set to the segmented regions. Further, an image (pseudo image) having similar pixel values, shapes and field of view to the other image is created, and the pseudo image and the second image that have the same features are positioned, thereby performing the registration between the first and second images. | 11-15-2012 |
20120287132 | METHOD FOR RECONSTRUCTING GEOMETRY MAPPING - A method for reconstructing geometry mapping of a rasterized area is provided. The method includes: finding a testing pixel within the rasterized area; finding an occluding point corresponding to the testing pixel in a geometry shadow map of the rasterized area; determining weight values of the occluding point according to the (x, y) coordinate values of the testing pixel and vertices of a triangle occluding the testing pixel in the rasterized area; determining depth value of the occluding point according to the weight value and z coordinate of the vertices of the occluding triangle; and comparing the depth value of the occluding point with the depth value of the testing pixel so as to determine whether the testing pixel is drawn in light or in shadow. | 11-15-2012 |
20120299921 | DIRECTING INDIRECT ILLUMINATION TO VISIBLY INFLUENCED SCENE REGIONS - A method, apparatus, system, and computer readable storage medium provide the ability to conduct global illumination. A 3D model of a scene is obtained in a computer graphics application. A camera location in the scene is identified and paths emitted from the camera location are traced into the scene (by recording hit points along the paths). The paths are filtered by selecting those paths that can receive light from a light source (i.e., paths whose next path segment hits the light source). Targets are identified based on the hit points. Photons are generated from the light source and follow a corresponding photon path. Each photon path is evaluated to determine if it intersects with a target, in which case it is recorded. A view of the scene is rendered based on the recorded photons. | 11-29-2012 |
20120299922 | IMAGE PROCESSING APPARATUS AND METHOD - Provided is an image processing apparatus. The image processing apparatus may adaptively sample a virtual point light (VPL) at a light view within a three-dimensional (3D) model. The image processing apparatus may adaptively sample a surface point at a camera view. | 11-29-2012 |
20120306877 | Run-Time Optimized Shader Program - Systems, methods, and computer readable media for generating optimized shader programs (e.g., vertex and fragment) at run-time are described. In general, techniques are disclosed for determining when an executing graphics program (a “client”) issues a command that, to be carried out, would require a significant change in the currently executing shader program (a “shader”). When this is detected, the client's specified change may be used to identify a minimal set of shader instructions that can provide the client's designated effect. The instructions so identified, may be used to generate a shader optimized for that effect. | 12-06-2012 |
20120306878 | Modeling and Rendering of Heterogeneous Translucent Materals Using The Diffusion Equation - An exemplary method includes providing image data for an illuminated physical sample of a heterogeneous translucent material, determining one or more material properties of the material based in part on a diffusion equation where one of the material properties is a diffusion coefficient for diffusion of radiation in the material and where the determining includes a regularization term for the diffusion coefficient, mapping the one or more material properties to a virtual object volume, assigning virtual illumination conditions to the virtual object volume, and rendering the virtual object volume using the virtual illumination conditions as a boundary condition for a system of diffusion equations of the virtual object volume. Other methods, devices and systems are also disclosed. | 12-06-2012 |
20120313944 | COHERENT OUT-OF-CORE POINT-BASED GLOBAL ILLUMINATION - A computer-animated scene is shaded by a computing system having an in-core memory and coupled to one or more out-of-core storage devices. The scene is comprised of shading locations on a surface element of an object in the scene. A point cloud representation of the scene is generated. An octree data structure based on the point cloud representation of the scene is generated. To generate the octree data structure, the Morton code for each point in the point cloud representation of the scene is computed. The points are then sorted based on the Morton code, recursively subdivided to find at most a threshold number of nodes, and written to the one or more out-of-core storage devices. The shading locations are then shaded based on the nodes written to the out-of-core storage devices. | 12-13-2012 |
20120313945 | SYSTEM AND METHOD FOR ADDING A CREATIVE ELEMENT TO MEDIA - A system for adding a creative element to media includes a media file having content and metadata associated with the content, logic for analyzing the content to determine at least one of a lighting characteristic, a shadow characteristic, and a presence of an identifying element associated with the content. The system also includes a creative element store configured to store at least one creative element, a rendering engine configured to develop a three dimensional rendering of the creative element, the three dimensional rendering including at least one of the lighting characteristic and the shadow characteristic, and a compositor configured to add the three dimensional rendering of the creative element into the content based on the metadata. | 12-13-2012 |
20120313946 | DISPLAY SWITCHING APPARATUS, DISPLAY SWITCHING METHOD, AND DISPLAY SWITCHING PROGRAM - Provided is a display switching apparatus including an operation unit used to instruct a display unit to switch a display of a display image having a background image, and a control unit that, when instructed to switch the display of the display image via the operation unit, exercises control so that the display of the display image on the display unit is switched to the display image having the background image in a visible state indicating whether the display is switchable. | 12-13-2012 |
20120320056 | THREE DIMENSIONAL IMAGE DISPLAY DEVICE AND METHOD OF DRIVING THE SAME - A three dimensional image display device includes a display panel and a backlight unit. The display panel displays a left eye image and a right eye image of an image inputted to the display panel, in sequence. The backlight unit includes a plurality of backlight blocks. In the three dimensional image display device, based on at least one of depth information from the objects of the left eye and right eye images, and edge information from the object the left eye image or the right eye image, brightness of the plurality of backlight blocks are independently controlled. | 12-20-2012 |
20130002671 | POINT-BASED GUIDED IMPORTANCE SAMPLING - A computer-animated scene illuminated by indirect light is shaded. The scene is comprised of sample locations on a surface element of an object in the scene. A point cloud representation of the scene is generated. Optionally, an importance map of the scene, based on the point cloud representation, is generated. The importance map is generated by rasterizing one or more points in the point cloud and designating areas of interest based on the energy value of the one or more points in the point cloud. A ray tracing engine is biased, based on the importance map. The biased ray tracing engine calculates the path of the ray to the sample locations in the scene to an area of interest. The scene is shaded using the output from the biased ray tracing engine. | 01-03-2013 |
20130002672 | RAY TRACING SYSTEM ARCHITECTURES AND METHODS - Aspects comprise systems implementing 3-D graphics processing functionality in a multiprocessing system. Control flow structures are used in scheduling instances of computation in the multiprocessing system, where different points in the control flow structure serve as points where deferral of some instances of computation can be performed in favor of scheduling other instances of computation. In some examples, the control flow structure identifies particular tasks, such as intersection testing of a particular portion of an acceleration structure, and a particular element of shading code. In some examples, the aspects are used in 3-D graphics processing systems that can perform ray tracing based rendering. | 01-03-2013 |
20130002673 | Volume Rendering Using N-Pass Sampling - A system and method for increasing resolution of an object and increasing rendering speed by rendering with a lesser density for non-object regions. The system and method includes sampling a plurality of first rays in a first density through a volume, each first ray being in a separate section, if a sampling value difference of at least two first rays is above a first threshold, sampling a plurality of second rays in a second density, the second rays being in a first section of the separate sections, the first section being for one of the at least two first rays, and if a sampling value difference between a first one of the second rays and another ray is above a second threshold, sampling a plurality of third rays in a second section spatially different than the first section, the sampling of the third rays being at the second spatial density and the second section being a neighboring section to the first section. | 01-03-2013 |
20130016102 | SIMULATING THREE-DIMENSIONAL FEATURES - Image information displayed on an electronic device can be modified based at least in part upon a relative position of a user with respect to a device. Mapping, topological or other types of positional data can be used to render image content from a perspective that is consistent with a viewing angle for the current relative position of the user. As that viewing angle changes, as a result of movement of the user and/or the device, the content can be re-rendered or otherwise updated to display the image content from a perspective that reflects the change in viewing angle. Simulations of effects such as parallax and occlusions can be used with the change in perspective to provide a consistent user experience that provides a sense of three-dimensional content even when that content is rendered on a two-dimensional display. Lighting, shading and/or other effects can be used to enhance the experience. | 01-17-2013 |
20130021343 | Translating Renderman Shading Language Code - The present disclosure includes, among other things, systems, methods and program products for translating RenderMan shading language code. | 01-24-2013 |
20130021344 | System and Method for Comparing and Reviewing Documents - A document processing system for accurately and efficiently analyzing documents and methods for making and using same. Each incoming document includes at least one section of textual content and is provided in an electronic form or as a paper-based document that is converted into an electronic form. Since many categories of documents, such as legal and accounting documents, often include one or more common text sections with similar textual content, the document processing system compares the documents to identify and classify the common text sections. The document comparison can be further enhanced by dividing the document into document segments and comparing the document segments; whereas, the conversion of paper-based documents likewise can be improved by comparing the resultant electronic document with a library of standard phrases, sentences, and paragraphs. The document processing system thereby enables an image of the document to be manipulated, as desired, to facilitate its review. | 01-24-2013 |
20130027400 | DISPLAY DEVICE AND METHOD OF DRIVING THE SAME - A display device including a display panel displaying an original image at a first time and a converted image based on the original image at a second time. The average value of the luminance of a first pixel (of the original image) first time and the luminance of the first pixel (of the converted image) at the second time is substantially the same as the average value of luminance of a second pixel (of the original image) at the first time and the luminance of the second pixel (of the converted image) at the second time. | 01-31-2013 |
20130050213 | SYSTEMS AND METHODS FOR RENDERING WITH RAY TRACING - For ray tracing scenes composed of primitives, systems and methods—accelerate ray/primitive intersection identification by testing rays against elements of geometry acceleration data (GAD) in a parallelized intersection testing resource. Groups of rays can be described as shared attribute information and individual ray data for ray data transfer. A host hosts shading and/or management processes can control the testing resource and adapting the ray tracing. The GAD elements can be arranged in a graph, and rays collected into collections based on whether a ray intersects a given element. When a collection is deemed ready for further testing, it is tested for intersection with GAD elements connected, in the graph, to the given element. The graph can be hierarchical such that rays of a given collection are tested against children of the GAD element associated with the given collection. | 02-28-2013 |
20130050214 | Light Source Detection from Synthesized Objects - Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for determining a location relative to an object and a type of a light source that illuminated the object when the image was captured, are described. A method performed by a process executing on a computer system includes identifying an object of interest in a digital image. The method further includes projecting at least a portion of the digital image corresponding to the object of interest onto a three dimensional (3D) model that includes a polygon-mesh corresponding to the object's shape. The method further includes determining one or more properties of a light source that illuminated the object in the digital image at an instant that the image was captured based at least in part on a characteristic of one or more polygons in the 3D model onto which the digital image portion was projected. | 02-28-2013 |
20130063439 | MATERIAL TROUBLE SHOOTER - A materials trouble shooter is provided for use with 3D models in computer graphics. An error texture is displayed that is distinguishable from textures without errors. If a texture is missing or is applied incorrectly to the 3D model, an error texture is displayed using an error shader instead of a regular shader for the texture for which an error in loading or application has been detected. | 03-14-2013 |
20130063440 | GRAPHICS PROCESSING METHOD AND APPARATUS USING POST FRAGMENT SHADER - Provided is a graphics processing method and apparatus using a post fragment shader. A rendering pipeline of the graphics processing apparatus may include a fragment shader that operates before a raster operator, and a post fragment shader that operates after the raster operator. Each of the fragment shader and the post fragment shader may apply a different effect to each of a plurality of fragments. | 03-14-2013 |
20130083024 | THREE-DIMENSIONAL (3D) USER INTERFACE METHOD AND SYSTEM - A method is provided for a three-dimensional (3D) user interface (UI) display system. The method includes providing a 3D image containing a plurality of objects and having at least a first image and a second image and displaying the 3D image as a 3D display scene. The method also includes determining a UI in the 3D display scene to be configured, determining individual parallax of the plurality of the objects in the 3D display scene, and configuring the UI based on the parallax of the plurality of objects in the 3D display scene. | 04-04-2013 |
20130100135 | METHOD OF ESTIMATING DIFFUSION OF LIGHT - The invention relates to a method for estimating the quantity of light scattered by a heterogeneous participating media. In order to improve the display while minimizing the required calculation time, the method comprises steps for estimating projection coefficients in a function database using values representative of density for a set of points of said media situated along at least one emission direction of light by a light source, and for estimating of the quantity of light scattered by said media, according to at least one diffusion direction of the light, using said estimated projection coefficients. | 04-25-2013 |
20130106856 | VOLUMERTIC DISPLAY | 05-02-2013 |
20130113801 | Profiling Ray Tracing Renderers - A profiler for a ray tracing renderer interfaces with the renderer to collect rendering information, such as ray definition information, a pixel origin, objects hit, shader invocation, and related rays. In an interface, an artist views a simplified 3-D scene model and a rendered 2-D image. A pixel in the 2-D image is selectable; the profiler responds by populating the simplified 3-D scene with rays that contributed to that pixel. Rays can be displayed in the simplified 3-D scene to visually convey information about characteristics of each ray, such as whether the ray intersected an object, portions of the scene where it is occluded, and a direction. Statistics can be produced by the profiler that convey information such as relative computational complexity to render particular pixels. The profiler can step through multiple passes (e.g., multiple frames and passes of a multipass rendering), and the UI can allow pausing and stepping. | 05-09-2013 |
20130120384 | Method and Apparatus for Converting Spherical Harmonics Representations of Functions into Multi-Resolution Representations - An analytical method to efficiently convert a function that is stored in spherical harmonics into a function that is stored in a wavelet or mip map representation enables a variety of computer graphics functions to be efficiently performed. A function may be stored as a spherical harmonic representation and rotated in the spherical harmonic domain; the function can then be converted to a wavelet representation. The conversion method may be used to convert a spherical harmonic function to wavelets, and then an importance sampling technique may be applied to the wavelet representation to generate a set of importance samples for the function. The conversion method may be applied to convert a spherical harmonic representation into the wavelet domain, and an importance sampling technique may then be applied which samples the product of the function and another function in the wavelet domain. | 05-16-2013 |
20130120385 | Methods and Apparatus for Diffuse Indirect Illumination Computation using Progressive Interleaved Irradiance Sampling - Methods and apparatus for diffuse indirect illumination computation using progressive interleaved irradiance sampling. Embodiments may implement a method that amortizes the cost of computing the irradiance integral for diffuse indirect illumination both temporally and spatially in screen space. For each pixel, only one secondary ray is fired. By carefully arranging different secondary ray directions for different pixels according to a sampling sequence, embodiments may filter the noisy estimate so that each pixel receives a relatively uniform coverage of the integrated hemisphere. Some embodiments may use a bilateral filter so that the geometric discontinuities are respected. The sequence may continue to a higher-level of stratification in each frame. This ensures that the rendering is converging to a noise-free result. | 05-16-2013 |
20130120386 | Systems and Methods for Simulating the Effects of Liquids on a Camera Lens - Systems and methods for simulating liquid-on-lens effects may provide an interface through which users can add and/or manipulate fluids on a virtual camera lens. A physically based fluid simulation may simulate the behavior of the fluid as it is deposited on and/or manipulated on the virtual lens, and determine the distribution of the fluid across the lens. A ray tracing technique may be employed to determine how light is refracted through the virtual lens and the fluid, and to render a distorted output image as seen through the lens and the fluid. As the fluid is manipulated, corresponding changes in the image may be displayed in real time. The input image may be an existing single image or a direct camera feed (e.g., of a tablet type device). The user may select a fluid type and/or various fluid properties for the image editing operation. | 05-16-2013 |
20130120387 | ILLUMINATION INFORMATION ICON FOR ENRICHING NAVIGABLE PANORAMIC STREET VIEW MAPS - ocation-mapped environments that provide panoramic and immersive views of street scenes are augmented with modern data visualization displays, to communicate additional information of interest. Specifically, illumination statistics information is mapped onto building facades in the location-mapped environments. The illumination statistics information can include variations of illumination as a function of time of a day and as a function of the season. The illumination statistics information can also include direct illumination statistics information and indirect illumination statistics information. Further, the illumination statistics can be calculated for any window on a building façade to determine natural lighting through that window. The illumination statistics can be employed, for example, to aid users in selection of real estate properties for rental or purchase. | 05-16-2013 |
20130127858 | Interception of Graphics API Calls for Optimization of Rendering - A method, system, and computer-readable storage medium are disclosed for graphics application programming interface (API) interception. In one embodiment, one or more function calls to a graphics API may be received. The function calls may comprise one or more parameters usable to render a scene. The scene's geometry comprising one or more objects may be generated based on the one or more parameters. One or more graphics programming unit (GPU) shaders may be generated based on the one or more parameters. Each of the GPU shaders may comprise instructions for rendering a corresponding one or more of the objects based on the one or more parameters. The geometry and the GPU shader(s) may be sent to a GPU. In one embodiment, the execution of the GPU shader(s) on the GPU may be caused to render the scene comprising the one or more objects. | 05-23-2013 |
20130127859 | Methods and Apparatus for Patch-based Shape from Shading - Methods and apparatus for patch-based construction of an object shape from the shading of an image are disclosed. An image is divided into a set of image subregions. For each image subregion, a set of subregion dictionary entries is identified. Each of the set of subregion dictionary entries includes a subregion entry appearance matching an appearance of the respective image subregion and a subregion entry geometry. A set of optimal subregion dictionary entries is identified. Identifying the set of optimal subregion dictionary entries includes minimizing an energy function of the sets of subregion dictionary entries for all image subregions. Each optimal subregion dictionary entry is, for a respective one of the image subregions, a subregion entry associated with a minimum of the energy function. The shape includes a shape construction parameter from a subregion geometry entry of each optimal subregion geometry entry of the set of optimal subregion geometry entries. | 05-23-2013 |
20130127860 | Methods and Apparatus for Light Space Graphical Model in Shape from Shading - Methods and apparatus for construction of an object shape from an image using a light-space graphical model are disclosed. A set of normal vectors for a set of pixels in an image is defined. Each normal vector is defined in terms of an azimuth and a zenith measured in a spherical coordinate system centered on a light source illuminating the image. The zenith of each normal vector is constrained based on an observed shading of a respective pixel. A shape is constructed from the image. Constructing the shape includes minimizing an energy function to specify an azimuth value and a zenith value of each normal vector. Minimizing the energy function further includes constraining the azimuth of each normal vector based on an image gradient of the image at each respective pixel to enforce a coplanar assumption between the image gradient expressed in a three-dimensional space and the respective normal vector. | 05-23-2013 |
20130127861 | DISPLAY APPARATUSES AND METHODS FOR SIMULATING AN AUTOSTEREOSCOPIC DISPLAY DEVICE - Display apparatuses and methods for simulating an autostereoscopic display device to reduce development costs and time for such autostereoscopic display devices are disclosed herein. In one embodiment, a display device includes a stereoscopic display device capable of displaying a three-dimensional image that is inherently substantially free from image artifacts, and an image generation unit. The image generation unit provides data representing at least one view pair to the stereoscopic display. The at least one view pair includes a right eye image for viewing on the stereoscopic display by a right eye of an observer, and a left eye image for viewing on the stereoscopic display by a left eye of the observer. The at least one view pair is based at least in part on autostereoscopic device parameters such that the stereoscopic display displays the at least one view pair with the autostereoscopic device parameters. | 05-23-2013 |
20130135309 | Dynamic Graphical Interface Shadows - Dynamic window and cursor shadows are described. In some implementations, graphical user interface display objects can be configured with elevation offset information to give the display objects a three-dimensional surface that can have pixels of varying height. In some implementations, shadows that are rendered upon display objects configured with pixel elevation offset information can be adjusted to reflect the three-dimensional surface of the objects thereby better approximating real-life shadows. In some implementations, shadows can be dynamically rendered in real-time and adjusted according to the elevations of display objects onto which they are cast. | 05-30-2013 |
20130141434 | VIRTUAL LIGHT IN AUGMENTED REALITY - A head-mounted display system includes a see-through display that is configured to visually augment an appearance of a physical environment to a user viewing the physical environment through the see-through display. Graphical content presented via the see-through display is created by modeling the ambient lighting conditions of the physical environment. | 06-06-2013 |
20130141435 | MOBILE TERMINAL AND 3D IMAGE CONTROL METHOD THEREOF - According to one embodiment, a method for controlling display of an image in a mobile terminal includes: displaying a two-dimensional (2D) image including a plurality of objects; converting the 2D image to a three-dimensional (3D) image including the plurality of objects in response to a touch input; measuring an ambient brightness; and automatically adjusting a screen brightness and a depth of the 3D image using control values corresponding to the measured ambient brightness. | 06-06-2013 |
20130147803 | SYSTEMS AND METHODS FOR CONCURRENT RAY TRACING - For ray tracing scenes composed of primitives, systems and methods can traverse rays through an acceleration structure. The traversal can be implemented by concurrently testing a plurality of nodes of the acceleration structure for intersection with a sequence of one or more rays. Such testing can occur in a plurality of test cells. Leaf nodes of the acceleration structure can bound primitives, and a sequence primitives can be tested concurrently for intersection in the test cells against a plurality of rays that have intersected a given leaf node. Intersection testing of a particular leaf node can be deferred until a sufficient quantity of rays have been collected for that node. | 06-13-2013 |
20130147804 | METHOD FOR VISUALIZING THREE-DIMENSIONAL IMAGES ON A 3D DISPLAY DEVICE AND 3D DISPLAY DEVICE - A method for visualizing three-dimensional images on a 3D display device, wherein an image to be visualized is supplied as an input image, is characterized in that at least one feature matrix is determined using the input image, the feature matrices defining light/dark information, and in that a display image for reproduction on the 3D display device is produced from the input image using said light/dark information. The invention further relates to a corresponding 3D display device. | 06-13-2013 |
20130169641 | METHOD AND SYSTEM FOR INDICATING LIGHT DIRECTION FOR A VOLUME-RENDERED IMAGE - A method and system for volume-rendering. The method and system include generating a volume-rendered image that is shaded from a light direction, displaying the volume-rendered image, displaying a model of a solid at the same time as the volume-rendered image, and displaying a light direction indicator with respect to the model of the solid, wherein the position of the light direction indicator corresponds to the light direction used for shading the volume-rendered image. | 07-04-2013 |
20130169642 | PACKING MULTIPLE SHADER PROGRAMS ONTO A GRAPHICS PROCESSOR - This disclosure describes techniques for packing multiple shader programs of a common shader program type onto a graphics processing unit (GPU). The techniques may include, for example, causing a plurality of shader programs of a common shader program type to be loaded into an on-chip shader program instruction memory of a graphics processor such that each shader program in the plurality of shader programs resides in the on-chip shader program instruction memory at a common point in time. In addition, various techniques for evicting shader programs from an on-chip shader program instruction memory are described. | 07-04-2013 |
20130169643 | DISPLAY APPARATUS AND METHOD FOR ESTIMATING DEPTH - A display apparatus and method may be used to estimate a depth distance from an external object to a display panel of the display apparatus. The display apparatus may acquire a plurality of images by detecting lights that are input from an external object and passed through apertures formed in a display panel, may generate one or more refocused images, and may calculate a depth from the external object to the display panel using the plurality of images acquired and one or more refocused images. | 07-04-2013 |
20130176313 | Method for estimation of the quantity of light received at a point of a virtual environment - A method for estimation of the quantity of light received at a point P of a virtual environment that comprises several first points lit by a light source, these first points forming a plurality of groups each comprising at least one first point is disclosed. In order to improve the display while minimizing the required calculation time, the method estimates the quantity of incident light received at point P by estimating a surface including point P grouping at least some of the points of the virtual environment, estimating a first group of points contributing to the lighting of point P by reflection of the incident light received from the light source based on occlusion information associated with the surface including point P and estimating the quantity of incident light received by the first group of point based on reflectance information associated with such group. | 07-11-2013 |
20130176314 | IMAGE PROCESSING APPARATUS AND IMAGE PROCESSING METHOD - An image processing apparatus and an image processing method are provided. When a display apparatus is in the 3D display mode, a mode-switching unit adjusts the way to generate a vertical-count-value by counting every two rows of pixels and outputs the adjusted vertical-count-value. A dither unit outputs a carry value corresponding to the adjusted vertical-count-value. An adding unit adds the carry value and the surplus pixel bit together. | 07-11-2013 |
20130181992 | TIME-CONTINUOUS COLLISION DETECTION USING 3D RASTERIZATION - We present a technique that utilizes a motion blur (three dimensional) rasterizer to augment the PCS culling technique so that it can be used for continuous collision detection, which to the best of our knowledge has not been done before for motion blur using a graphics processor. | 07-18-2013 |
20130187920 | ACCELERATED TEXTURE LOOKUPS USING TEXTURE COORDINATE DERIVATIVES - Methods, systems, and devices are disclosed for preparing to prefetch memory in 3D graphical shader programs. Based on the memory addresses of texels from a texture map that were previously read, a memory address of a to-be-read texel is estimated by using a first-order derivative of the memory address with respect to pixel distance. The estimated memory address is then prefetched for use when the pixel corresponding to the texel is rendered. Whether or not to perform the estimation of the texel memory address can be determined by whether the corresponding pixels are on the same, flat facet on a 3D model. Multiple directions on the facet can be used for memory address estimation as well as higher-order derivatives. | 07-25-2013 |
20130187921 | ROTATIONAL DISPLAY SYSTEM - The present invention provides a system which integrates unique lighting technologies, switching systems, mounting systems, information delivery systems and power supply systems within a support such as vehicular wheel to provide an advanced, high quality visual display apparatus in various surfaces of rotation. A displayed image may be three dimensional. These technologies, and their many unique applications, provide for a novel and useful series of video display devices that are small, lightweight, efficient and can have the capability of producing a clear, bright, high definition image that is equivalent to that of a modern day TV or high quality computer monitor. | 07-25-2013 |
20130194268 | SYSTEM AND PROCESS FOR IMPROVED SAMPLING FOR PARALLEL LIGHT TRANSPORT SIMULATION - Embodiments of the present invention are directed to methods and a system that allow for deterministic parallel low discrepancy sampling, which can be efficient processed, and are effective in removing transitionary artifacts that occur in low-dimensional projections generated in low discrepancy sequences. Embodiments of the claimed subject matter further provide improvements upon the low-dimensional projections and thus the visual quality when using the Sobol' sequence for image synthesis. | 08-01-2013 |
20130194269 | Three-Dimensional Shadows Cast by Objects - Particular embodiments display an object over a background on a screen of an electronic device; and display a shadow effect for the object on the screen of the electronic device, including simulating a three-dimensional (3D) environment encompassing the object; simulating a light source at a specific position within the simulated 3D environment; simulating a shadow cast by the object on the background as a result of the light source shining on the object in the simulated 3D environment; and rendering the shadow on the screen of the electronic device. | 08-01-2013 |
20130207978 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR EVALUATING AN INTEGRAL UTILIZING A LOW DISCREPANCY SEQUENCE AND A BLOCK SIZE - A system, method, and computer program product are provided for evaluating an integral utilizing a low discrepancy sequence and a block size. In use, a low discrepancy sequence and a block size are determined. Additionally, an integral is evaluated, utilizing the low discrepancy sequence and the block size. | 08-15-2013 |
20130215117 | RASTERIZATION OF COMPUTE SHADERS - Described are compiler algorithms that partition a compute shader program into maximal-size regions, called thread-loops. The algorithms may remove original barrier-based synchronization yet the thus-transformed shader program remains semantically equivalent to the original shader program (i.e., the transformed shader program is correct). Moreover, the transformed shader program is amenable to optimization via existing compiler technology, and can be executed efficiently by CPU thread(s). A Dispatch call can be load-balanced on a CPU by assigning single or multiple CPU threads to execute thread blocks. In addition, the number of concurrently executing thread blocks do not overload the CPU. | 08-22-2013 |
20130222384 | DISPLAY DEVICE, IN PARTICULAR A HEAD-MOUNTED DISPLAY, BASED ON TEMPORAL AND SPATIAL MULTIPLEXING OF HOLOGRAM TILES - The invention relates to a display device, in particular a head-mounted display or hocular, having a spatial light modulator and a controllable light-deflecting device for generating a multiple image of the spatial light modulator, which consists of segments, the multiple image being produced at least with a predefinable number of segments which determines the size of a visible area within which a 3D-scene holographically encoded in the spatial light modulator can be reconstructed for observation by an eye of an observer. | 08-29-2013 |
20130229414 | TECHNIQUES FOR REDUCING MEMORY ACCESS BANDWIDTH IN A GRAPHICS PROCESSING SYSTEM BASED ON DESTINATION ALPHA VALUES - This disclosure describes techniques for reducing memory access bandwidth in a graphics processing system based on destination alpha values. The techniques may include retrieving a destination alpha value from a bin buffer, the destination alpha value being generated in response to processing a first pixel associated with a first primitive. The techniques may further include determining, based on the destination alpha value, whether to perform an action that causes one or more texture values for a second pixel to not be retrieved from a texture buffer. In some examples, the action may include discarding the second pixel from a pixel processing pipeline prior to the second pixel arriving at a texture mapping stage of the pixel processing pipeline. The second pixel may be associated with a second primitive different than the first primitive. | 09-05-2013 |
20130241930 | METHOD AND APPARATUS FOR DIMENSIONAL PRINTING - Limitations of conventional dimensional printing techniques are addressed to provide features and flexibility not presently available, including extracting images selectively from a Postscript® or PDF file and thus enable texturing of individual images within a page; constructing the texture automatically directly from the image using image processing techniques; visualizing the texture to be applied to an image via construction of a bump map or normal map in openGL and DirectX®; adjusting texturing parameters via visual feedback in openGL and DirectX®; and inserting a clear texture back into a PDF file for printing automatically. | 09-19-2013 |
20130249915 | SYSTEM AND METHOD FOR CONSTRUCTING A BOUNDING VOLUME HIERARCHICAL STRUCTURE - A system and method for constructing a bounding volume hierarchical structure are disclosed. The method includes defining a parent node for the bounding volume hierarchical structure, the parent node including a parent node bounding volume enclosing a plurality of objects. A first cost is computed for performing an object partition of the parent node bounding volume to produce a first plurality of child node bounding volumes, and a second cost is also computed for performing a spatial partitioning of the parent node bounding volume to produce a second plurality of child node bounding volumes. The bounding volume hierarchical structure is constructed employing the second plurality of child node bounding volumes produced from the spatial partitioning of the parent node bounding volume if the second cost is lower than the first cost. | 09-26-2013 |
20130257870 | IMAGE PROCESSING APPARATUS, STEREOSCOPIC IMAGE DISPLAY APPARATUS, IMAGE PROCESSING METHOD AND COMPUTER PROGRAM PRODUCT - According to an embodiment, an image processing apparatus includes an acquiring unit configured to acquire volume data of a three-dimensional image; and a superimposed image generating unit configured to generate a superimposed image that is made by superimposing light information on a depth image when a parallax image obtained by rendering the volume data from multiple viewpoints is displayed as a stereoscopic image. The light information represents a relationship between a position in a depth direction of the stereoscopic image and resolution of the stereoscopic image. The depth image is obtained by rendering the volume data from a depth viewpoint at which the entire volume data in the depth direction is viewable. | 10-03-2013 |
20130265306 | Real-Time 2D/3D Object Image Composition System and Method - The present application relates to a system and method of creating composite images from 2-dimensional images and 3-dimensional object images in real-time. The method includes a user uploading a 2-dimensional image, applying various image manipulation parameters to the 2-dimensional image based on a 3-dimensional image. The disclosed method can operate in real-time and allows for any given 2-dimensional image or 3-dimensional object image. Final composite images show a manipulated 2-dimensional image on a 3-dimensional object image with the desired perspective, shadows, lighting, and proportion. This image is then viewable by a user through a screen. | 10-10-2013 |
20130265307 | PATCHED SHADING IN GRAPHICS PROCESSING - Aspects of this disclosure relate to a process for rendering graphics that includes designating a hardware shading unit of a graphics processing unit (GPU) to perform first shading operations associated with a first shader stage of a rendering pipeline. The process also includes switching operational modes of the hardware shading unit upon completion of the first shading operations. The process also includes performing, with the hardware shading unit of the GPU designated to perform the first shading operations, second shading operations associated with a second, different shader stage of the rendering pipeline. | 10-10-2013 |
20130265308 | PATCHED SHADING IN GRAPHICS PROCESSING - Aspects of this disclosure relate to a process for rendering graphics that includes performing, with a hardware unit of a graphics processing unit (GPU) designated for vertex shading, a vertex shading operation to shade input vertices so as to output vertex shaded vertices, wherein the hardware unit adheres to an interface that receives a single vertex as an input and generates a single vertex as an output. The process also includes performing, with the hardware unit of the GPU designated for vertex shading, a hull shading operation to generate one or more control points based on one or more of the vertex shaded vertices, wherein the one or more hull shading operations operate on at least one of the one or more vertex shaded vertices to output the one or more control points. | 10-10-2013 |
20130265309 | PATCHED SHADING IN GRAPHICS PROCESSING - Aspects of this disclosure generally relate to a process for rendering graphics that includes performing, with a hardware shading unit of a graphics processing unit (GPU) designated for vertex shading, vertex shading operations to shade input vertices so as to output vertex shaded vertices, wherein the hardware unit is configured to receive a single vertex as an input and generate a single vertex as an output. The process also includes performing, with the hardware shading unit of the GPU, a geometry shading operation to generate one or more new vertices based on one or more of the vertex shaded vertices, wherein the geometry shading operation operates on at least one of the one or more vertex shaded vertices to output the one or more new vertices. | 10-10-2013 |
20130265310 | METHOD FOR ESTIMATION OF INFORMATION REPRESENTATIVE OF A PIXEL OF A VIRTUAL OBJECT - The invention relates to a method for estimating information representative of a pixel of a virtual object. In order to improve the rendering while minimizing the required calculation time, the method comprises defining a first surface element associated with the pixel according to a direction of observation of the virtual object, the first surface element belonging to a representation of the virtual object according to a first level of detail; associating a second surface element with the first surface element, the second surface element being determined by intersection between the direction of observation and a first parametric surface representing the virtual object according to a second level of detail; estimating the information representative of the pixel according to the second surface element and information associated with the second surface element enabling the virtual object to be represented according to a third level of detail. | 10-10-2013 |
20130271464 | Image Generation with Multi Resolution - A method for generating an image formed with pixels from volume data representing a volume with the aid of volume rendering with multi resolution is provided. The method includes implementing a calculation of a pixel of the image and determining an item of information characterizing resolution used during the pixel calculation. The method also includes adjusting the pixel in accordance with the item of information. | 10-17-2013 |
20130271465 | Sort-Based Tiled Deferred Shading Architecture for Decoupled Sampling - A graphics pipeline combines the benefits of decoupling sampling with deferred shading. In the rasterization phase, a shading point is computed for each sample. After rasterization is finished, the shading points are sorted to extract coherence and groups of shading points shaded. This enables high sampling rates with efficient reuse of shading, in addition to other unique benefits. | 10-17-2013 |
20130278601 | Method and Apparatus for Processing Texture Mapping in Computer Graphics by Biasing Level of Detail According to Image Content and Computer Readable Storage Medium Storing the Method - A method for processing texture mapping by biasing level of detail (LOD) according to image content includes: a texture request for fetching a target texel is received. The texture request includes a target texture coordinate at a target LOD of a target texture mipmap corresponding to the target texel. A target level of content (LOC) bias map corresponding to the target texture mipmap is looked up according to the target texture coordinate and the target LOD to fetch a target LOC bias value corresponding to the target texture coordinate at the target LOD. A replacement LOD is calculated according to the target LOD and the target LOC bias value. A replacement texel is fetched at a corresponding coordinate, which corresponds to the target texture coordinate, at the replacement LOD of the target texture mipmap. Texture filtering is processed according to the replacement texel. | 10-24-2013 |
20130278602 | ANIMATABLE GRAPHICS LIGHTING ANALYSIS REPORTING - One embodiment of the invention sets forth a mechanism for displaying lighting values associated with a 3-D graphics model by superimposing an overlay grid with lighting values on the 3-D graphics model. A software rendering engine computes lighting values for each frame that includes the 3-D graphics model, where each frame may have different lighting settings. An overlay grid with lighting values may be superimposed on an area defined by a light meter on the 3-D graphics model. The lighting values on the overlay grid are associated with the light meter and may vary frame-over-frame. In another embodiment, a JPEG image with a superimposed overlay grid with per-pixel lighting values covering a 3-D graphics model is generated for each frame that includes the 3-D graphics model. These JPEG images may be displayed on the screen and stored to an external memory. | 10-24-2013 |
20130286016 | IMAGE PROCESSING DEVICE, THREE-DIMENSIONAL IMAGE DISPLAY DEVICE, IMAGE PROCESSING METHOD AND COMPUTER PROGRAM PRODUCT - According to an embodiment, an image processing device generates a three-dimensional image to be displayed on a display unit. The display unit includes a display element unit that has pixels each containing a plurality of sub-pixels arranged thereon and a ray control element unit that controls emission directions of rays emitted from the sub-pixels. The image processing device includes a first acquiring unit configured to acquire three-dimensional data for generating the three-dimensional image; and a generating unit configured to calculate, for each of the sub-pixels, a luminance value of the sub-pixel on the basis of an emission direction of a ray emitted from the sub-pixel through the ray control element unit and the three-dimensional data to generate the three-dimensional image. | 10-31-2013 |
20130293544 | Tiled Forward Shading with Improved Depth Filtering - An image may be divided into tiles, each tile including a multitude of pixels. For each tile, a list of primitive groups that intersect the tile and an initial list of volumes that intersect the tile may be generated. For each primitive group in the list of primitive groups, a per-primitive group list of volumes may be generated. The per-primitive-group list of volumes may include volumes from the initial list of volumes whose depth range overlaps with a depth range of the primitive group. Pixels in the tile which intersect the primitive group may be shaded using the per-primitive-group list of volumes. | 11-07-2013 |
20130293545 | METHODS AND ASSOCIATED SYSTEMS FOR SIMULATING ILLUMINATION PATTERNS - Systems and methods for simulating illumination patterns on target surfaces in a space are disclosed. The system includes an input component and a simulation component. The input component receives a sampling angular range, a sampling polygon density, and a sampling polygon type. The simulation component traces sampling rays according to the sampling angular range and the sampling polygon density and type within a sampling range. The simulation component can further (1) generate an initial illumination pattern with a plurality of sampling polygon projections on the target surface; (2) assign the same value of an attribute in the sampling polygon projections defined by sampling rays through substantially the same route from the light source to the target surface; and (3) adjust the value of the attribute in the sampling polygon projection defined by sampling rays from different routes by interpolation. | 11-07-2013 |
20130293546 | DYNAMIC LOAD BALANCING APPARATUS AND METHOD FOR GRAPHIC PROCESSING UNIT (GPU) - The GPU including at least one shader processor may assign a vertex shader task and a pixel shader task to the at least one shader processor. | 11-07-2013 |
20130293547 | GRAPHICS RENDERING TECHNIQUE FOR AUTOSTEREOSCOPIC THREE DIMENSIONAL DISPLAY - Various embodiments are presented herein that may render an image frame on an autostereoscopic 3D display. A computer platform including a processor circuit executing a rendering application may determine a current orientation of a virtual camera array within a three-dimensional (3D) scene and at least on additional 3D imaging parameter for the 3D scene. The rendering application, with the aid of a ray tracing engine, may also determine a depth range for the 3D scene. The ray tracing engine may then facilitate rendering of the image frame representative of the 3D scene using a ray tracing process. | 11-07-2013 |
20130307852 | SYSTEM AND METHOD FOR CALCULATING MULTI-RESOLUTION DYNAMIC AMBIENT OCCLUSION - A system and method for generating a three-dimensional image is provided. An embodiment of the present invention includes calculating the ambient occlusion at a vertex in multiple, independent stages. Determining the global AO at the vertex may be performed using a first technique. Determining the local AO at the vertex may be performed using a second technique. The total AO can be found as a function of the local AO and global AO. | 11-21-2013 |
20130314417 | METHOD AND SYSTEM FOR ADAPTIVE DIRECT VOLUME RENDERING - An adaptive image volume rendering system first fragments a 3-D dataset into multiple sub-volumes and constructs an octree structure, wherein each sub-volume is associated with one node on the octree. The system then establishes a 2-D image plane and selectively launches a plurality of rays towards the 3-D dataset, each ray adaptively interacting with a subset of the sub-volumes. The ray energy reflected by each sub-volume is estimated using a modified Phong illumination model, constituting a pixel value at the ray origin on the 2-D image plane. Finally, the system interpolates pixel values at a plurality of selected locations and generates a 2-D image of the 3-D dataset. | 11-28-2013 |
20130314418 | System for Erasing Medical Image Features - A system erases features in a displayable three dimensional (3D) medical image volume comprising multiple image slices. An erasure cursor coordinate detector detects two dimensional (2D) location coordinates identifying location of a movable erasure cursor in a displayed image within the medical image volume. A data processor translates the detected erasure cursor 2D location coordinates to corresponding 2D pixel coordinates within an image slice in the 3D medical image volume. The data processor sets luminance values of pixels corresponding to the 2D pixel coordinates of the image slice to a background luminance value of the image slice to provide erased pixels corresponding to erasure cursor locations having an identifier. A display processor generates data representing a display image showing the image slice with the set background luminance values of the erased pixels. | 11-28-2013 |
20130314419 | SYSTEM FOR THREE-DIMENSIONAL RENDERING OF ELECTRICAL TEST AND MEASUREMENT SIGNALS - The system for three-dimensional rendering of signals has a computer system having acquired, streaming, or previously stored data in its memory representing multiple channels of signals in which each channel has a value which varies over a domain, e.g., time or frequency, and a display coupled to the computer. For each channel, the computer system segments the data of the channel into segments, orders the segments, renders on the display each of the segments, in which each of the rendered segments are aligned in such order along a three-dimensional perspective with gaps between adjacently rendered segments, and lines are rendered extending from each line of each one of the rendered segments to form a three-dimensional plane in the gap to the next successive one of the rendered ordered segments to form a three-dimensional continuous or discontinuous surface characterizing the channel. The surfaces of each of the channels are aligned on the display, and may be of different color, shading, and translucency, whereby channels of overlaid surfaces are viewable on the display. | 11-28-2013 |
20130314420 | RAY TRACING CORE AND METHOD FOR PROCESSING RAY TRACING - A ray tracing core comprises a ray tracing unit (RTU), a control unit, and a tree build unit (TBU). The ray tracing unit performs ray tracing based on a special partitioning structure. The control unit calculates the degree of complexity of the spatial partitioning structure by monitoring the load state of the ray tracing unit. The tree build unit builds the spatial partitioning structure having the degree of complexity which is calculated. The load state is determined based on a frame rate which is processed in the pertinent unit. The spatial partitioning structure applies a K-dimensional tree. For example, the degree of complexity can be modified according to either the maximum primitive number of a leaf node with respect to a K-dimensional tree structure or a tree depth. | 11-28-2013 |
20130321419 | Automatic Processing Scale Estimation for Use in an Image Process - In a first exemplary embodiment of the present invention, an automated, computerized method is provided for processing an image. According to a feature of the present invention, the method comprises the steps of providing an image file depicting an image, in a computer memory, calculating processing scale parameter information as a function of width dimension information for penumbrae depicted in the image; and generating intrinsic illumination and material reflectance images corresponding to the image using the processing scale parameter information. | 12-05-2013 |
20130321420 | RAY-NODE TEST USING INTEGER COMPARISONS - A method including performing ray traversal wherein the ray traversal includes determining boxes intersected by a ray. The ray traversal includes performing a ray-box intersection test including calculating plane intersections, and determining comparisons of two operands wherein each operand is a binary representation of a floating point value and wherein further the determining comparisons operation is performed using an integer unit of the computer graphics system. The ray-box intersection test further includes, responsive to results of the comparisons, calculating span intersections of the boxes. | 12-05-2013 |
20130328875 | Integration Cone Tracing - A method is provided for integration cone tracing with particular application for feature films and other demanding content creation using scenes of high complexity requiring global illumination. Instead of using a conventional noise prone ray tracer, cones are intersected with a scene bounding hierarchy to determine intersecting scene geometry, and integration results are computed by directional sampling within the cones. As a result, the working data set may be reduced as the rendering may begin with a smaller set of cones as compared to the large number of rays required for acceptable filtering in a conventional ray tracer. Furthermore, by refining the cones during the rendering only on an as-needed basis according to an acceptable noise threshold and by sharing secondary cone bounces among primary cones, the processing workload and data set requirements may be kept to a reasonable level even for multiple global illumination passes. | 12-12-2013 |
20130328876 | BUILDING KD-TREES IN A DEPTH FIRST MANNER ON HETEROGENEOUS COMPUTER SYSTEMS - Apparatuses, computer readable mediums, and methods of building a k-dimensional tree (kd-tree) are disclosed. The method may include a first processor, for example a graphics processing unit (GPU), selecting a node to split in a depth first manner. The method may include the GPU splitting based on a split plane a node into a left node and a right node. The GPU may assign the left (right) node to the GPU when a number of polygons associated with the left (right) node is above a threshold and otherwise assign the left node to a second processor, for example a central processing unit (CPU). The CPU may build the kd-tree in a depth first manner. The GPU (CPU) may select a next node to split based on a last node assigned to the GPU (CPU) or by selecting a node that is currently in a local memory of the GPU (CPU). | 12-12-2013 |
20130328877 | PRODUCT MODELING SYSTEM AND METHOD - A product modeling system and method are provided. On one embodiment, the product modeling system is used to model a piece of apparel, such as a shirt, with a design wherein the model with the design is used to display the piece of apparel with the design to a consumer. | 12-12-2013 |
20130342535 | Hierarchical Tree Traversal in Graphics Pipeline Stages - Described is a technology by which a hierarchical tree structure is traverses at different stages in a graphics pipeline, in a coarse-to-fine fashion. In one aspect, each relevant coarser pipeline stage in the GPU pipeline traverses the tree until stopped by the “coarseness” of that pipeline stage, and passes the state of the traversal to the next (finer-grained) stage, for a finer traversal, and so on as needed. The technology links the hierarchical coarse-to-fine nature of the graphics pipeline to the hierarchical coarse-to-fine nature of the tree structure. | 12-26-2013 |
20140002457 | CREATING A THREE DIMENSIONAL USER INTERFACE | 01-02-2014 |
20140002458 | EFFICIENT RENDERING OF VOLUMETRIC ELEMENTS | 01-02-2014 |
20140015834 | GRAPHICS PROCESSING UNIT, IMAGE PROCESSING APPARATUS INCLUDING GRAPHICS PROCESSING UNIT, AND IMAGE PROCESSING METHOD USING GRAPHICS PROCESSING UNIT - A graphics processing unit (GPU), an image processing apparatus including the GPU, and an image processing method using the GPU are provided. The graphics processing unit includes a texture memory configured to store a plurality of two-dimensional (2D) slices formed by slicing volume data or 2D texture, a texture mapping unit configured to perform 2D texture mapping on the 2D texture and to perform 2D texture sampling on the plurality of 2D slices, and a calculation processor configured to perform volume rendering using sampling values of the 2D texture sampling. | 01-16-2014 |
20140015835 | Five-Dimensional Rasterization with Conservative Bounds - A per-tile test in the 5D rasterizer outputs intervals for both lens parameters, (u,v), and for time, t, as well as for depth z. These intervals are conservative bounds for the current tile for 1) the visible lens region, 2) the time the triangle overlaps the tile, and 3) the depth range for the triangle inside the tile. | 01-16-2014 |
20140022251 | LIGHT TRANSPORT CONSISTENT SCENE SIMPLIFICATION WITHIN GRAPHICS DISPLAY SYSTEM - Method including casting a first plurality of rays towards an original 3-D scene comprising objects with object surfaces. Method also includes constructing a simplified representation of the original 3-D scene and adjusting the simplified representation to be consistent with the original 3-D scene. Simplified representation is adjusted by using known rays and object surface intersections obtained from the casting, to produce an adjusted simplified representation. Method further includes steps for rendering a high quality image: casting a second plurality of rays toward the adjusted simplified representation and testing the second plurality of rays for points of intersection with the object surfaces within the adjusted simplified representation, estimating incoming light within the adjusted simplified representation at the points of intersection with the object surfaces, examining material properties of the object surfaces, and calculating a color and light intensity for a plurality of pixels associated with the second plurality of rays. | 01-23-2014 |
20140022252 | RENDERING PROCESSING METHOD AND APPARATUS - A disclosed method includes extracting a region from each of plural cross sections in a volume data representing a solid to be rendered, based on data of brightness values of texels for each of the plurality of cross sections, wherein the plural cross sections are perpendicular to an axis set for the volume data; deleting any one of two adjacent cross sections among the plural cross sections based on a correlation between a region extracted for one cross section of the two adjacent cross sections and a region extracted for the other cross section of the two adjacent cross sections; and rendering the solid by using data of the cross sections after the deleting. | 01-23-2014 |
20140028677 | GRAPHICS LIGHTING ENGINE INCLUDING LOG AND ANTI-LOG UNITS - Disclosed is an apparatus and method for generating a lighting value based on a number of lighting factors. A lighting accelerator first converts an ambient portion, a diffuse light portion, and a specular light portion of the lighting factors into the log domain. Then, data combination units operate on the lighting factors after they have been converted. Then, the lighting factors are converted back from the log domain using anti-log processing. Converting the lighting factors into the log domain is accomplished by using a series of linear equations using coefficients that are all based on powers of two, and are therefore easily calculable. Further, while in the log domain, the specular light portion of the lighting factor is operated on by a special purpose multiplier that uses a truncated partial product tree, saving area and power with only a negligible amount of error. | 01-30-2014 |
20140028678 | SYSTEM AND METHOD FOR GENERATING TEXTURED MAP OBJECT IMAGES - A method of producing a textured or pseudo-3D image of one or more map objects is provided comprising acquiring at least one image representing at least part of the one or more map objects. Laser scan data is acquired for the at least one map object, the laser scan data representing distances from a laser scanner to one or more points on at least one surface of the at least one map object. Texture or lighting data associated with the at least one map object is generated from the laser scan data, and the texture or lighting data and the image is processed in order to generate at least one textured or pseudo 3D image at least partially representing the one or more map objects. | 01-30-2014 |
20140035915 | SINGLE PASS RADIOSITY FROM DEPTH PEELS - Techniques for single pass radiosity from depth peels are described. In one or more embodiments, radiosity for frames of a graphics presentation is computed using depth peel techniques. This may occur by rendering geometry for a frame and then computing two depth peels per frame based on the geometry, which can be used to determine occlusion of secondary bounce lights as well as color and intensity of third bounce lights for radiosity. The two depth peels may be generated in a single rendering pass by reusing rejected geometry of a front depth peel as geometry for a back depth peel. The use of depth peels in this manner enables accelerated radiosity computations for photorealistic illumination of three dimensional graphics that may be performed dynamically at frame rates typical for real-time game play and other graphics presentations. | 02-06-2014 |
20140043332 | METHOD, DEVICE AND SYSTEM FOR GENERATING A TEXTURED REPRESENTATION OF A REAL OBJECT - A particular subject of the invention is a method for generating a textured representation of a real object in a system comprising a data processing device linked to an image acquisition device. After receiving ( | 02-13-2014 |
20140043333 | APPLICATION LOAD TIMES BY CACHING SHADER BINARIES IN A PERSISTENT STORAGE - A method for compiling a shader for execution by a graphics processor. The method comprises selecting a shader for execution. A key is computed for the selected shader. A memory is searched for a copy of the computed key. A shader binary stored in the memory is passed to the graphics processor for execution if the copy of the computed key is located in the memory. Otherwise, the shader is compiled to produce the shader binary for execution by the graphics processor and storing the shader binary in the memory. The shader binary is associated with the computed key and the copy of the computed key. | 02-13-2014 |
20140049542 | Layer Display of Volume Data - A layer display of volume data is provided. A layer orientation for the layer display of the volume data is selected. At least one layer is calculated in accordance with the selected orientation. A virtual light source is selected for the inclusion of light effects in the display of the layers. A calculation is performed of a light effect generated by the virtual light source with the help of a reflection model for the at least one layer. The at least one layer is displayed, taking account of the light effect. | 02-20-2014 |
20140063015 | DISPLAY APPARATUS AND METHOD OF DISPLAYING THREE DIMENSIONAL IMAGES USING THE SAME - A display apparatus includes a display panel, a light source part and a directional light projecting element. The display panel displays a first image during a first subframe and a different second image during a second subframe. The light source part provides light to the display panel. The directional light projecting element is disposed between the display panel and the light source part. The directional light projecting element includes a barrier part and a lens part disposed above the barrier part. The barrier part has a plurality of barriers defined as a plurality of first electrodes and a plurality of second electrodes crossing the first electrodes. The lens part has a plurality of lenses disposed in a first direction and a second direction crossing the first direction. Each of the lenses corresponds to a subset of plural lenses among the plurality of the barriers. | 03-06-2014 |
20140063016 | UNIFIED RASTERIZATION AND RAY TRACING RENDERING ENVIRONMENTS - A graphics processor architecture provides for scan conversion and ray tracing approaches to visible surface determination as concurrent and separate processes. Surfaces can be identified for shading by scan conversion and ray tracing. Data produced by each can be normalized, so that instances of shaders, being executed on a unified shading computation resource, can shade surfaces originating from both ray tracing and rasterization. Such resource also may execute geometry shaders. The shaders can emit rays to be tested for intersection by the ray tracing process. Such shaders can complete, without waiting for those emitted rays to complete. Where scan conversion operates on tiles of 2-D screen pixels, the ray tracing can be tile aware, and controlled to prioritize testing of rays based on scan conversion status. Ray population can be controlled by feedback to any of scan conversion, and shading. | 03-06-2014 |
20140063017 | Method and System of Model Shading and Reduction of Vertices for 3D Imaging on a Clinician Programmer - The present disclosure involves a method of providing three-dimensional imaging in a medical environment. A first three-dimensional (3D) model is provided. The first 3D model represents a part of human anatomy or an implantable medical device. The first 3D model contains a plurality of vertices. A second 3D model is then generated by performing a vertex-reduction process to the first 3D model. The second 3D model has fewer vertices than the first 3D model. A shading texture is applied to the second 3D model to obtain a texture-shaded second 3D model. The applying the shading texture is performed using the first 3D model as a reference so that the texture-shaded second 3D model resembles the first 3D model. | 03-06-2014 |
20140071128 | TEXEL DATA STRUCTURE FOR GRAPHICS PROCESSING UNIT PROGRAMMABLE SHADER AND METHOD OF OPERATION THEREOF - A graphics processing subsystem and a method of shading. In one embodiment, the subsystem includes: (1) a memory configured to contain a texel data structure according to which multiple primitive texels corresponding to a particular composite texel are contained in a single page of the memory and (2) a graphics processing unit configured to communicate with the memory via a data bus and execute a shader to fetch the multiple primitive texels contained in the single page to create the particular composite texel. | 03-13-2014 |
20140071129 | METHOD AND SYSTEM FOR GRAPHICS RENDERING EMPLOYING GRADIENT DOMAIN METROPOLIS LIGHT TRANSPORT - A method of generating an image. The method includes simulating a presence of at least one light source within a virtualized three dimensional space. Within the virtualized three dimensional space, a light sensing plane is defined. The light sensing plane includes a matrix of a number of pixels to be displayed on a display screen. The method further includes using a light transport procedure, computing a gradient value for each pixel of the matrix to produce a number of gradient values. The gradient computation involves selecting a plurality of light path pairs that contribute to a pixel wherein the selection is biased towards selection of more light paths that pass through pixels having larger gradient values. The plurality of gradient values are converted to a plurality of light intensity values which represent the image. | 03-13-2014 |
20140078143 | APPARATUS AND METHOD FOR SCHEDULING OF RAY TRACING - A graphic processing apparatus and method for processing ray tracing may include a plurality of traversal units to process traversal of a ray. A management unit of the graphics processing apparatus may distribute data of the ray processed by the graphics processing apparatus to the plurality of traversal units. Each of the plurality of traversal units may process ray traversal with respect to a subdivision of the entire space. | 03-20-2014 |
20140078144 | SYSTEMS AND METHODS FOR AVATAR CREATION - Systems and methods for modifying an avatar are provided. A user interface including a plurality of modification controls is rendered for display. A modification of a skeletal level of the avatar is received from a user input device, and it is implemented based on a blend shaping technique. An updated display of the avatar is generated. | 03-20-2014 |
20140078145 | SYSTEMS AND METHODS FOR PROGRAM INTERFACES IN MULTIPASS RENDERING - Aspects include API interfaces for interfacing shaders with other components and/or code modules that provide ray tracing functionality. For example, API calls may allow direct contribution of light energy to a buffer for an identified pixel, and allow emission of new rays for intersection testing alone or in bundles. The API also can provide a mechanism for associating arbitrary data with ray definition data defining a ray to be tested through a shader using the emit ray call. The arbitrary data is provided to a shader associated with an object that is identified subsequently as having been intersected by the ray. The data can include code, or a pointer to code, that can be used by or run after the shader. The data also can be propagated through a series of shaders, and associated with rays instantiated in each shader. Recursive shaders can be recompiled as non-recursive shaders interfacing with API semantics according to the description. | 03-20-2014 |
20140098098 | METHOD FOR ACCELERATING MONTE CARLO RENDERS - An image rendering method comprising the steps of:
| 04-10-2014 |
20140104276 | RENDERING AN INFINITE PLANE - A machine may render a view that includes a portion of an infinite plane within a three-dimensional (3D) space. The machine may determine a polygon within a frustum in the 3D space. The polygon may be determined by calculating an intersection of the frustum with the infinite plane. The polygon may represent that portion of the infinite plane which lies within the boundaries of the frustum. The machine may then determine a color of an element of this polygon according to one or more algorithms, default values, or other programming for depicting the infinite plane within the 3D space. The color of this element of the polygon may be that applied by the machine to a further element that is located on the far plane of the frustum, and this further element may be located at a height above the polygon within the 3D space. | 04-17-2014 |
20140111515 | DYNAMIC GRAPHICS RENDERING SCHEDULING - Aspects can be for ray tracing of 3-D scenes, and include dynamically controlling a population of rays being stored in a memory, to keep the population within a target, a memory footprint or other resource usage specification. An example includes controlling the population by examining indicia associated with rays returning from intersection testing, to be shaded, the indicia correlated with behavior of shaders to be run for those rays, such that population control selects, or reorders rays for shading, to prioritize shading of rays whose shaders are expected to produce fewer rays. | 04-24-2014 |
20140118351 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR INPUTTING MODIFIED COVERAGE DATA INTO A PIXEL SHADER - A system, method, and computer program product are provided for inputting modified coverage data into a pixel shader. In use, coverage data modified by a depth/stencil test is input into a pixel shader. Additionally, one or more actions are performed at the pixel shader, utilizing the modified coverage data. | 05-01-2014 |
20140118352 | ON-CHIP ANTI-ALIAS RESOLVE IN A CACHE TILING ARCHITECTURE - One embodiment of the present invention includes a graphics subsystem for processing multi-sample anti-aliasing work. The graphics subsystem includes a cache unit, a tiling unit, and a screen-space pipeline coupled to the cache unit and to the tiling unit. The tiling unit is configured to organize multi-sample anti-aliasing commands into cache tile batches. The screen-space pipeline includes a pixel shader and a raster operations unit, and receives cache tile batches from the tiling unit. The pixel shader is configured to generate sample data based on a set of primitives and to generate resolved data based on the sample data. The raster operations unit is configured to store the sample data in the cache unit and to invalidate the sample data after the pixel shader generates the resolved data. | 05-01-2014 |
20140118353 | IMAGE PROCESSING APPARATUS AND METHOD - An image processing apparatus is provided. The image processing apparatus includes a light capturing unit to generate light environment information by photographing a light environment of an object, and an object capturing unit to generate object information by photographing the object. The image processing apparatus may further include a modeling unit to generate a 3-dimensional (3D) model by reflecting the light environment information and the object information, and a rendering unit to render a resultant image with respect to at least one view using the 3D model. | 05-01-2014 |
20140125668 | CONSTRUCTING AUGMENTED REALITY ENVIRONMENT WITH PRE-COMPUTED LIGHTING - Embodiments related to efficiently constructing an augmented reality environment with global illumination effects are disclosed. For example, one disclosed embodiment provides a method of displaying an augmented reality image via a display device. The method includes receiving image data, the image data capturing an image of a local environment of the display device, and identifying a physical feature of the local environment via the image data. The method further includes constructing an augmented reality image of a virtual structure for display over the physical feature in spatial registration with the physical feature from a viewpoint of a user, the augmented reality image comprising a plurality of modular virtual structure segments arranged in adjacent locations to form the virtual structure feature, each modular virtual structure segment comprising a pre-computed global illumination effect, and outputting the augmented reality image to the display device. | 05-08-2014 |
20140125669 | SETTING DOWNSTREAM RENDER STATE IN AN UPSTREAM SHADER - Techniques are disclosed for processing graphics objects in a stage of a graphics processing pipeline. The techniques include receiving a graphics primitive associated with the graphics object, and determining a plurality of attributes corresponding to one or more vertices associated with the graphics primitive. The techniques further include determining values for one or more state parameters associated with a downstream stage of the graphics processing pipeline based on a visual effect associated with the graphics primitive. The techniques further include transmitting the state parameter values to the downstream stage of the graphics processing pipeline. One advantage of the disclosed techniques is that visual effects are flexibly and efficiently performed. | 05-08-2014 |
20140125670 | METHOD FOR APPROXIMATING MOTION BLUR IN RENDERED FRAME FROM WITHIN GRAPHICS DRIVER - The invention provides a method for approximating motion blur in rendered frame from within a graphics driver. For example, the method includes the steps of: (a) obtaining by the graphics driver values of a frame transformation matrix for a current rendered frame and a previous rendered frame respectively; (b) obtaining by the graphics driver depth values of the current rendered frame; and (c) loading by the graphics driver a shader onto a GPU, in order to enable the GPU to adjust color values of one or more sample areas on the current rendered frame, based on at least the values of the frame transformation matrix for the current rendered frame and the previous rendered frame and the depth values of the current rendered frame, whereby a motion blur effect is created in the current rendered frame. | 05-08-2014 |
20140146049 | MEMORY EFFICIENT PROGRESSIVE REFINEMENT IN RAY TRACING - In one aspect, a method provides for iteratively taking passes of samples for each pixel of a set of pixels. Initially, the set of pixels can be all of the pixels of an image. For each pixel, an accumulated color at the beginning of a pass and at the end of a pass can be compared. If a difference between these is within a threshold, a convergence count, which begins at an initial value, is reduced. If the difference is not within the threshold, then the convergence count is reset. When the convergence count reaches a preset value, then the pixel is considered converged and removed from the set. However, if a pixel adjacent to a converged pixel fails a convergence test, then the converged pixel is reset to unconverged and returned to the set and at least a minimum number of additional sample passes are undertaken for that pixel. | 05-29-2014 |
20140146050 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR TILED SCREEN SPACE SAMPLE SCRAMBLING FOR PARALLEL DETERMINISTIC CONSISTENT LIGHT TRANSPORT SIMULATION - A system, method, and computer program product are provided for computing values for pixels in an image plane. In use, a low discrepancy sequence associated with an image plane is identified. Additionally, a function with the set of pixels of the image plane as a domain is determined. Further, a value is computed for each pixel in the image plane, utilizing the low discrepancy sequence and the function with the set of pixels of the image plane as a domain. | 05-29-2014 |
20140152662 | VISIBILITY SILHOUETTES FOR MASKED SPHERICAL INTEGRATION - The disclosure provides an approach for determining, in 3D rendering, the integrals of visibility-masked spherical functions using visibility silhouettes. For a given shade point, the visibility silhouette for that shade point includes a set of edges from the scene geometry which form the boundaries between visible and invisible regions of a hemisphere having the shade point as its center. For each shade point, a rendering application determines a set of contour edges of scene geometry, the contour edges being a superset of the set of visibility silhouette edges, by querying a 4D dual mesh. The rendering application then evaluates the integral of the visibility-masked spherical function for a given shade point by integrating over segments of discrete u-isolines for which an overlap function indicates that a ray from the shade point would not intersect scene geometry. | 06-05-2014 |
20140152663 | IMAGE PROCESSING DEVICE, IMAGE PROCESSING METHOD, AND PROGRAM - There is provided an image processing device including a phase calculation unit configured to calculate a phase of pixels of a 3D image projected onto a light shielding unit that limits a region seen by a left eye and a region seen by a right eye of the 3D image displayed on a display unit, and a blend processing unit configured to combine an image for the left eye with an image for the right eye for each pixel based on the phase calculated by the phase calculation unit, the image for the left eye and the image for the right eye being included in the 3D image. | 06-05-2014 |
20140176546 | SHADOW SOFTENING GRAPHICS PROCESSING UNIT AND METHOD - A shadow softening GPU and method. One embodiment of the GPU is configured to render a shadow cast by a surface occluding a light source and includes: (1) a fetching circuit operable to retrieve a depth value from a texture associated with the surface and a depth comparison result in a single fetch operation, and (2) a shadow softening circuit configured to respectively employ the depth comparison result and the depth value to identify the surface as a blocker and attenuate the light source for a pixel. | 06-26-2014 |
20140176547 | PROGRAMMABLE BLENDING VIA MULTIPLE PIXEL SHADER DISPATCHES - Techniques are disclosed for dispatching pixel information in a graphics processing pipeline. A fragment processing unit in the graphics processing pipeline generates a pixel that includes multiple samples based on a portion of a graphics primitive received by a thread. The fragment processing unit calculates a set of source values, where each source value corresponds to a different sample of the pixel. The fragment processing unit retrieves a set of destination values from a render target, where each destination value corresponds to a different source value. The fragment processing unit blends each source value with a corresponding destination value to create a set of final values, and creates one or more dispatch messages to store the set of final values in a set of output registers. One advantage of the disclosed techniques is that pixel shader programs perform per-sample operations with increased efficiency. | 06-26-2014 |
20140176548 | FACIAL IMAGE ENHANCEMENT FOR VIDEO COMMUNICATION - A facial image enhancement system includes a deformable face tracker that provides a tracked face model from a facial video stream. Additionally, the facial image enhancement system includes a face enhancement image processing engine that uses the tracked face model to process the facial video stream, wherein an image enhancement of the facial video stream provides an enhanced facial video stream. A facial image enhancement method is also provided. | 06-26-2014 |
20140176549 | DEFERRED SHADING GRAPHICS PROCESSING UNIT, GEOMETRY DATA STRUCTURE AND METHOD OF PERFORMING ANTI-ALIASING IN DEFERRED SHADING - A deferred shading GPU, geometry data structure and method. One embodiment of the geometry data structure is found in a graphics processing subsystem operable to render a scene having a pixel represented by samples. The graphics processing subsystem includes: (1) a memory configured to store a geometry data structure associated with the pixel containing surface fragment coverage masks associated with the samples, and (2) a GPU configured to employ the surface fragment coverage masks to carry out deferred shading on the pixel. | 06-26-2014 |
20140176550 | ROY TRACING APPRATUS AND METHOD - A method for selecting a MIP-map level is used for Texture Mapping based on Global Illumination. The method for selecting the MIP-map level confirms Object information on at least one object on a screen. The object information can include the number, shape, and the composition of objects on the screen, and/or the spatial position of a relevant object on the screen. Based on the object information, a MIP-map level selection algorithm is determined. The MIP-map level selection algorithm includes ray tracing and/or distance measuring, wherein the ray tracing selects the MIP-map based on the Differential value of adjacent rays, and the distance measuring can select a MIP-map by calculating the distance at which the ratio of pixels and texels reach 1:1. Based on the determined method, the MIP-map level is selected. | 06-26-2014 |
20140192052 | 2D RENDERING ON 3D GRAPHICS HARDWARE - An apparatus, computer readable medium, and method of rendering a 2D object using a 3D graphics processing unit (GPU). The method includes one or more shaders running on the 3D GPU forming a 3D object by accessing the 2D object. The method may include the one or more shaders forming the 3D object by forming a plurality of 3D vertex attributes of the 2D object. The 3D vertex attributes may include position, color, and texture. The method may include copying a plurality of the 2D objects from a central processing memory (CPU) to a GPU memory. The one or more shaders may access the 2D object from the GPU memory. | 07-10-2014 |
20140192053 | STEREOSCOPIC CONVERSION WITH VIEWING ORIENTATION FOR SHADER BASED GRAPHICS CONTENT - The example techniques of this disclosure are directed to generating a stereoscopic view from an application designed to generate a mono view. For example, the techniques may modify instructions for a vertex shader based on a viewing angle. When the modified vertex shader is executed, the modified vertex shader may generate coordinates for vertices for a stereoscopic view based on the viewing angle. | 07-10-2014 |
20140192054 | METHOD AND APPARATUS FOR PROVIDING MEDICAL IMAGES - A method and an apparatus for providing a medical image from volume data for an object are provided. The method includes: determining characteristics of a light source that radiates light onto the object which is located in a virtual space, based on a received user input; generating a three-dimensional (3D) image by performing a rendering on the volume data, based on the determined characteristics of the light source; and displaying the generated 3D image. | 07-10-2014 |
20140198104 | STEREOSCOPIC IMAGE GENERATING METHOD, STEREOSCOPIC IMAGE GENERATING DEVICE, AND DISPLAY DEVICE HAVING SAME - A luminance gradient calculating unit of a stereoscopic image generating device calculates luminance gradient indicating amount in change of luminance between a pixel of interest and an adjacent pixel, a right eye image generating unit corrects luminance of the pixel with that correction amount of the same sign as the luminance gradient such that the greater the absolute value of luminance gradient or the smaller the distance is the greater the luminance is. The left eye image generating unit performs correction of the luminance of the pixel with a correction amount of the opposite sign of the luminance gradient. This enables stereoscopy due to difference generated in luminance distribution between the left eye image and right eye image, and also the position of pixel is not changed and thus can be kept from appearing in double or not readily appearing in double. | 07-17-2014 |
20140204087 | PHOTON BEAM DIFFUSION - An efficient numerical method for accurately rendering translucent materials using photon beam diffusion is provided that can account for multilayer materials and directional incident and exitant effects at the surface. In an embodiment, refracted incident light is represented continuously as a photon beam instead of as discrete photons. An integration scheme for calculating a radiant exitance value at a point on the surface of the translucent material is disclosed that uses importance sampling and evaluates a radiant function at a limited number of points along the beam. | 07-24-2014 |
20140210822 | APPARATUS AND METHOD FOR COMPASS INTELLIGENT LIGHTING FOR USER INTERFACES - An apparatus and method for depicting one or more objects are provided. The method includes determining a geolocation of one or more objects, determining a vector from the objects to a light source, applying shading to the objects according to the vector, determining shadows cast by the objects according to the vector, and depicting the objects in the geolocation with one or more of the applied shading and the cast shadows. | 07-31-2014 |
20140210823 | DISPLAY OF LIGHT FIELD IMAGE DATA USING A SPATIAL LIGHT MODULATOR AT A FOCAL LENGTH CORRESPONDING TO A SELECTED FOCUS DEPTH - A method and apparatus are shown that select a focus depth for digital light field image data that represents a scene having a plurality of objects at different focus depths, the selected focus depth corresponding to a layer of the digital light field image data at the selected focus depth, and display the layer of the digital light field image data by utilizing at least one spatial light modulator to present the layer of the digital light field image data at a focal length corresponding to the selected focus depth. A server is shown that communicates with at least one apparatus to facilitate performance of the method. | 07-31-2014 |
20140218364 | System and Method for Adjusting Image Pixel Color to Create a Parallax Depth Effect - A method carried out by a graphics processing apparatus samples a texture value of a first texture layer at an offset to a second texture layer of a surface and adjusts pixel color for a pixel of the second texture layer using the texture value such that an appearance of depth is created between the first texture layer and the second texture layer. The method may adjust the pixel color using the sampled texture value alpha component. Another method includes transforming a surface normal vector to eye space for a surface having at least first and second texture layers mapped thereto, determining an offset between the first texture layer and the second texture layer using the transformed surface normal vector, sampling a texture value of the first texture layer using the offset, and adjusting pixel color for a pixel of the second texture layer using the texture value. | 08-07-2014 |
20140218365 | IMAGE PROCESSING APPARATUS AND METHOD - An image processing apparatus may include a storage unit to store a lookup table (LUT) including information on corresponding relations between an occlusion vector related to at least one point of a 3-dimensional (3D) object and a spherical harmonics (SH) coefficient; and a rendering unit to determine a first SH coefficient corresponding to a first occlusion vector related to a first point of the 3D object using the LUT and to determine a pixel value of the first point using the first SH coefficient. | 08-07-2014 |
20140218366 | METHOD AND DEVICE FOR DISPLAYING AN OBJECT - The invention related to a method and a device for displaying an object, in particular biological tissue. Said method having the following steps: a) generating a first image of at least one sub-region of the object using a first device; b) generating a second image of at least one sub-region of the object using a second device; c) ascertaining first coordinates of at least some image points of the second image in a first coordinate system; d) ascertaining second coordinates of the image points of the second image by projecting the first coordinates in a second coordinate system which is different from the first coordinate system and which is assigned to the first device; and e) generating a combined image of the object from the first and the second image using the ascertained second coordinates of the image points of the second image. | 08-07-2014 |
20140232720 | RAY TRACING SYSTEM ARCHITECTURES AND METHODS - Aspects comprise systems implementing 3-D graphics processing functionality in a multiprocessing system. Control flow structures are used in scheduling instances of computation in the multiporcessing system, where different points in the control flow structure serve as points where deferral of some instances of computation can be performed in favor of scheduling other instances of computation. In some examples, the control flow structure identifies particular tasks, such as intersection testing of a particular portion of an acceleration structure, and a particular element of shading code. In some examples, the aspects are used in 3-D graphics processing systems that can perform ray tracing based rendering. | 08-21-2014 |
20140240316 | RENDERING 3-D SCENES USING BENT RAYS - Rendering a 3-D scene using bent ray, including; tracing a path of the bent ray from a camera to an object for each pixel in a view window, wherein the amount of bending in the bent ray is a function of the distance from the camera; rendering the each, pixel in the view window until all pixels in the view window have been rendered; and outputting the rendered view window as a rendered 3-D scene. Keywords include bent rays and object depth. | 08-28-2014 |
20140240317 | DISTANCE DETECTING DEVICE CAPABLE OF INCREASING POWER OF OUTPUT LIGHT AND IMAGE PROCESSING APPARATUS INCLUDING THE SAME - A distance detecting device and an image processing apparatus including the same are disclosed. The distance detecting device includes a light source to output light based on a first electric signal, a scanner to sequentially perform first direction a scanner to perform first direction scanning and second direction scanning to output the output light, a detecting unit to detect light received from an external target corresponding to the output light and to convert the received light into a second electric signal, and a processor to calculate a distance from the external target based on the first electric signal and the second electric signal and to control the light source to vary intensity or level of the output light. Consequently, power of light output to the external target is increased. | 08-28-2014 |
20140247265 | ADJUSTING HORIZONTAL AND VERTICAL SHADING IN 3-D RENDERING - Rendering a stereoscopic image of a 3-D environment, including: tracing a path of ray from a camera to a light source for every pixel in a view window; determining shading of all pixels in the view window; and adjusting the shading for all pixels to show horizontal displacement but substantially reduce vertical displacement in the stereoscopic image. Keywords include shading and horizontal displacement. | 09-04-2014 |
20140267270 | SHADOW RENDERING IN A 3D SCENE BASED ON PHYSICAL LIGHT SOURCES - A method, system, and computer program product/computer readable storage medium provide the ability to render a shadow. A three-dimensional (3D) scene comprising an object is obtained. An external physical light source that is external to the 3D scene is detected by a sensor. An artificial light source is created in the 3D scene that corresponds to the external physical light source. Based on the artificial light source, a shadow of the object is cast. The 3D scene including the object and the shadow are then rendered. | 09-18-2014 |
20140267271 | System And Method For Remote Generation Of Indirect Illumination Sources In Three-Dimensional Graphics - A method for generating three-dimensional graphics includes generating a virtual environment in a server including a first object, second object and a direct illumination source. The method includes generating a virtual point light (VPL) in the virtual environment at an intersection between a ray from the direct illumination source and the first object, and sending data corresponding to the VPL to a client computing device through a data network. The method includes generating an illumination of the second object in the virtual environment with the VPL received from the server, and displaying the illuminated second object. | 09-18-2014 |
20140267272 | CONDITIONAL END OF THREAD MECHANISM - A graphics processing unit, method, computer readable media, and system are described herein. The graphics processing unit includes at least one execution unit, the execution unit configured to execute a shader. The shader includes instructions that causes the execution unit to process a plurality of pixels in parallel until each of the plurality of pixels is discarded and execution of a last write instruction, and execute a conditional end of thread instruction after each of the plurality of pixels is discarded and after execution of the last write instruction, wherein execution of the conditional end of thread instruction is to terminate the thread. | 09-18-2014 |
20140267273 | SYSTEM AND METHOD FOR OVERLAYING TWO-DIMENSIONAL MAP ELEMENTS OVER TERRAIN GEOMETRY - To overlay map data over a 3D scene, 3D geometry of a geographic area is rendered. The 3D geometry includes a terrain layer and a buildings and vegetation layer. A map element is selected from a 2D map data specifying a digital 2D map of the geographic area. A map texture is generated using the selected map element. The map texture is applied the terrain layer. The application includes applying a depth offset to the map texture, so that the map texture occludes a lower portion of the buildings and vegetation layer but does not occlude an upper portion of the buildings and vegetation layer. | 09-18-2014 |
20140267274 | NORMALIZED DIFFUSION PROFILE FOR SUBSURFACE SCATTERING RENDERING - The disclosure provides an approach for rendering images which include subsurface scattering effects. In one aspect, a shader computes subsurface scattering effects via a ray-tracing or point-based technique using a normalized diffusion profile. The shader may use the inverse of a cumulative density function associated with the normalized diffusion profile to determine, for each ray intersecting the surface, points on the surface at which to evaluate the normalized diffusion profile. To determine the lit surface of a pixel due to subsurface scattering, the shader may multiply the result of the integral of the normalized diffusion profile for each of the R, G, and B color components by corresponding components of a diffuse color constant. Further, the shader may scale the integral of the normalized diffusion profile based on a scaling function which accounts for a forward-scattering nature of a medium and compensates for out-of-plane scattering. | 09-18-2014 |
20140267275 | BIDIRECTIONAL POINT DISTRIBUTION FUNCTIONS FOR RENDERING GRANULAR MEDIA - The disclosure provides an approach for rendering granular media. According to one aspect of the disclosure, granular media are rendered using bidirectional point scattering distribution functions (BPSDFs). The dimensionality of BPSDFs may be reduced by making certain assumptions, such as random orientations of grains, thereby simplifying light transport for computational efficiency. To generate a BPSDF from a grain, light transport may be precomputed using a Monte Carlo simulation in which photons are shot onto the grain from all directions. The precomputed BPSDF may be used, during rendering, for describing the interactions within grains. When a light ray traced during rendering intersects proxy geometry which replaces grain geometry, the BPSDF may be evaluated to determine light transport. By repeating this process for many light rays in a Monte Carlo simulation, the light propagation through the granular medium may be determined. | 09-18-2014 |
20140267276 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR GENERATING PRIMITIVE SPECIFIC ATTRIBUTES - A system, method, and computer program product are provided for generating primitive-specific attributes. In operation, it is determined whether a portion of a graphics processor is operating in a predetermined mode. If it is determined that the portion of the graphics processor is operating in the predetermined mode, only one or more primitive-specific attributes are generated in association with a primitive. | 09-18-2014 |
20140267277 | FOR NODE IN RENDER SETUP GRAPH - Systems and methods for rendering three-dimensional images using a render setup graph are provided. A dependency graph is accessed. The dependency graph comprises a plurality of supplier nodes, a multiplexer node, and a plurality of graphlet nodes. The plurality of supplier nodes is accessed. The supplier nodes each have an output of a first type. These outputs are connected to the multiplexer node. A graphlet is accessed. The graphlet comprises the plurality of graphlet nodes. An output of the multiplexer node connects to the graphlet by connecting to an input of one node of the plurality of graphlet nodes. The multiplexer is configured to generate an instance of the graphlet for each supplier node connected to the multiplexer node. An image is rendered utilizing the accessed graphlet. | 09-18-2014 |
20140285488 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR COMPRESSION OF A BOUNDING VOLUME HIERARCHY - A system, method, and computer program product for compressing a bounding volume hierarchy is disclosed. The method includes the steps of receiving a bounding volume hierarchy and encoding the bounding volume hierarchy to generate an encoded bounding volume hierarchy, wherein each node in the encoded bounding volume hierarchy indicates whether the node inherits zero or more values from a parent node. The bounding volume hierarchy includes a plurality of nodes, each node in the plurality of nodes is associated with a bounding volume. | 09-25-2014 |
20140292756 | Hybrid Render with Deferred Primitive Batch Binning - A system, method and a computer program product are provided for hybrid rendering with deferred primitive batch binning. A primitive batch is generated from a sequence of primitives. Initial bin intercepts are identified for primitives in the primitive batch. A bin for processing is identified. The bin corresponds to a region of a screen space. Pixels of the primitives intercepting the identified bin are processed. Next bin intercepts are identified while the primitives intercepting the identified bin are processed. | 10-02-2014 |
20140292757 | PREDICTION METHOD, GENERATION METHOD AND STORAGE MEDIUM - A prediction method generates a fragment number map having a predetermined number of pixels and a mipmap of the fragment number map, and for a pixel of one layer in the mipmap, derives an estimated number of fragments included on average on one light path in a case where ray-bundles for a light transport computation are defined for a corresponding region in a 3D scene corresponding to the pixel, and outputs, as a predicted number of ray-bundle light paths for the computation storable in a predetermined memory region for a pixel of one layer, a value obtained by dividing the size of the memory region by this value. The method derives an estimated number of fragments by adding a compensation value corresponding to a layer of the pixels in the number of fragments which is a pixel value of one pixel. | 10-02-2014 |
20140292758 | DISPLAY DEVICE AND METHOD - Disclosed is an image display device and an image display method thereof that may generate a plurality of directional lights based on a number of views of an input image by using a variable scattering feature of a variable scattering layer included in a backlight unit, and may output a multi-view image by using the generated plurality of directional lights. | 10-02-2014 |
20140300599 | Method for Factorizing Images of a Scene into Basis Images - A set of nonnegative lighting basis images representing a scene illuminated by a set of stationary light sources is recovered from a set of input images of the scene that were acquired by a stationary camera. Each image is illuminated by a combination of the light sources, and at least two images in the set are illuminated by different combinations. The set of input images is decomposed into the nonnegative lighting basis images and a set of indicator coefficients, wherein each lighting basis image corresponds to an appearance of the scene illuminated by one of the light sources, and wherein each indicator coefficient indicates a contribution of one of the light sources to one of the input images. | 10-09-2014 |
20140300600 | Method for Detecting 3D Geometric Boundaries in Images of Scenes Subject to Varying Lighting - Three-dimensional (3D) geometric boundaries are detected in images of a scene that undergoes varying lighting conditions caused by light sources in different positions, from a set of input images of the scene illuminated by at least two different lighting conditions. The images are aligned, e.g., acquired by a stationary camera, so that pixels at the same location in all of the input images correspond to the same point in the scene. For each location, a patch of corresponding pixels centered at the location is extracted from each input image. For each location, a confidence value that there is a 3D geometric boundary at the location is determined. | 10-09-2014 |
20140300601 | CONTRAST ADJUSTED ANAGLYPH - Methods and apparatus for enabling contrast adjustment to anaglyph images are described. Compensation techniques are employed to reduce ghosting artifacts that would otherwise be introduced by contrast adjustments to input images used to generate anaglyphs. The compensation techniques are applicable to various anaglyph imaging processes. | 10-09-2014 |
20140300602 | APPARATUS AND METHOD FOR FORMING LIGHT FIELD IMAGE - An apparatus and method for forming a light field image includes projecting vertices of a graphic object to a far plane corresponding to a first distance directed to a screen reproducing a light field, and forming the light field image with respect to the graphic object using the vertices projected to the far plane. | 10-09-2014 |
20140313197 | Method for Displaying a 3D Scene Graph on a Screen - The invention relates to a method for displaying a three-dimensional (3D) scene graph on a screen, the method comprising: attaching 3D resources to a set of application scene nodes; separating a first process running in a first application context on an operating system of a computer system from a second process running in a second application context on the operating system by connecting a first sub-set of the application scene nodes to the first process and connecting a second sub-set of the application scene nodes to the second process; loading the first process and the second process to a 3D display server of the computer system; constructing the 3D scene graph based on the first process and the second process; and displaying the 3D scene graph on the screen. | 10-23-2014 |
20140313198 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PERFORMING PATH SPACE FILTERING - A system, method, and computer program product are provided for performing path space filtering. In use, a set of light transport paths associated with a scene is sampled. Additionally, a plurality of vertices associated with the sampled set of light transport paths is selected, where each selected vertex has an associated throughput and light contribution. Further, an averaged light contribution of each of the selected plurality of vertices is determined, utilizing one or more weights. Further still, the averaged light contribution of each of the selected plurality of vertices is combined after multiplying the averaged light contribution of each of the selected vertices by the associated throughput of the vertex. | 10-23-2014 |
20140313199 | IMAGE PROCESSING DEVICE, 3D IMAGE DISPLAY APPARATUS, METHOD OF IMAGE PROCESSING AND COMPUTER-READABLE MEDIUM - A 3D image display apparatus according to embodiments is capable of displaying a 3D image. The apparatus may comprises a display, a quantization unit, a sub-pixel selector, a ray calculator, a brightness calculator, and a sub-pixel brightness generator. The display may have a display panel of which a plurality of sub-pixels are arranged on a surface and an optical aperture opposed to the display panel. The quantization unit may divide the surface of the display panel into areas. The selector may select one or more sub-pixels corresponding to each area to make a sub-pixel group. The ray calculator may calculate a ray number indicating a direction of a representative ray representing rays emitted from each sub-pixel group. The brightness calculator may calculate a brightness value corresponding to each ray number based on the direction of the representative ray and a model data figuring a 3D shape of an object. The sub-pixel brightness generator may generate the 3D image by determining a brightness value of the sub-pixels included in each sub-pixel group based on the brightness value. | 10-23-2014 |
20140313200 | INFORMATION PROCESSING APPARATUS, METHOD OF CONTROLLING THE SAME, AND STORAGE MEDIUM - An information processing apparatus acquires a low resolution indirect illumination buffer having a resolution less than an indirect illumination buffer information used for specifying a specular reflection direction in a position of an object and a reflection characteristic of the object in a 3D scene corresponding to each pixel of the indirect illumination buffer to be generated. Then it generates an indirect illumination buffer by increasing the resolution of the low resolution indirect illumination buffer. Here the apparatus generates the pixels of the indirect illumination buffer generated by the increase in resolution based on at least the level of similarity of the specular reflection lobes of objects corresponding to the pixels and objects corresponding to the pixels of the low resolution indirect illumination buffer used for the generation of the pixels. | 10-23-2014 |
20140313201 | METHOD AND APPARATUS FOR RENDERING THREE-DIMENSIONAL (3D) OBJECT - Provided is a method and apparatus that may generate a three-dimensional (3D) object from a two-dimensional (2D) image, and render the generated 3D object. | 10-23-2014 |
20140313202 | SENSOR PLACEMENT AND ANALYSIS USING A VIRTUAL ENVIRONMENT - A process for sensor placement and analysis using a virtual environment includes receiving into a computer processor a model of an area, a position in the model that represents a placement of a virtual sensor, and an orientation of the virtual sensor. A shadow map of the area is generated as a function of the position and orientation of the virtual sensor. The shadow map is used to determine one or more portions of the area that can be sensed by the virtual sensor. The area of the model that is covered as a function of the position and orientation of the virtual sensor is determined, and information relating to the area of the model that is covered as a function of the position and orientation of the virtual sensor is transmitted to an output device. | 10-23-2014 |
20140327671 | GRAPHICS PROCESSING SYSTEMS - A tile-based graphics processing pipeline | 11-06-2014 |
20140327672 | LIGHT TRANSPORT SIMULATOR AND METHOD OF CONSTRUCTION AND CLASSIFICATION OF LIGHT TRANSPORT PATHS - A light transport simulator and a method of constructing and classifying light transport paths. One embodiment of the light transport simulator includes a light transport simulator operable to construct and classify a light transport path between two points in a scene, including: (1) a memory configured to store dual deterministic finite automata (DFA) based on an LPE that defines criteria for accepting the light transport path, and (2) a processor configured to employ the dual DFA to construct opposing light subpaths originating from the two points, and employ a correspondence among states of the dual DFA to unite the opposing light subpaths to form the light transport path. | 11-06-2014 |
20140327673 | REAL-TIME GLOBAL ILLUMINATION USING PRE-COMPUTED PHOTON PATHS - A method for real-time global illumination of a computer graphics scene is described, wherein the method comprises the steps of providing a plurality of samples of a computer graphics scene, each sample including an indication of intersections of sample rays with other samples of the plurality of samples; determining, for each sample of the plurality of samples, a lighting contribution of the sample based on the indication of intersections of the sample; and calculating a global illumination of the computer graphics scene based on the lighting contributions of the samples. Furthermore, a graphics processing unit and a computing system are disclosed. | 11-06-2014 |
20140327674 | SCENE RECONSTRUCTION FROM HIGH SPATIO-ANGULAR RESOLUTION LIGHT FIELDS - The disclosure provides an approach for estimating depth in a scene. According to one aspect, regions where the depth estimation is expected to perform well may first be identified in full-resolution epipolar-plane images (EPIs) generated from a plurality of images of the scene. Depth estimates for EPI-pixels with high edge confidence are determined by testing a number of discrete depth hypotheses and picking depths that lead to highest color density of sampled EPI-pixels. The depth estimate may also be propagated throughout the EPIs. This process of depth estimation and propagation may be iterated until all EPI-pixels with high edge confidence have been processed, and all EPIs may also be processed in this manner. The EPIs are then iteratively downsampled to coarser resolutions, at which edge confidence for EPI-pixels not yet processed are determined, depth estimates of EPI-pixels with high edge confidence made, and depth estimates propagated throughout the EPIs. | 11-06-2014 |
20140327675 | Ray-Mediated Illumination Control - There is provided a method for ray-mediated illumination control. The method includes identifying a first activation region corresponding to one of an origin and a destination of a ray, where the ray is described by a ray data associated with the ray. The method further includes identifying a second activation region corresponding to the other one of the origin and the destination of the ray, interpreting an illumination rule for the ray based on at least one of the first activation region and the second activation region, and modifying an illumination in one of the first activation region and the second activation region based on the illumination rule and the ray data. | 11-06-2014 |
20140333623 | RENDERING WITH POINT SAMPLING AND PRE-COMPUTED LIGHT TRANSPORT INFORMATION - Rendering system combines point sampling and volume sampling operations to produce rendering outputs. For example, to determine color information for a surface location in a 3-D scene, one or more point sampling operations are conducted in a volume around the surface location, and one or more sampling operations of volumetric light transport data are performed farther from the surface location. A transition zone between point sampling and volume sampling can be provided, in which both point and volume sampling operations are conducted. Data obtained from point and volume sampling operations can be blended in determining color information for the surface location. For example, point samples are obtained by tracing a ray for each point sample, to identify an intersection between another surface and the ray, to be shaded, and volume samples are obtained from a nested 3-D grids of volume elements expressing light transport data at different levels of granularity. | 11-13-2014 |
20140333624 | IMAGE PROCESSING APPARATUS AND METHOD - Provided is an image processing apparatus for performing photon mapping, and the image processing apparatus may perform ray tracing for photon mapping, sample a ray space based on a result of the ray tracing, and perform pseudo photon mapping using the sampled ray space. | 11-13-2014 |
20140333625 | Apparatus and Methods for Haptic Rendering Using a Haptic Camera View - The invention provides systems and methods for using a “haptic camera” within a virtual environment and for using graphical data from the haptic camera to produce touch feedback. The haptic camera obtains graphical data pertaining to virtual objects within the vicinity and along the trajectory of a user-controlled haptic interface device. The graphical data from the camera is interpreted haptically, thereby allowing touch feedback corresponding to the virtual environment to be provided to the user. | 11-13-2014 |
20140333626 | ANALYSIS OF THREE-DIMENSIONAL SCENES - A method for processing data includes receiving a depth map of a scene containing a humanoid form. The depth map is processed so as to identify three-dimensional (3D) connected components in the scene, each connected component including a set of the pixels that are mutually adjacent and have mutually-adjacent depth values. Separate, first and second connected components are identified as both belonging to the humanoid form, and a representation of the humanoid form is generated including both of the first and second connected components. | 11-13-2014 |
20140340402 | THREE DIMENSIONAL IMAGE DISPLAY DEVICE AND METHOD OF DISPLAYING THREE DIMENSIONAL IMAGE - A time multiplexing multi-view point three dimensional image display device includes a display panel that includes a plurality of pixels arranged in a matrix form, where each pixel displays one color of a plurality of primary colors, and a view point division unit that divides the 3D image displayed by the display panel into two or more view points. The display panel includes a plurality of dots, each dot includes a set of pixels in which each pixel shows a different primary color. Each dot displays a 3D image for a view point during a frame set that includes a plurality of frames. The view point division unit moves in a row direction when the frame changes in the frame set, and at least one pixel one of the dot is selected in each frame of the frame set. | 11-20-2014 |
20140340403 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR UTILIZING A WAVEFRONT PATH TRACER - A system, method, and computer program product are provided for utilizing a wavefront path tracer. In use, a set of light transport paths associated with a scene is identified. Additionally, parallel path tracing is performed, utilizing a wavefront path tracer. | 11-20-2014 |
20140347359 | CACHE-EFFICIENT PROCESSOR AND METHOD OF RENDERING INDIRECT ILLUMINATION USING INTERLEAVING AND SUB-IMAGE BLUR - A cache-efficient processor and method for rendering indirect illumination using interleaving and sub-image blur. One embodiment of the processor is configured to render an indirect illumination image and includes: (1) a buffer restructurer configured to organize a reflective shadow map (RSM), rendered with respect to a reference point, into a plurality of unique sub-RSMs, each having sub-RSM pixels, (2) an indirect illumination computer configured to employ interleaved sampling on the plurality of unique sub-RSMs to generate a plurality of indirect illumination sub-images, and (3) a filter operable to smooth accumulated light values of the indirect illumination sub-images for subsequent interleaving into the indirect illumination image. | 11-27-2014 |
20140347360 | METHOD AND APPARATUS FOR MULTI DIMENSIONAL VISUALIZATION OF DATA USING 3-DIMENSIONAL LIGHT EMITTING APPARATUS - A method for multi-dimensional visualization of data performed in a data display apparatus, includes: collecting data obtained by scanning at least one part of a sample, from at least one sensor; and comparing a resolution of 3-dimensional light emitting apparatus and a resolution of the scanned data. Further, the method includes adjusting the resolution of the scanned data to be matched with the resolution of the 3-dimensional light emitting apparatus, when the resolution of 3-dimensional light emitting apparatus is not identical to the resolution of the scanned data; and displaying the data corresponding to the sample in the adjusted resolution by driving the 3-dimensional light emitting apparatus. | 11-27-2014 |
20140347361 | 3D Light Field Displays and Methods with Improved Viewing Angle, Depth and Resolution - 3D light field display methods and apparatus with improved viewing angle, depth and resolution are introduced. The methods can be used to create a high quality 3D light field display of any size from smaller than a postage stamp to larger than a three story building. | 11-27-2014 |
20140354644 | DATA PROCESSING SYSTEMS - A data processing system determines for a stream of instructions to be executed, whether there are any instructions that can be re-ordered in the instruction stream | 12-04-2014 |
20140354645 | RELIGHTABLE TEXTURE FOR USE IN RENDERING AN IMAGE - A model of a scene of an image (e.g. a frame of a video sequence) is generated from one or more views of the scene captured from one or more different camera viewpoints. An initial texture for applying to the model is derived from the one or more views of the scene. The initial texture is separated into a lighting estimate and a colour estimate, which may be orthogonal and which may be processed independently. The lighting estimate is filtered with a high-pass filter to thereby determine shadow regions of the scene which are regions of detailed shadow which are likely to be caused by ambient occlusion in the scene and which are therefore retained when the texture is relit for rendering the image. A shadow-detail estimate (or “dark map”) is provided which indicates one or more shadow regions of the texture which are to remain in shadow when the image is rendered. | 12-04-2014 |
20140354646 | SHADER WITH GLOBAL AND INSTRUCTION CACHES - An instruction cache and data cache used to virtualize the storage of global data and instructions used by graphics shaders. Present day hardware design stores the global data and instructions used by the shaders in a fixed amount of registers or writable control store (WCS). However, this traditional approach limits the size and the complexity of the shaders that can be supported. By virtualizing the storage of the global data and instructions, the amount of global or state memory available to the shader and the length of the shading programs are no longer constrained by the physical on-chip memory. | 12-04-2014 |
20140362081 | USING COMPUTE SHADERS AS FRONT END FOR VERTEX SHADERS - A set of graphics primitive information for a virtual object may be processed with compute shader running on a graphics processing unit (GPU) to generate a modified set of primitive information. The modified set of primitive information may be passed to a vertex shader running on the GPU. The vertex shader may perform vertex shading on the modified set of primitive information. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 12-11-2014 |
20140368505 | GRAPHICS PROCESSING SUBSYSTEM FOR RECOVERING PROJECTION PARAMETERS FOR RENDERING EFFECTS AND METHOD OF USE THEREOF - A graphics processing subsystem for recovering projection parameters for rendering effects and a method of use thereof. One embodiment of the graphics processing subsystem includes: (1) a memory configured to store a buffer having a plurality of constants determinable upon execution of an application for which a scene is rendered, and (2) a central processing unit (CPU) operable to determine projection parameters from the buffer according to shader-reflection metadata attached to a programmable shader submitted for execution, and employ the projection parameters to cause an effect to be rendered on the scene by a graphics processing unit (GPU). | 12-18-2014 |
20140368506 | DEPTH-AWARE STEREO IMAGE EDITING METHOD APPARATUS AND COMPUTER-READABLE MEDIUM - A method for applying depth-dependent effects to images includes receiving a stereo image and depth related information extracted from the stereo image, and applying an effect to the stereo image according to the depth related information. The method may also include calculating surface orientation information for the stereo image to improve the depth related information extracted from the stereo image and/or facilitate the application of effects, such as scene relighting, which leverage surface orientation information. In some embodiments, the method includes fitting a curved surface to the depth related information and adjusting the depth related information and/or surface orientation information according to the curved surface. The method may also include processing the depth related information with a bilateral smoothing filter wherein coefficients for neighboring pixels are weighted according to similarity in color and similarity in depth. An apparatus and computer-readable medium corresponding to the above method are also disclosed. | 12-18-2014 |
20140368507 | HEAT MAPS FOR 3D MAPS - A geospatially accurate 3D model of a building or collection of buildings is used to communicate any type of geo-specific information by way of uniquely recognizable visual or non-visual highlighting such as color or texture coded building visualizations on rooftops or other objects within the 3D model. | 12-18-2014 |
20140375639 | METHOD, SYSTEM AND COMPUTER-READABLE RECORDING MEDIUM FOR DISPLAYING SHADOW OF 3D VIRTUAL OBJECT - A method for displaying a shadow of a 3D virtual object, includes steps of: (a) acquiring information on a viewpoint of a user looking at a 3D virtual object displayed in a specific location in 3D space by a wall display device; (b) determining a location and a shape of a shadow of the 3D virtual object to be displayed by referring to information on the viewpoint of the user and the information on a shape of the 3D virtual object; and (c) allowing the shadow of the 3D virtual object to be displayed by at least one of the wall display device and a floor display device by referring to the determined location and the determined shape of the shadow of the 3D virtual object. Accordingly, the user is allowed to feel the accurate sense of depth or distance regarding the 3D virtual object. | 12-25-2014 |
20140375640 | RAY SHADOWING METHOD UTILIZING GEOMETRICAL STENCILS - Aspects comprise a ray tracing shadowing method based on the data structure of a uniform grid of cells, and on local stencils in cells. The high traversal and construction costs of accelerating structures are cut down. The object's visibility from the viewpoint and from light sources, as well as the primary workload and its distribution among cells, are gained in the preprocessing stage and cached in stencils for runtime use. In runtime, the use of stencils allows a complete locality at each cell, for load balanced parallel processing. | 12-25-2014 |
20140375641 | RAY SHOOTING METHOD UTILIZING GEOMETRICAL STENCILS - Aspects comprise a ray shooting method based on the data structure of a uniform grid of cells, and on local stencils in cells. The high traversal and construction costs of accelerating structures are cut down. The object's visibility from the viewpoint and from light sources, as well as the primary workload and its distribution among cells, are gained in the preprocessing stage and cached in stencils for runtime use. In runtime, the use of stencils allows a complete locality at each cell, for load balanced parallel processing. | 12-25-2014 |
20140375642 | RAY SHADOWING SYSTEM UTILIZING GEOMETRICAL STENCILS - Aspects comprise ray tracing shadowing system based on the data structure of a uniform grid of cells, and on local stencils in cells. The high traversal and construction costs of accelerating structures are cut down. The object's visibility from the viewpoint and from light sources, as well as the primary workload and its distribution among cells, are gained in the preprocessing stage and cached in stencils for runtime use. In runtime, the use of stencils allows a complete locality at each cell, for load balanced parallel processing. | 12-25-2014 |
20140375643 | SYSTEM FOR PRIMARY RAY SHOOTING HAVING GEOMETRICAL STENCILS - Aspects comprise ray shooting system based on the data structure of a uniform grid of cells, and on local stencils in cells. The high traversal and construction costs of accelerating structures are cut down. The object's visibility from the viewpoint and from light sources, as well as the primary workload and its distribution among cells, are gained in the preprocessing stage and cached in stencils for runtime use. In runtime, the use of stencils allows a complete locality at each cell, for load balanced parallel processing. | 12-25-2014 |
20140375644 | METHOD OF STENCIL MAPPED SHADOWING - Aspects comprise shadowing method as part of ray tracing. It is based on uniform grid of cells, and on local stencils in cells. The acceleration structures are abandoned along with high traversal and construction costs of these structures. The amount of intersection tests is cut down. The stencils are generated in the preprocessing stage and utilized in runtime. The relevant part of scene data, critical for shadowing of all visible intersection points in a cell, is registered in the local stencil map, as a volumetric data. The runtime use of stencils allows a complete locality at each cell, enhanced utilization of processing resources and load balancing of parallel processing. | 12-25-2014 |
20140375645 | STENCIL MAPPED SHADOWING SYSTEM - Aspects comprise shadowing system as part of ray tracing. It is based on uniform grid of cells, and on local stencils in cells. The acceleration structures are abandoned along with high traversal and construction costs of these structures. The amount of intersection tests is cut down. The stencils are generated in the preprocessing stage and utilized in runtime. The relevant part of scene data, critical for shadowing of all visible intersection points in a cell, is registered in the local stencil map, as a volumetric data. The runtime use of stencils allows a complete locality at each cell, enhanced utilization of processing resources and load balancing of parallel processing. | 12-25-2014 |
20150009216 | STORAGE MEDIUM, IMAGE PROCESSING APPARATUS, IMAGE PROCESSING SYSTEM AND IMAGE PROCESSING METHOD - An information processing apparatus that functions as non-liming example image processing apparatus includes a CPU that performs an updating process of a determinant for producing a shadow map in parallel with production and display processing of image data. In the updating process of the determinant, even in a case where an imaging range of a virtual camera is changed or a direction of a light from a light source is changed, if and when a changing amount of the imaging range of the virtual camera from a time that the determinant is previously calculated (updated) is less than a predetermined amount and a changing amount of the direction of the light from the light source from that time is also less than a predetermined amount, the determinant is not updated. | 01-08-2015 |
20150015581 | Method for Improving Speed and Visual Fidelity of Multi-Pose 3D Renderings - A method and system provides increased visual fidelity in a multi-pose three-dimensional rendering of an object by overlaying edge lines. A server sends a multiplicity of two-dimensional renderings of the object to a client device over a network. Each of the 2D renderings depicts the object in a different pose. As the 2D renderings are displayed sequentially, the object appears to move, for example, by pivoting on an axis. The server also sends a multiplicity of overlay renderings to the client device. Each of the overlay renderings corresponds to a respective one of the 2D renderings and depicts edge lines that would appear on the 2D rendering. The edge lines are rendered on a transparent background such that, when a user interface combines one of the 2D renderings with the corresponding overlay rendering, the edge lines are highlighted on the 2D rendering and provide additional visual cues to the viewer. | 01-15-2015 |
20150022523 | APPARATUS FOR, AND METHOD OF, RENDERING IMAGE DATA - Image rendering apparatus for rendering an image from a set of image data representing a volume, the apparatus comprises a rendering unit configured to perform a sampling process that comprises determining values of opacity for a plurality of sample positions along a specified path through the volume; at least one of a) determining values of colour/grayscale for the plurality of sample positions along the specified path, b) determining gradient values for a plurality of gradient positions along the specified path; and determining whether there is a transition to or from a high opacity state, and if there is a transition to or from a high opacity state modifying at least pad of the sampling process, wherein the rendering unit is further configured to process the determined values of opacity, colour/grayscale and/or gradient to determine a pixel value for a pixel of the image. | 01-22-2015 |
20150022524 | IMAGE PROCESSING APPARATUS AND METHOD - A sampler of an image processing apparatus may sample at least one first virtual point light (VPL) from a direct light view. The sampler may sample a second VPL in a three-dimensional (3D) space independent of the direct light view. A calculator may calculate a luminance of the second VPL using a first VPL adjacent to the second VPL selected from among the at least one first VPL. | 01-22-2015 |
20150029191 | GRADATION DRAWING DEVICE - A model generator | 01-29-2015 |
20150029192 | Light Source Detection From Synthesized Objects - Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for determining a location relative to an object and a type of a light source that illuminated the object when the image was captured, are described. A method performed by a process executing on a computer system includes identifying an object of interest in a digital image. The method further includes projecting at least a portion of the digital image corresponding to the object of interest onto a three dimensional (3D) model that includes a polygon-mesh corresponding to the object's shape. The method further includes determining one or more properties of a light source that illuminated the object in the digital image at an instant that the image was captured based at least in part on a characteristic of one or more polygons in the 3D model onto which the digital image portion was projected. | 01-29-2015 |
20150035830 | METHOD FOR REAL-TIME AND REALISTIC RENDERING OF COMPLEX SCENES ON INTERNET - A method for realistic and real-time rendering of complex scene in internet environment, comprising: generating sequences of scene-object-multi-resolution models, a scene configuration file, textures and material files, and a scene data list file; compressing the sequences of scene-object-multi-resolution models, the scene configuration file, the textures and material files, and the scene data list file and uploading the compressed files to a server; downloading, at a client terminal, he scene-object-multi-resolution models, the scene configuration file, the texture and material file, and the scene data list file in ascending order of resolution and rendering the scene simultaneously; dividing, in rendering the scene, a frustum in parallel into a plurality of partitions, generating a shadow map for each frustum, filtering the shadow maps to obtain an anti-aliasing shadowing effect; and the shadow map closest to a viewpoint is updated on a frame-by-frame basis and updating frequency decreases for the shadow maps distant from the viewpoint, wherein the shadow map closest to the viewpoint has the largest size, and the size of the shadow map decreases for the shadow maps distant from the viewpoint. | 02-05-2015 |
20150035831 | METHODS AND SYSTEMS OF JOINT PATH IMPORTANCE SAMPLING - Methods and systems of joint path importance sampling are provided to construct light paths in participating media. The product of anisotropic phase functions and geometric terms across a sequence of path vertices are considered. A connection subpath is determined to join a light source subpath with a light receiver subpath with multiple intermediate vertices while considering the product of phase functions and geometry terms. A joint probability density function (“PDF”) may be factorized unidirectional or bidirectional. The joint PDF may be factorized into a product of multiple conditional PDFs, each of which corresponds to a sampling routine. Analytic importance sampling may be performed for isotropic scattering, whereas tabulated importance sampling may be performed for anisotropic scattering. | 02-05-2015 |
20150035832 | VIRTUAL LIGHT IN AUGMENTED REALITY - A head-mounted display system includes a see-through display that is configured to visually augment an appearance of a physical environment to a user viewing the physical environment through the see-through display. Graphical content presented via the see-through display is created by modeling the ambient lighting conditions of the physical environment. | 02-05-2015 |
20150042651 | Normal Offset Smoothing - During tracing of a primary ray in a 3-D space (e.g., a 3-D scene in graphics rendering), a ray is found to intersect a primitive (e.g., a triangle) located in the 3-D space. Secondary ray(s) may be generated for a variety of purposes. For example, occlusion rays may be generated to test occlusion of a point of intersection between the primary ray and primitive is illuminated by any of the light(s). An origin for each secondary ray can be modified from the intersection point based on characteristics of the primitive intersected. For example, an offset from the intersection point can be calculated using barycentric coordinates of the intersection point and interpolation of one or more parameters associated with vertices defining the primitive. These parameters may include a size of the primitive and differences between a geometric normal for the primitive and a respective additional vector supplied with each vertex. | 02-12-2015 |
20150042652 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR SIMULATING LIGHT TRANSPORT - A system, method, and computer program product are provided for simulating light transport. In operation, a distribution function is decomposed utilizing a technique for sampling from a probability distribution (e.g. the Alias Method, etc.). Additionally, light transport associated with at least one scene is simulated utilizing information associated with the decomposed distribution function. | 02-12-2015 |
20150042653 | 3D Display Device - In the present invention, high-quality 3D images can be displayed using a simple configuration. A rotating screen, comprising a lens which is set at a position such that the rotational center of the lens is eccentric in relation to a light axis, is rotationally driven. A plurality of projectors are disposed offset from the rotational center axis of the rotating screen. | 02-12-2015 |
20150042654 | POINT AND CLICK LIGHTING FOR IMAGE BASED LIGHTING SURFACES - A computer implemented method of interacting with a three dimensional image based lighting surface to adjust its lighting properties, comprising defining an image plane and a user viewpoint for the lighting surface; rendering and displaying a scene containing an object in situ within the lighting surface; by way of a user interaction with the displayed scene, receiving an identification of a point on the image plane; tracing a ray from the user viewpoint through the identified point on the image plane and either, determining a surface intersection point of the ray with the surface or determining an object intersection point of the ray with the object and tracing a further ray, and determining a surface intersection point of the further ray with the surface, and adjusting the lighting properties of the surface at or in the region of the surface intersection point. | 02-12-2015 |
20150042655 | METHOD FOR ESTIMATING THE OPACITY LEVEL IN A SCENE AND CORRESPONDING DEVICE - A method and device for estimating the opacity at a point of a scene lit by an area light source and comprising an object defined by a mesh and occluding some of the emitted light. In order to optimize the calculations for live estimation of the opacity, the method comprises sampling said area light source in a plurality of samples, for at least one sample of the plurality of samples and for at least one first mesh element of the occluding object visible from the at least one sample, generating one shadow plane per edge of the at least one first mesh element, estimating a opacity level depending on coefficients of projection in a function base from values representative of the opacity for a set of intersection points between at least one ray having for origin a viewpoint of the scene and shadow planes crossed by said at least one ray, depending on an angle formed by the normal associated with each shadow plane crossed and by said at least one ray. | 02-12-2015 |
20150042656 | APPARATUS AND METHOD FOR PROCESSING IMAGE - An image processing apparatus includes a ray generator configured to generate at least one ray, a plurality of tree searchers configured to perform a tree search of the generated at least one ray, an area divider configured to divide the generated at least one ray into a plurality of subareas based on information regarding a number of tree searches of a previous image frame, and a ray allocator configured to allocate the plurality of subareas divided by the area divider to the plurality of tree searchers respectively. | 02-12-2015 |
20150062124 | TARGET INDEPENDENT STENCILING IN GRAPHICS PROCESSING - In an example rendering graphics data includes determining a stencil parameter that indicates a sampling rate for determining a coverage value for each antialiased pixel of a path of an image, determining, separately from the stencil parameter, a render target parameter that indicates a memory allocation for each antialiased pixel of the path, and rendering the path using the stencil parameter and the render target parameter. | 03-05-2015 |
20150070355 | Adaptive Multi-Frequency Shading - An architecture for pixel shading, enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives in some embodiments. The cost of pixel shading may then be decoupled from the geometric complexity. Wider use of tessellation and fine geometry may be made more feasible, even at very limited power budgets. Shading may be done over small local grids in parametric patch space, with reusing of shading for nearby samples. The decomposition of shaders into multiple parts is supported, which parts are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit, in some embodiments, of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering. | 03-12-2015 |
20150084957 | METHOD AND APPARATUS FOR ROUTING DATA AND RECONFIGURING RENDERING UNIT - Provided are method and apparatuses for routing and reconfiguring rendering data, the method for routing including identifying, at a processor, a group of input data, transmitting the input data based on a routing path designated for the identified group, and updating the routing path based on a feedback signal regarding the transmitted data. The method for reconfiguring rendering units including measuring, at a processor, workloads of the rendering units used in rendering a previous frame, and reconfiguring the rendering units during rendering a current frame based on the workloads. | 03-26-2015 |
20150084958 | SYSTEM AND METHOD FOR CALCULATING MULTI-RESOLUTION DYNAMIC AMBIENT OCCLUSION - A system and method for generating a three-dimensional image is provided. An embodiment of the present invention includes calculating the ambient occlusion at a vertex in multiple, independent stages. Determining the global AO at the vertex may be performed using a first technique. Determining the local AO at the vertex may be performed using a second technique. The total AO can be found as a function of the local AO and global AO. | 03-26-2015 |
20150091902 | COMPRESSED 3D GRAPHICS RENDERING EXPLOITING PSYCHOVISUAL PROPERTIES - Techniques are disclosed for providing compressed three-dimensional (3D) graphics rendering exploiting psychovisual properties of the human eye. In some embodiments, the techniques can be used to render one red-green-blue (RGB) channel per pixel location. In some example such cases, green pixels are rendered at one-half resolution, whereas red and blue pixels are rendered at one-quarter resolution. In some other embodiments, multiple RGB channels can be rendered at a given pixel location. In some example such cases, green pixels are rendered at full (e.g., actual) resolution, whereas red and blue pixels are rendered at one-quarter resolution. Missing RGB channel components can be interpolated using statistical and/or frequency domain properties of color spectra, in accordance with some embodiments. The techniques can be used, for example, to improve the power efficiency and/or rendered graphics quality of a graphics processing unit (GPU) or other rendering engine, in accordance with some embodiments. | 04-02-2015 |
20150091903 | SIMULATING THREE-DIMENSIONAL VIEWS USING PLANES OF CONTENT - Approaches enable image content (e.g., still or video content) to be displayed in such a way that the image content will appear, to a viewer, to include portions with different locations in physical space, with the relative positioning of those portions being determined at least in part upon a current relative position and/or orientation of the viewer with respect to the device, as well as changes in that relative position and/or orientation. For example, image content can be grouped or otherwise contained or assigned to different planes, levels, or other such groupings of content. The planes of content can enable image content included within those planes to be displayed to provide a viewer with an appearance or view of the content that appears to be positioned and/or displayed in 3D space. As that viewing angle changes, the content can be re-rendered or otherwise updated to display the image content from a perspective that reflects the change in viewing angle. | 04-02-2015 |
20150091904 | RAY TRACING PROCESSING APPARATUS AND METHOD - Provided are ray tracing processing method and apparatus. The ray tracing processing method includes detecting, at a ray tracing processing apparatus, a leaf node with which an input ray intersects; and in response to the leaf node being detected, comparing a state of a traversal (TRV) unit and a state of an intersection test (IST) unit and determining whether to feed the ray back to the TRV unit or to transmit the ray to the IST unit. | 04-02-2015 |
20150097834 | Photorealistic Rendering of Scenes with Dynamic Content - Methods for rendering three-dimensional photo meshes having dynamic content include: (a) detecting a shadow in a three-dimensional photo mesh; (b) removing the shadow from the three-dimensional photo mesh to form a modified photo mesh having a shadow-free texture; (c) simulating a real-time condition in the modified photo mesh; and (d) rendering an image that shows an effect of the real-time condition. Systems for rendering three-dimensional photo meshes having dynamic content are described. | 04-09-2015 |
20150097835 | METHOD AND APPARATUS FOR MULTI-EXPERIENCE ADAPTATION OF MEDIA CONTENT - A method or apparatus that incorporates teachings of the present disclosure may include, for example, a method for adapting media content of a source device for a recipient device. Characteristics of a first environment of a source device and of a second environment of a recipient can be identified. At least one difference between the characteristics of the first environment of the source device and the characteristics of the second environment of the recipient device can be determined. A presentation of media content can be modified according to the at least one difference between the characteristics of the first environment of the source device and the characteristics of the second environment of the recipient device. Other embodiments are disclosed. | 04-09-2015 |
20150109299 | CONTACT SHADOWS IN VISUAL REPRESENTATIONS - Embodiments of the present disclosure relate to a process for creating contact shadows. Specifically, embodiments of the present disclosure include converting an original image to an initial shadow image, cropping the initial shadow image to obtain at least two slices of the initial shadow image, blurring the slices, overlaying the slices to create a combined shadow image, compressing the combined shadow image to create a contact shadow, and displaying the contact shadow on a virtual surface relative to the original image. Further, a user can change the amount of blurring the contact shadow has, the apparent offset from the surface, the perspective, the opacity, and the color of the contact shadow. | 04-23-2015 |
20150109300 | SYSTEM AND METHOD FOR COMPUTING REDUCED-RESOLUTION INDIRECT ILLUMINATION USING INTERPOLATED DIRECTIONAL INCOMING RADIANCE - A system for, and method of, computing reduced-resolution indirect illumination using interpolated directional incoming radiance and a graphics processing subsystem incorporating the system or the method. In one embodiment, the system includes: (1) a cone tracing shader executable in a graphics processing unit to compute directional incoming radiance cones for sparse pixels and project the directional incoming radiance cones on a basis and (2) an interpolation shader executable in the graphics processing unit to compute outgoing radiance values for untraced pixels based on directional incoming radiance values for neighboring ones of the sparse pixels. | 04-23-2015 |
20150109301 | APPARATUS AND METHOD OF USING ACCELERATION STRUCTURE IN RAY TRACING - An apparatus and a method of using an acceleration structure in ray tracing, and a method of ray tracing are provided. The method involves setting a bit stack value of a level of an acceleration structure, moving to a child node among the ray-crossing child nodes and setting a route value of a corresponding level of the acceleration structure, and determining a pop level based on one or more bit stack values. | 04-23-2015 |
20150109302 | METHOD AND APPARATUS FOR PERFORMING RAY TRACING FOR RENDERING IMAGE - Provided are methods and apparatuses of performing ray tracing for rendering an image. The method includes performing, at a ray tracing core, a first intersection test based on a traversal of an acceleration structure using a generated primary ray, generating at least one type of secondary ray based on the first intersection test, classifying the generated secondary rays and storing identification information indicating a starting point and a direction of the secondary rays, and performing a second intersection test and shading using the stored identification information. | 04-23-2015 |
20150109303 | SYSTEMS AND METHODS FOR COMPUTATIONAL LIGHTING - A device for creating a digital image is described. The device that may receive two or more input images. The input images may have a common viewpoint with unique lighting configurations. The device may utilize basis light functions and modifiers to create a final composite image. The device may include a computing device configured to provide user a graphical user interface enabling a user to create a final composite image. Devices described herein may be useful for computational light workflows in photography. | 04-23-2015 |
20150116324 | IMAGE-GENERATED SYSTEM USING BETA DISTRIBUTION TO PROVIDE ACCURATE SHADOW MAPPING - A computer-based system forms a more accurate intensity value for virtual light reflected from computer-generated images. The reflected light intensity from the images is computed pixel by pixel using the mean and variance of the depth values of a filter region associated with the pixel, as well as the maximum and minimum values of the depth values in the filter region. The computations use the normalized, incomplete beta function algorithm. | 04-30-2015 |
20150116325 | PROCESSOR WITH RAY TEST INSTRUCTIONS PERFORMED BY SPECIAL PURPOSE UNITS - A processor supports special-purpose instructions relating to testing rays for intersection with geometry and acceleration structure elements. The processor can be a full-featured processor; the special-purpose instructions can be differentiated from other supported instructions. The processor can have an instruction generator coupled with an instruction decoder, a data cache, a fetch unit, and a set of test cells for performing computations indicated by special-purpose instructions. Separate test cells can test rays with scene geometry and with acceleration structure elements; different instructions can be provided for each type of testing. The data cache is coupled to the test cells; the instruction decoder also provides input to the test cells while the test cells are coupled to a write back unit that is coupled to the data cache and to the instruction generator. In an example, the instruction decoder supplies ray references from an instruction as functional addresses to the data cache. | 04-30-2015 |
20150116326 | USING IMAGE CONTENT TO FACILITATE NAVIGATION IN PANORAMIC IMAGE DATA - The present invention relates to using image content to facilitate navigation in panoramic image data. In an embodiment, a computer-implemented method for navigating in panoramic image data includes: (1) determining an intersection of a ray and a virtual model, wherein the ray extends from a camera viewport of an image and the virtual model comprises a plurality of facade planes; (2) retrieving a panoramic image; (3) orienting the panoramic image to the intersection; and (4) displaying the oriented panoramic image. | 04-30-2015 |
20150123971 | RAY TRACING METHOD AND APPARATUS - A ray tracing method includes determining whether acceleration structure traversal data of a previous ray similar to a received ray is stored in a traversal cache, and reading the stored acceleration structure traversal data, and performing image rendering based on the read acceleration structure traversal data, based on a result of the determining. | 05-07-2015 |
20150123972 | Systems and Methods for Rendering 2D Grid Data - Systems and methods for rendering 2D grids using texture mapping and fragment shaders. | 05-07-2015 |
20150130805 | METHOD AND SYSTEM OF ANTI-ALIASING SHADING DECOUPLED FROM RASTERIZATION - A method and system for rendering a graphic object is disclosed. The method includes selecting a set of points of a graphic object for shading. At least one shading parameter is determined for application to the selected set of points of the graphic object. A shading parameter image is precalculated based on the determined at least one shading parameter. The shading parameter image is stored in a memory. The selected points are shaded using the shading parameter image to produce a shaded graphic object image via a graphic processor. The shaded graphic object image is rasterized into a frame image. | 05-14-2015 |
20150130806 | DESIGN METHOD OF FREEFORM IMAGING SYSTEM - A design method of freeform imaging system is provided. An initial freeform imaging system is provided, the initial freeform image system comprising a first initial surface and a second initial surface spaced from each other. A second surface is constructed by calculating a plurality of second data points of the second surface through a plurality of feature rays based on the given object-image relationship. A first surface is constructed by calculating a plurality of first data points of the first surface based on the given object-image relationship and Fermat's principle, wherein the second surface is fixed. The first surface and the second surface substitute for the first initial surface and second initial surface respectively, and repeating steps list above, wherein the plurality of feature rays are intersecting the image plane at the plurality of ideal image points. | 05-14-2015 |
20150138199 | IMAGE GENERATING SYSTEM AND IMAGE GENERATING PROGRAM PRODUCT - According to one embodiment, an image generating system generates an image of a target object virtually disposed inside a target space. The system includes a storage unit, a calculating unit and a presentation unit. The storage unit stores target object data representing a three-dimensional configuration and an external appearance of the target object. The calculating unit generates a three-dimensional model of the target space, a lighting model indicating a lighting region of the target space, a shading image based on the target object data and the lighting model, and a synthesized image of the shading image and the three-dimensional model. The shading image represents shading appearing at the target object. The generating of the shading image is performed by a selection of the target object, an arrangement position of the target object, and a position of a viewpoint. The presentation unit presents the synthesized image. | 05-21-2015 |
20150138200 | DISPLAY DEVICES AND IMAGE CREATING METHODS FOR LAYERED DISPLAY TECHNOLOGIES - A display device may include: a plurality of layers configured to modulate pixel values in two directions; an obtaining unit configured to obtain matching information about matching of pixels belonging to differing layers; and/or a controller configured to control the plurality of layers based on the matching information. An image creating method may include: obtaining a target light field; obtaining a projection matrix corresponding to a viewpoint of a user; and/or creating a plurality of layer images for a plurality of layers configured to modulate pixel values in two directions based on the target light field and the projection matrix. | 05-21-2015 |
20150138201 | VOLUME RENDERING COLOR MAPPING ON POLYGONAL OBJECTS FOR 3-D PRINTING - Processes and systems for computer enabled volume data rendering, and more particularly for mapping of volume rendering colors upon polygonal model objects applied to computer enabled volume rendering are described. In one example, the mapping or encoding of the color of volume rendering data upon polygonal model objects located inside volumetric data is achieved by assigning the rendering result of voxels near the surface of the polygonal object. | 05-21-2015 |
20150138202 | METHOD AND APPARATUS FOR TRAVERSING BINARY TREE IN RAY TRACING SYSTEM - A restart method of traversing a binary tree in a ray tracing system includes traversing a tree consisting of a hierarchical acceleration structure using one-bit stacks respectively assigned to levels of the binary tree and restarting at a highest level at which a corresponding one-bit stack has a value indicating that a child node has not yet been traversed, thereby decreasing the capacity of a stack memory required. | 05-21-2015 |
20150145864 | METHOD AND SYSTEM FOR VOLUME RENDERING COLOR MAPPING ON POLYGONAL OBJECTS - Processes and systems in computer enabled imaging for the mapping of volume rendering colors upon polygonal model objects applied to computer enabled volume rendering by means of mapping or encoding the color of volume rendering data upon polygonal model objects located inside volumetric data. Exemplary processes and systems including assigning the rendering result of voxels at or near the surface of the polygonal object. | 05-28-2015 |
20150294492 | MOTION-CONTROLLED BODY CAPTURE AND RECONSTRUCTION - A method of generating unrecorded camera views may include receiving a plurality of 2-D video sequences of a subject in a real 3-D space, where each 2-D video sequence may depict the subject from a different perspective. The method may also include generating a 3-D representation of the subject in a virtual 3-D space, where a geometry and texture of the 3-D representation may be generated based on the 2D video sequences, and the motion of the 3-D representation in the virtual 3-D space is based on motion of the subject in the real 3-D space. The method may additionally include generating a 2-D video sequence of the motion of the 3D representation using a virtual camera in the virtual 3-D space where the perspective of the virtual camera may be different than the perspectives of the plurality of 2-D video sequences. | 10-15-2015 |
20150302629 | START NODE DETERMINATION FOR TREE TRAVERSAL IN RAY TRACING APPLICATIONS - At least one processor may organize a plurality of primitives in a hierarchical data structure. The at least one processor may rasterize a plurality of bounding volumes associated with non-root nodes of the hierarchical data structure to an off-screen render target. The at least one processor may determine a bounding volume that is intersected by a ray out of the plurality of bounding volumes. The at least one processor may determine a non-root node of the hierarchical data structure that is associated with the bounding volume as a start node in the hierarchical data structure to start traversal of the hierarchical data structure. The at least one processor may traverse the hierarchical data structure starting from the start node to determine the primitive that is intersected by the ray. | 10-22-2015 |
20150302630 | COMPACTING RESULTS VECTORS BETWEEN STAGES OF GRAPHICS PROCESSING - Ray tracing, and more generally, graphics operations taking place in a 3-D scene, involve a plurality of constituent graphics operations. Responsibility for executing these operations can be distributed among different sets of computation units. The sets of computation units each can execute a set of instructions on a parallelized set of input data elements and produce results. These results can be that the data elements can be categorized into different subsets, where each subset requires different processing as a next step. The data elements of these different subsets can be coalesced so that they are contiguous in a results set. The results set can be used to schedule additional computation, and if there are empty locations of a scheduling vector (after accounting for the members of a given subset), then those empty locations can be filled with other data elements that require the same further processing as that subset. | 10-22-2015 |
20150302635 | METHOD AND APPARATUS FOR RENDERING A 3-DIMENSIONAL SCENE - Provided herein are methods and systems to provide for parallax correction for multiple eye-points in a single viewpoint within a Homogeneous 3-Dimensional (3D) virtual environment. In preferred embodiments, the systems and methods are used as part of a virtual training environment where multiple participants are participating simultaneously. The methods and systems render multiple objects from multiple eye-points by creating custom projection matrix for each eye-point. Each rendered object is overlaid over the background and other images rendered with the standard eye-point projection matrix. Preferred embodiments use the same view matrix for all renderings. | 10-22-2015 |
20150302637 | LIGHTING PERFORMANCE SIMULATION AND ANALYSIS IN ARCHITECTURAL MODELING ENVIRONMENTS - Embodiments provide platforms and techniques for, modeling, simulating, and/or analyzing lighting, including daylighting, in architectural spaces. For example, lighting performance properties can be associated with structural components defined as building geometry of architectural space models, and environmental daylighting models can be formulated in association with designated geographical locations and orientations, and keytimes. A lighting rendering engine can compute lighting rendering data by ray-tracing the architectural space model as a function of the structural components, the lighting performance properties, and the environmental daylighting model at each keytime. The lighting rendering data can be used to output images can be output that graphically represent, for each keytime, a depiction of the architectural space model and a distributed lighting performance metric. | 10-22-2015 |
20150302648 | SYSTEMS AND METHODS FOR MAPPING AN ENVIRONMENT USING STRUCTURED LIGHT - A multi dynamic environment and location based active augmented reality (AR) system is described. Scanning and mapping are performed from the perspective of a user wearing a head mounted display (HMD) in the physical environment. Systems and methods are described herein for projecting structured light onto a physical environment and capturing reflections of the structured light to map the environment. | 10-22-2015 |
20150310661 | INFORMATION PROCESSING APPARATUS, CONTROL METHOD, AND STORAGE MEDIUM - An information processing apparatus obtains a number of fragments existing on a straight line defined by each pixel of a rectangular image into which a 3D scene is to be rendered for a predetermined viewpoint and a viewpoint, and divides a two-dimensional region in a screen coordinate system corresponding to the rectangular image into a plurality of regions which are processing units for which a predetermined calculation is performed. The apparatus divides the two-dimensional region into different regions by one or more straight line such that a difference in summations of the numbers of fragments included in the regions after the division becomes a minimum. | 10-29-2015 |
20150317819 | RENDERING SYSTEM AND METHOD FOR GENERATING RAY - A rendering system and a method for generating a ray are provided. The method for performing a rendering process of a rendering system includes generating a primary ray to render an image, determining whether the primary ray is capable of generating at least one secondary ray, storing information on the primary ray in a reference memory in response to determining that the primary ray is capable of generating the at least one secondary ray; and generating the at least one secondary ray based on the stored information on the primary ray. | 11-05-2015 |
20150317825 | GRAPHICS PROCESSING SYSTEMS - To simulate the effect of shadows in an image being rendered a light source bounding frustum is produced for a tile for a light source, and used to determine a set of geometry for the tile that could cast a shadow in the tile. The determined set of geometry is then used to determine a light source visibility parameter for each sampling position in the tile by determining for each tile screen space sampling position, whether rays cast between the tile sampling position and a set of sampling positions representing the light source would intersect occluding geometry or not. The determined number of visible light source sampling positions for each tile sampling position is used to determine a light source visibility parameter value for each tile sampling position, and the determined light source visibility parameters are then used to modulate the light source when shading the geometry. | 11-05-2015 |
20150317826 | IMAGE PROCESSING DEVICE AND IMAGE PROCESSING METHOD - In an image processing device, an information processing section performs information processing according to an instruction input by a user. An alpha buffer generating block of an image processing section generates an alpha buffer representing, in an image plane, the alpha value of each pixel when designated objects formed by a plurality of objects are collectively regarded as one object. A rendering block reads each piece of model data from an image data storage section, and renders an image also including other objects than the designated objects. A shading processing block approximately calculates degrees of occlusion of ambient light on the image plane, and subjects the rendered image to shading processing on a basis of a result of the calculation. | 11-05-2015 |
20150317827 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PRE-FILTERED ANTI-ALIASING WITH DEFERRED SHADING - A system, method, and computer program product are provided for generating anti-aliased images. The method includes the steps of assigning one or more samples to a plurality of clusters, each cluster in the plurality of clusters corresponding to an aggregate stored in an aggregate geometry buffer, where each of the one or more samples is covered by a visible fragment and rasterizing three-dimensional geometry to generate material parameters for each sample of the one or more samples. For each cluster in the plurality of clusters, the material parameters for each sample assigned to the cluster are combined to produce the aggregate. The combined material parameters for each cluster are stored in an aggregate geometry buffer. An anti-aliased image may then be generated by shading the combined material parameters. | 11-05-2015 |
20150319427 | THREE-DIMENSIONAL DISPLAY CONTROL METHOD AND 3D DISPLAY CONTROL DEVICE - Embodiments of the present invention disclose a three-dimensional (3D) display control method and a 3D display control device. The 3D display control method comprises: sequentially acquiring left-eye image data or right-eye image data corresponding to each column of subpixels on a display panel for displaying a current frame image; and sequentially updating images displayed by each column of subpixels according to the left-eye image data or the right-eye image data for displaying the current frame image, and meanwhile updating light shielding regions and light transmitting regions of a grating device corresponding to a previous frame image, so as to achieve a naked-eye 3D image displaying. | 11-05-2015 |
20150325035 | METHOD AND SYSTEM FOR EFFICIENT MODELING OF SPECULAR REFLECTION - Systems, methods, and apparatus allow for the real-time rendering of specular effects within a three-dimensional model. At least one implementation allows a user to create a map that comprises a representation of at least one light source within a three-dimensional model. Furthermore, at least one implementation casts a viewpoint ray to an object surface point, wherein the viewpoint ray comprises a ray extending from a user perspective within the three-dimensional model. Additionally, at least one implementation casts a reflection ray of the viewpoint ray. Further, at least one implementation identifies an intersection point between the reflection ray and the map. Still further, at least one implementation calculates the specular reflection of the object surface point based on the intersection point. | 11-12-2015 |
20150325038 | PRESENTING REALISTIC DESIGNS OF SPACES AND OBJECTS - A novel system and method of presenting realistic designs of physical objects in real spaces employing stereoscopic-3D (three-dimensional) photographic images. The method visually integrates images of objects with images of customer-specified interior or exterior spaces using software to manage the process in 3D space, yielding stereoscopic-3D photographic images of design decisions. The system includes: stereoscopic-3D images, some of which are omnidirectional; software, a computing system and display for viewing and combining multiple stereoscopic-3D images; and a data management system for maintaining and creating appropriate customer-specified views of vendor goods available for integration. | 11-12-2015 |
20150325041 | IMAGE PROCESSING METHOD AND APPARATUS - An image processing method includes determining a number of virtual point light (VPL) samplings for each area of a current frame, applying VPLs sampled in a previous frame to the current frame, adjusting a result of the applying based on the determined number of VPL samplings, and rendering the current frame based on VPLs sampled in the current frame. | 11-12-2015 |
20150325042 | PSEUDO 3-D RENDERING OF MOBILE DEVICE BASED SLOT MACHINE - The invention relates to a system and method for applying one or more visual effects such as three-dimensional effects and holographic effects to one or more two-dimensional images that represent all or a portion of a virtual slot machine that is depicted in a virtual slot machine game rendered by a computing device. The computing device may determine the visual effects to be applied based on sensor information that indicates an orientation of the computing device. The visual effects may simulate various real-world visual changes (e.g., shadow changes, reflection changes, etc.) that occur as the user's point of view changes, thereby providing a more realistic user experience in relation to the virtual slot machine game. | 11-12-2015 |
20150332496 | EFFICIENT LIGHTING EFFECTS IN DESIGN SOFTWARE - System, methods, and apparatus allow for maintaining a real-time rendering time for rendering the lighting effect during a time interval that is independent of the number of the one or more light sources within the design space. One or more implementations allow a user to provide inputs regarding the location of an object within a design space. Furthermore, one or more implementations receive from the user one or more inputs regarding the location of one or more light sources within the design space. Additionally, one or more implementations calculate a lighting effect of the one or more lights on the object within the design space. Furthermore, one or more implementations render the lighting effect during a time interval that is independent of the number of the one or more light sources within the design space, such that rendering the lighting effect for one of the one or more light sources takes the same amount of time as rendering the lighting effect for a plurality of the light sources. | 11-19-2015 |
20150332497 | SHADING CG REPRESENTATIONS OF MATERIALS - Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for shading computer graphics (CG) representations of materials. One of the methods includes obtaining data describing a physical material; receiving a shading request to shade a particular point in a CG representation of the physical material from a rendering engine, wherein the request identifies a mapping position of the particular point, a view direction at the mapping position, and a light direction at the mapping position; calculating a direct lighting color at the mapping position using a plurality of palettized images; calculating an indirect lighting color at the mapping position using the data describing the physical material; generating a final color at the mapping position by combining the direct lighting color and the indirect lighting color; and providing the final color to the rendering engine for use in rendering the CG representation of the physical material. | 11-19-2015 |
20150332499 | Method and Device for Processing 3D Image Data - In order to process 3D input image data for a display of images on at least one display unit, the 3D input image data are provided scene-by-scene in accordance with an associated 3D image scene. The 3D input image data are each fed to a scene processing unit for management and processing. The 3D input image data are processed scene-by-scene in the scene processing unit, wherein at least two 3D image scenes are at least partially superposed and a whole 3D scene is formed and managed. Several 3D output scenes are derived from the whole 3D scene, for which 3D output scenes the superposition occurs in accordance with different perspective locations of observation and 3D output image data are produced in the process. The 3D output image data are fed to at least one rendering unit, which is associated with the display unit, for the production of target image data adapted to the display unit. | 11-19-2015 |
20150348222 | METHOD AND APPARATUS FOR PARALLEL PIXEL SHADING - An apparatus and method for identifying sub-groups of execution resources for parallel pixel processing. For example, one embodiment of a method comprises: determining X and Y coordinates for a pixel block to be processed; performing a first set of one or more modulus operations using even bits from the X and Y coordinates to generate a first intermediate result; performing a second set of one or more modulus operations using odd bits from the X and Y coordinates to generate a second intermediate result; comparing the first intermediate result and the second intermediate result to generate a final result; and using the final result to select a first set of processing resources from a set of N processing resources for processing the pixel block. | 12-03-2015 |
20150348307 | APPARATUS AND METHOD OF TRAVERSING ACCELERATION STRUCTURE IN RAY TRACING - Provided is an apparatus and method of traversing an acceleration structure (AS) in a ray tracing. The method includes determining whether each child node of a target node that is included in the AS intersects a ray, determining a type of a child node that intersects the ray; and performing an operation corresponding to a leaf node, in response to the child node being the leaf node, thereby reducing a time taken to traverse the AS. | 12-03-2015 |
20150348308 | APPARATUS AND METHOD OF TRAVERSING ACCELERATION STRUCTURE IN RAY TRACING SYSTEM - A method of traversing an acceleration structure (AS) in a ray tracing system includes obtaining information about child nodes of a target node included in the AS; determining whether each of the child nodes intersects a ray based on the obtained information; determining a next target node among at least one child node that intersects the ray; and performing an operation corresponding to a type of the determined next target node. | 12-03-2015 |
20150348315 | Dynamic Lighting Effects For Textures Without Normal Maps - Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to dynamically render 3D lighting effects for a supplied 2D texture map—without the need for a programmer to supply a normal map along with the 2D texture map. According to some embodiments, an algorithm may inspect the pixel values (e.g., RGB values) of each individual pixel of the texture map, and, based on the pixel values, can accurately estimate where the lighting and shadow effects should be applied to the source 2D texture file to simulate 3D lighting. Further, because these effects are being rendered dynamically by the rendering and animation infrastructure, the techniques described herein work especially well for “dynamic content,” e.g., user-downloaded data, in-application user-created content, operating system (OS) icons, and other user interface (UI) elements for which programmers do not have access to normal maps a priori. | 12-03-2015 |
20150348316 | Equivalent Lighting For Mixed 2D and 3D Scenes - Systems, methods and program storage devices are disclosed, which cause one or more processing units to: obtain one or more two-dimensional components and one or more three-dimensional components; convert the pixel color values of the two-dimensional components into luminance values; create height maps over the two-dimensional components using the converted luminance values; calculate a normal vector for each pixel in each of two-dimensional components; and cause one or more processing units to render three-dimensional lighting effects on the one or more two-dimensional components and one or more three-dimensional components in a mixed scene, wherein the calculated normal vectors are used as the normal maps for the two-dimensional components, the pixel color values are used as the texture maps for the two-dimensional components, and the one or more three-dimensional components are rendered in the scene according their respective depth values, textures, and/or vertices—along with the one or more two-dimensional components. | 12-03-2015 |
20150348317 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PROCESSING PRIMITIVE SPECIFIC ATTRIBUTES GENERATED BY A FAST GEOMETRY SHADER - A system, method, and computer program product are provided for processing primitive-specific attributes. A portion of a graphics processor is determined to operate in a fast geometry shader mode and a vertex associated with a set of per-vertex attributes is determined to be a shared vertex. The shared vertex is determined to be a non-provoking vertex corresponding to a first primitive that is associated with a first set of per-primitive attributes and the shared vertex is determined to be a provoking vertex corresponding to a second primitive that is associated with a second set of per-primitive attributes. Only one set of the per-vertex attributes associated with the shared vertex is stored and only one of the second set of per-primitive attributes associated with the second primitive is stored. | 12-03-2015 |
20150356769 | Relightable texture for use in rendering an image - Relightable free-viewpoint rendering allows a novel view of a scene to be rendered and relit based on multiple views of the scene from multiple camera viewpoints. An initial texture can be segmented into materials and an initial coarse colour estimate is determined for each material. Scene geometry is estimated from the captured views of the scene and is used to scale the initial coarse colour estimates relative to each other such that the different materials appear to be lit with a similar irradiance. In this way, a global irradiance function is estimated describing the scene illumination. This provides a starting point for a colour estimate and shading estimate extraction. The shading estimate can be used to fit surface normals to the global irradiance function. The set of surface normals and the colour estimate are stored for subsequent use to allow relighting of the scene. | 12-10-2015 |
20150371435 | Efficient Computation of Shadows - Methods and apparatus are provided for displaying shadows of polygonal light sources. A computing device can determine a light-source polygon of a polygonal light source, where the light-source polygon includes light-source vertices. The computing device can determine an occluding polygon between the light-source polygon and a background surface. The computing device can determine a shadow of the occluding polygon on the background surface by: for each light-source vertex, determining a vertex-shadow region of the background surface corresponding to a shadow cast upon the background surface by the occluding polygon for light emitted from the light-source vertex, determining an umbra of the shadow based on an intersection of the vertex-shadow regions, and determining a penumbra of the shadow based on a convex representation of a union of vertex-shadow regions. The computing device can display the shadow. | 12-24-2015 |
20150371436 | COMPUTERIZED SYSTEMS AND METHODS FOR LAYERING CONTENT IN A USER INTERFACE - Computer-implemented systems and methods are provided for analyzing and determining properties of virtual environments rendered on a display. The disclosed embodiments include, for example, a method for rendering a virtual environment, the method comprising operations performed with one or more processors. The operations of the method may include generating a plurality of object layers, the object layers representing permissible height values. The method may also include populating the environment with a plurality of objects, wherein each object is associated with a height value corresponding to one of the object layers. The method may also include determining whether any two objects form an occluded pair. The method may also include calculating a cast shadow index for each occluded pair reflecting a magnitude of a height differential between occluding object and the occluded object. The method may also include rendering the virtual environment in accordance with the calculated cast shadow indices. | 12-24-2015 |
20150379661 | EFFICIENT HARDWARE MECHANISM TO ENSURE SHARED RESOURCE DATA COHERENCY ACROSS DRAW CALLS - Systems and methods may provide for receiving a plurality of signals from a software module associated with a shared resource such as, for example, an unordered access view (UAV). The plurality of signals may include a first signal that indicates whether a draw call accesses the shared resource, a second signal that indicates whether a boundary of the draw call has been reached, and a third signal that indicates whether the draw call has a coherency requirement. Additionally, a workload corresponding to the draw call may be selectively dispatched in a shader invocation based on the plurality of signals. | 12-31-2015 |
20150379674 | GRAPHICS PROCESSING WITH ADVECTION TO RECONSTRUCT MISSING SAMPLE DATA POINTS - In a graphics processing system pixel data and vertex coordinate information from a previous frame is buffered and provided to the current frame. A decision is made in the current frame whether pixel data from the previous frame may be reused. In one implementation if the speed of pixels in a tile is less than a quasi-static speed threshold a decision is made whether or not to reuse a fraction of pixels from the previous frame. | 12-31-2015 |
20150379680 | LOAD SCHEME FOR SHARED REGISTER IN GPU - Techniques are described for determining whether data of a variable for each of a plurality of graphics items is same. If determined that the data is the same, the techniques store the data in a storage location of a specialized shared general purpose register that is associated with the variable. | 12-31-2015 |
20150379756 | METHOD AND APPARATUS FOR PROCESSING RAY TRACING - A method of processing ray tracing comprising acquiring information about a light source and a bounding box that are located in a three-dimensional graphics (3D) graphics environment, the bounding box containing an object; testing whether a ray generated by the light source intersects the bounding box along each of first to third coordinate axes that define the 3D graphics environment based on the acquired information; and rendering the object in response to a result of the testing being that the ray intersects the bounding box along all of the first through third coordinate axes. | 12-31-2015 |
20150379757 | Profiling Ray Tracing Renderers - A profiler for a ray tracing renderer interfaces with the renderer to collect rendering information, such as ray definition information, a pixel origin, objects hit, shader invocation, and related rays. In an interface, an artist views a simplified 3-D scene model and a rendered 2-D image. A pixel in the 2-D image is selectable; the profiler responds by populating the simplified 3-D scene with rays that contributed to that pixel. Rays can be displayed in the simplified 3-D scene to visually convey information about characteristics of each ray, such as whether the ray intersected an object, portions of the scene where it is occluded, and a direction. Statistics can be produced by the profiler that convey information such as relative computational complexity to render particular pixels. The profiler can step through multiple passes (e.g., multiple frames and passes of a multipass rendering), and the UI can allow pausing and stepping. | 12-31-2015 |
20150379763 | METHOD AND APPARATUS FOR FILTERED COARSE PIXEL SHADING - An apparatus and method for performing coarse pixel shading (CPS). For example, one embodiment of a method comprises: A method for coarse pixel shading (CPS) comprising: pre-processing a graphics mesh by creating a tangent-plane parameterization of desired vertex attributes for each vertex of the mesh; and performing rasterization of the mesh in a rasterization stage of a graphics pipeline using the tangent-plane parameterization. | 12-31-2015 |
20160005209 | METHOD AND SYSTEM FOR LIGHT TRANSPORT PATH MANIPULATION - A computer system, computer implemented method and computer program product for light transport path manipulation. A three-dimensional virtual scene description is received. The scene description includes location properties and optical behavior properties of a plurality of three-dimensional virtual objects and at least one virtual light source. The system generates at least one portion of a particular light transport path within the three-dimensional scene by applying a ray tracing based-light transport algorithm to the scene description. A comparator compares the at least one portion of the particular light transport path with a path selection scheme. The path selection scheme defines a sub-space of the entire path space wherein the entire path space is defined by the ray tracing-based light transport algorithm describing the distribution of light in the three-dimensional scene. If the at least one portion of the particular light transport path does not match the path selection scheme, the least one portion of the particular light transport path is left unchanged. If the at least one portion of the particular light transport path matches the pre-defined path selection scheme, the at least one particular portion of the particular light transport path is modified in accordance with a modification request associated with the orientation of at least one particular portion of the particular light transport path. The system computes a contribution of the particular light transport path to a pixel location of an image of the three-dimensional scene. The system then repeats the generating, comparing, modifying and computing steps for a plurality of light transport paths. | 01-07-2016 |
20160005217 | STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS AND CALCULATION METHOD - An information processing apparatus obtains an incident radiance at a shading point by obtaining a light emission radiance of a target light source expressed by a spherical Gaussian (SG expressed), approximating by a spherical Gaussian (SG approximating) a function indicating a spread of the target light source from a perspective of the shading point, and obtaining the product of these. Also, the apparatus SG approximates a bidirectional reflection distribution function (BRDF) at a shading point, and calculates the radiance at the shading point based on information indicating the viewpoint for which the shading point is to be rendered, an incident radiance at the shading point, and the SG approximated BRDF at the shading point. | 01-07-2016 |
20160005218 | IMAGE RENDERING APPARATUS AND METHOD - An image rendering apparatus comprises an image data unit for obtaining volumetric image data representative of a three-dimensional region, a rendering unit configured to perform a rendering process on the volumetric image data that includes a sampling process that comprises, for each of a plurality of sampling paths, determining a respective color or grayscale value for a corresponding pixel based on a plurality of sampled points along the sampling path. For each sampling path, the sampling process performed by the rendering unit comprises for each of at least some of the sampled points, calculating a significance factor for the sampled point based on accumulated opacity along the sampling path for the sampled point, selecting for the sampled point one of a plurality of rendering calculation processes in dependence on the calculated significance factor, and performing the selected rendering calculation process to obtain at least one image data value for the sampled point. For each sampling path the rendering unit is configured to determine the color or grayscale value for the corresponding pixel based on the determined image data values for the plurality of sampled points for the path. | 01-07-2016 |
20160005219 | AUTO-ALIGNED ILLUMINATION FOR INTERACTIVE SENSING IN RETRO-REFLECTIVE IMAGING APPLICATIONS - Interactive sensing in retro-reflective imaging systems may be enabled through auto-alignment of an infrared (IR) illumination region with a floating image region by transmitting IR light, added on or within a display, through the same optical path as the visible floating image light. The IR illumination at the display may be either a flood of light or structured light. In some implementations, stereo vision based imaging techniques may be employed in conjunction with an auto-aligned IR floating image to provide illumination for a stereo imaging system and to provide position sensing for interaction. | 01-07-2016 |
20160012635 | THREE-DIMENSIONAL MAP DISPLAY SYSTEM | 01-14-2016 |
20160012642 | DEVICE AND METHOD TO DISPLAY OBJECT WITH VISUAL EFFECT | 01-14-2016 |
20160027204 | DATA PROCESSING METHOD AND DATA PROCESSING APPARATUS - A data processing method and a data processing apparatus are provided. The data processing method includes storing ray data in an input buffer, requesting shape data that is used in ray tracing of the ray data, acquiring additional information corresponding to the shape data in response to the request and storing the additional information in a storage space allocated to the ray data, and determining an output order of pieces of ray data stored in the input buffer, based on the additional information. | 01-28-2016 |
20160027205 | Display of Dynamic Safety-Relevant Three-Dimensional Contents on a Display Device - In order to represent an item of three-dimensional graphical information on a display device, in particular of a vehicle, a method calculates a first item of two-dimensional graphical information for at least one first area of the display device from the three-dimensional information using a graphics processor, The display device represents the three-dimensional information in a two-dimensional manner. A second item of two-dimensional graphical information is calculated for at least one second area of the display device from the three-dimensional information using a universal processor. The second area is part of the first area. The method checks whether the first and second items of two-dimensional graphical information have a degree of correspondence which is higher than a threshold value, and outputs the first item of two-dimensional information on the display device if the first and second items of two-dimensional graphical information have a degree of correspondence which is higher than the threshold value. | 01-28-2016 |
20160035126 | SYSTEM AND METHOD FOR 3D CONTENT CREATION - A system for 3D content creation includes: a theme preparation module configured to prepare a 3D theme for a user; and a 3D rendering module configured to load the 3D theme and apply the 3D theme to 2D content provided by the user. The theme preparation module includes: means for preparing different rendering passes; means for packing the rendering passes to a 3D theme; and means for inputting the 3D theme into the system. The 3D rendering module includes: means for selecting a 3D theme; means for customizing the 3D theme with the 2D content; means for rendering the 2D content with the 3D theme into a plurality of frames in a 3D format; and means for combining the frames into a 3D video and outputting the 3D video. A method for 3D content creation is also provided. | 02-04-2016 |
20160042549 | HIGH ORDER FILTERING IN A GRAPHICS PROCESSING UNIT - This disclosure describes techniques for performing high order filtering in a graphics processing unit (GPU). In examples of the disclosure, high order filtering may be implemented on a modified texture engine of a GPU using a single shader instruction. The modified texture engine may be configured to fetch all source pixels needed for the high order filtering and blend them together with pre-loaded filtering weights. | 02-11-2016 |
20160042550 | HIGH ORDER FILTERING IN A GRAPHICS PROCESSING UNIT - This disclosure describes techniques for performing high order filtering in a graphics processing unit (GPU). In examples of the disclosure, high order filtering may be implemented on a modified texture engine of a GPU using a single shader instruction. The modified texture engine may be configured to fetch all source pixels needed for the high order filtering and blend them together with pre-loaded filtering weights. | 02-11-2016 |
20160042551 | Surface normal estimation for use in rendering an image - Relightable free-viewpoint rendering allows a novel view of a scene to be rendered and relit based on multiple views of the scene from multiple camera viewpoints. Image values from the multiple camera viewpoints can be separated into diffuse image components and specular image components, such that an intrinsic colour component of a relightable texture can be determined for a specular scene, by using the separated diffuse image components. Furthermore, surface normals of geometry in the scene can be refined by constructing a height map based on a conservative component of an initial surface normal field and then determining the refined surface normals based on the constructed height map. | 02-11-2016 |
20160042556 | Determining Diffuse Image Component Values for Use in Rendering an Image - Relightable free-viewpoint rendering allows a novel view of a scene to be rendered and relit based on multiple views of the scene from multiple camera viewpoints. Image values from the multiple camera viewpoints can be separated into diffuse image components and specular image components, such that an intrinsic colour component of a relightable texture can be determined for a specular scene, by using the separated diffuse image components. Furthermore, surface normals of geometry in the scene can be refined by constructing a height map based on a conservative component of an initial surface normal field and then determining the refined surface normals based on the constructed height map. | 02-11-2016 |
20160042557 | METHOD OF APPLYING VIRTUAL MAKEUP, VIRTUAL MAKEUP ELECTRONIC SYSTEM, AND ELECTRONIC DEVICE HAVING VIRTUAL MAKEUP ELECTRONIC SYSTEM - A method of applying virtual makeup adapted for an electronic device having a virtual makeup electronic system is provided. The method of applying virtual makeup includes the steps: receiving a plurality of facial images of different angles of a face to construct a 3D facial model; recording a real-time facial image of the face, and the 3D facial model varies with the face in real time according to the real-time facial image; providing 3D virtual makeup to the 3D facial model; converting the 3D virtual makeup to 2D virtual makeup according to a position and an angle of the real-time facial image; combining the real-time facial image and the 2D virtual makeup to generate an output image; and displaying the output image. A virtual makeup electronic system and an electronic device having a virtual makeup electronic system are further provided. | 02-11-2016 |
20160042558 | METHOD AND APPARATUS FOR PROCESSING IMAGE - An image processing apparatus and method are provided. The image processing method may generate a mask for preventing a virtual light source from being sampled on an area of a current image frame based on virtual light source information of a previous image frame, applying the mask to the current image frame, sampling the virtual light source in the current image frame to which the mask is applied, and rendering the current image frame based on the virtual light source sampled in the current image frame. | 02-11-2016 |
20160042559 | LIGHTING SIMULATION ANALYSIS USING LIGHT PATH EXPRESSIONS - A method, system, and computer program product for performing a lighting simulation are disclosed. The method includes the steps of receiving a three-dimensional (3D) model, receiving a set of probes, where each probe specifies a location within the 3D model and an orientation of the probe, and performing, via a processor, a lighting simulation based on the 3D model, the set of probes, and one or more light path expressions. The light path expressions are regular expressions that represent a series of events, each event representing an interaction of a ray at a location in the 3D model. | 02-11-2016 |
20160042560 | GRAPHICS PROCESSING CIRCUIT HAVING SECOND VERTEX SHADER CONFIGURED TO REUSE OUTPUT OF FIRST VERTEX SHADER AND/OR PROCESS REPACKED VERTEX THREAD GROUP AND RELATED GRAPHICS PROCESSING METHOD THEREOF - A graphics processing circuit includes a buffer, a first vertex shader, and a second vertex shader. The first vertex shader generates at least coordinate values of a plurality of vertices to the buffer. The second vertex shader reads at least a portion of buffered coordinate values from the buffer, and reuses at least the portion of the buffered coordinate values to generate a value of at least one user-defined variable. | 02-11-2016 |
20160042561 | METHOD AND APPARATUS FOR PERFORMING TILE-BASED PATH RENDERING - A method of rendering at least one of paths forming an object includes setting an initial value to each of tiles included in a frame based on a position and a proceeding direction of the at least one of paths, calculating a winding number of each of the tiles through which the at least one of paths passes, among the tiles included in the frame, based on the set initial value, and determining whether to perform shading based on the set initial value and the calculated winding number. | 02-11-2016 |
20160048998 | AUTOMATIC PARTITIONING TECHNIQUES FOR MULTI-PHASE PIXEL SHADING - Automatic partitioning techniques for multi-phase pixel shading are described. In an example embodiment, an apparatus may comprise logic, at least a portion of which is in hardware, the logic to determine one or more respective suitability metrics for each of one or more candidate partitioning policies for a set of pixel shader inputs for a graphics frame, each candidate partitioning policy comprising one or more rules for partitioning the set of pixel shader inputs for multi-phase pixel shading based on quality sensitivity values for the pixel shader inputs, select a partitioning policy for the set of pixel shader inputs from among the one or more candidate partitioning policies based on the determined suitability metrics, and construct a multi-phase pixel shader for the graphics frame by partitioning the set of pixel shader inputs into multiple classes according to the selected partitioning policy. Other embodiments are described and claimed. | 02-18-2016 |
20160048999 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR SHADING USING A DYNAMIC OBJECT-SPACE GRID - A system, method, and computer program product are provided fir shading using a dynamic object-space grid. An object defined by triangle primitives in a three-dimensional (3D) space that is specific to the object is received and an object-space shading grid is defined for a first triangle primitive of the triangle primitives based on coordinates of the first triangle primitive in the 3D space. A shader program is executed by a processing pipeline to compute a shaded value at a point on the object-space shading grid for the first triangle primitive. | 02-18-2016 |
20160049000 | SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PERFORMING OBJECT-SPACE SHADING - A system, method, and computer program product are provided for performing object-space shading. A primitive defined by vertices in three-dimensional (3D) space that is specific to an object defined by at least the primitive is received and a shading sample rate is computed for the primitive based on a screen-space derivative of coordinates of a pixel fragment transformed into the 3D space. A shader program is executed by a processing pipeline to compute shaded attributes for the primitive according to the computed shading sample rate. | 02-18-2016 |
20160055666 | Time-Continuous Collision Detection Using 3D Rasterization - We present a technique that utilizes a motion blur (three dimensional) rasterizer to augment the PCS culling technique so that it can be used for continuous collision detection, which to the best of our knowledge has not been done before for motion blur using a graphics processor. | 02-25-2016 |
20160063753 | Ray Tracing System Architectures and Methods - Aspects comprise systems implementing 3-D graphics processing functionality in a multiprocessing system. Control flow structures are used in scheduling instances of computation in the multiporcessing system, where different points in the control flow structure serve as points where deferral of some instances of computation can be performed in favor of scheduling other instances of computation. In some examples, the control flow structure identifies particular tasks, such as intersection testing of a particular portion of an acceleration structure, and a particular element of shading code. In some examples, the aspects are used in 3-D graphics processing systems that can perform ray tracing based rendering. | 03-03-2016 |
20160063757 | System and Method for Remote Shadow Rendering in a 3D Virtual Environment - A method for rendering shadows in a 3D virtual environment includes generating a depth rasterization map corresponding to a plurality of objects in a three-dimensional virtual environment and a shadow interval map with reference to the depth map and a predetermined path of a light source in the environment that casts light onto at least one object in the plurality of objects that generates a shadow in the three-dimensional virtual environment with a server computing device. The method includes transmitting the shadow interval map from the server to a client and generating, with a processor in the client, a graphical depiction of the virtual environment including at least one shadow generated with reference to the shadow interval map, the at least one shadow corresponding to the light source and the plurality of objects in the virtual environment. | 03-03-2016 |
20160063758 | METHOD, SYSTEM, AND MEDICAL IMAGING DEVICE FOR SHADING VOLUME-RENDERED IMAGES WITH MULTIPLE LIGHT SOURCES - A method, system and medical imaging device include accessing a 3D medical imaging dataset and generating a volume-rendered image from the 3D medical imaging dataset. Generating the volume-rendered image includes calculating a shading for the volume-rendered image based on a first light source, a second light source, and a third light source. The second light source and the third light source are both positioned differently than the first light source. The method, system, and medical imaging device also include displaying the volume-rendered image. | 03-03-2016 |
20160071308 | Distribution Caching for Direct Lights - There is provided a system and method of distribution caching for direct lights in a scene. The system including a memory and a processor configured to execute a rendering software application to shoot a plurality of rays through a scene that includes a plurality of lights, generate a plurality of cache points at different locations throughout the scene based on the shooting of the plurality of rays, compute a list of lights for each cache point from the plurality of cache points, the list of lights including lights from the plurality of lights that provide illumination at a location of the cache point, and store the plurality of cache points in a memory. The processor may further be configured to execute the rendering software application to render the scene using the cache point database. | 03-10-2016 |
20160071309 | RAY TRACING UNIT AND METHOD FOR PROCESSING RAY DATA - A method of processing ray data the method including receiving ray data stored in input buffers; updating a property of the ray data based on a result of intersection traversal of the ray data; and outputting the ray data to an output buffer or to a feedback buffer from among the input buffers based on the updated property of the ray data. When there is insufficient space in the output buffer to store the ray data, outputting the ray data to the feedback buffer. | 03-10-2016 |
20160071310 | BEAM TRACING - An apparatus, computer readable medium, and method are disclosed for performing an intersection query between a query beam and a target bounding volume. The target bounding volume may comprise an axis-aligned bounding box (AABB) associated with a bounding volume hierarchy (BVH) tree. An intersection query comprising beam information associated with the query beam and slab boundary information for a first dimension of a target bounding volume is received. Intersection parameter values are calculated for the first dimension based on the beam information and the slab boundary information and a slab intersection case is determined for the first dimension based on the beam information. A parametric variable range for the first dimension is assigned based on the slab intersection case and the intersection parameter values and it is determined whether the query beam intersects the target bounding volume based on at least the parametric variable range for the first dimension. | 03-10-2016 |
20160071311 | METHOD OF RENDERING 3D IMAGE AND IMAGE OUTPUTTING DEVICE THEREOF - A method for rendering a three-dimensional (3D) image and an image outputting device that is configured to perform the method are provided. The method includes: loading a 3D screen; calculating a ray density of each region of the loaded 3D screen in order to generate a rendering map; rendering the 3D screen by using the rendering map; and outputting the rendered 3D screen. | 03-10-2016 |
20160078665 | APPARATUS AND METHOD OF DECOMPRESSING RENDERING DATA AND RECORDING MEDIUM THEREOF - Provided is a decompression apparatus and method thereof for decompressing rendering data. The decompression apparatus includes a data parsing unit configured to acquire a control component and a texture component from compressed input data including rendering information of an object, a decompression controller configured to allocate the control component to a control unit, wherein the control unit extracts a control command from the control component, and a logic calculation unit configured to, based on the control command, restore texture data of the object from the texture component. | 03-17-2016 |
20160078666 | METHOD AND APPARATUS FOR PROCESSING TEXTURE - A method and apparatus for processing a texture are provided. The method of processing the texture includes acquiring a texture address corresponding to a pixel address and frequency information of the texture, determining a number of texels to be used for texture filtering according to the frequency information of the texture, reading texel values corresponding to the determined number of texels based on the texture address, and performing the texture filtering by using the read texel values. | 03-17-2016 |
20160078671 | Render-Time Linking of Shaders - In one example, a graphics rendering subsystem may selectively link a set of graphic effect modules, such as shaders, to increase processing efficiency. The graphics rendering subsystem may execute a comparison of a performance attribute of a first pre-compiled graphic effect module with a linking criteria. The graphics rendering subsystem may link the first pre-compiled graphic effect module and a second pre-compiled graphic effect module at render-time in response to the performance attribute satisfying the linking criteria. | 03-17-2016 |
20160078672 | Deferred Coarse Pixel Shading - A shading rate may be set by analyzing samples within a pixel. Then based on that analysis, a system determines whether to use coarse pixel, pixel or sample shading for a region of pixels. Based on the determined type of shading, the shading rate may be set. | 03-17-2016 |
20160093091 | IMAGE PROCESSING APPARATUS AND METHOD THEREFOR - Spectral radiance data is calculated by performing ray tracing from a viewpoint for each pixel of an image of a scene, based on light source characteristics and object information in the scene. Either a spatial-based collection of the spectral radiance data or a wavelength-based collection of the spectral radiance data is performed to generate preview data of the image of the scene, during performing of the ray tracing. | 03-31-2016 |
20160093098 | Filtered Shadow Mapping - A layered, filtered shadow mapping algorithm may be used for motion blurred shadows. The algorithm is divided into two passes, namely a shadow pass and a lighting pass. The shadow pass renders the scene using stochastic rasterization and generates a time-dependent shadow map augmented with per-sample motion vectors. The subsequent lighting pass renders the scene from the camera's point of view, and performs a shadow query for each sample seen from the camera. | 03-31-2016 |
20160098820 | SYSTEM FOR ROBUST DENOISING OF IMAGES - The invention produces a higher quality image from a rendering system based on a relationship between the output of a rendering system and the parameters used to compute them. We propose a method that robustly combines color and feature buffers to denoise Monte Carlo renderings. On one hand, feature buffers, such as per pixel normals, textures, or depth, are effective in determining denoising filters because features are highly correlated with rendered images. Filters based solely on features, however, are prone to blurring image details that are not well represented by the features. On the other hand, color buffers represent all details, but they may be less effective to determine filters because they are contaminated by the noise that is supposed to be removed. We propose to obtain filters using a combination of color and feature buffers in an NL-means and cross-bilateral filtering framework. We determine a robust weighting of colors and features using a SURE-based error estimate. We show significant improvements in subjective and quantitative errors compared to the previous state-of-the-art. We also demonstrate adaptive sampling and space-time filtering for animations. | 04-07-2016 |
20160098840 | METHOD, SYSTEM AND COMPUTER PROGRAM PRODUCT FOR PRODUCING A RAISED RELIEF MAP FROM IMAGES OF AN OBJECT - A method for obtaining a model of an object surface from a plurality of images of said object, wherein the object is illuminated with one or more illumination sources, the method comprising: —obtaining a set of images each comprising an array of pixels and representing similar views of an object, wherein the similar views are obtained under different illumination conditions; —defining a model function that expresses the known pixel intensity values of the images in terms of the following unknown model components: —a first model component (A) representing the albedo of the object at each pixel location and being the same for the plurality of images and being an albedo value; —a second model component (L) representing an intensity of illumination for each image and being an illumination source intensity value being the same for all pixels of each image; —a third model component (V) representing a specific illumination direction and being different for each image and being an illumination vector and being the same for all pixels of each image; —a fourth model component (N) representing surface normal directions of the object surface at each pixel position and being the same for all images and being a normal vector; —performing one or more sequences of minimization operations to minimize a difference function between the pixel values obtained from the set of images and pixel values calculated using said model function, each minimization operation being performed by allowing one of said model components (A, L, V, N) to vary while the others remain unchanged; —outputting the fourth model component (N) as said model of the object surface. | 04-07-2016 |
20160098859 | 3D MAP DISPLAY SYSTEM - A three-dimensional map display system displays a three-dimensional map representing features thereon three-dimensionally. The system includes a map database, a projection view generation unit, and an attribute representation image superimposing unit. The map database stores drawing data including a three-dimensional model of a feature and appearance attribute information representing an appearance attribute of the feature, by associating the drawing data and the appearance attribute information with each other. The projection view generation unit generates a projection view by projecting the drawing data. The attribute representation image superimposing unit displays an attribute representation image by superimposing the attribute representation image on the projection view based on the appearance attribute information, where the attribute representation image includes a first attribute representation image representing the appearance of the feature according to the appearance attribute information, the first attribute representation image not being bound by a shape of the feature. | 04-07-2016 |
20160110910 | RAY-BOX INTERSECTION TESTING USING DOT PRODUCT-BASED FIXED FUNCTION LOGIC - A method and apparatus for ray tracing may include using texture pipeline hardware of a GPU to perform ray intersection testing for a first ray and a first shape. Using the texture pipeline hardware to perform ray intersection testing may include calculating a plurality of dot products with the texture pipeline hardware, and determining whether the first ray intersects the first shape based on the plurality of dot products. | 04-21-2016 |
20160110914 | GRAPHIC PROCESSING UNIT, A GRAPHIC PROCESSING SYSTEM INCLUDING THE SAME, AND AN ANTI-ALIASING METHOD USING THE SAME - A graphic processing unit includes a geometry processing unit and a rendering processing unit. The geometry processing unit is configured to receive vertexes and to generate at least one primitive using the vertexes. The rendering processing unit is configured to convert the generated at least one primitive into fragments, to perform fragment shading on the converted fragments, and to perform anti-aliasing on the fragments on which the fragment shading has been performed. The rendering processing unit performs the anti-aliasing on first color data and second color data that is different from the first color data using different operations from each other. | 04-21-2016 |
20160125643 | STORAGE MEDIUM, LUMINANCE COMPUTATION APPARATUS AND LUMINANCE COMPUTATION METHOD - A luminance computation apparatus obtains information of light sources defined in a scene that is rendered, and defines a stochastic function used to determine whether or not to use a light source in a luminance computation for an object that is a predetermined distance from the light source corresponding to a luminance attenuation function in accordance with a distance from the light source for each of the light sources that are defined; The apparatus determines for each of the defined light sources a stochastic effective area of the light source based on the stochastic function for the respective defined light source, and performs a luminance computation for the predetermined object in the scene based on the stochastic function and the attenuation function of a light source for which the determined stochastic effective area is included in the object. | 05-05-2016 |
20160125644 | METHOD AND APPARTUS FOR SELECTIVELY INTEGRATING SENSORY CONTENT - To integrate a sensory property such as occlusion, shadowing, reflection, etc. among physical and notional (e.g. virtual/augment) visual or other sensory content, providing an appearance of similar occlusion, shadowing, etc. in both models. A reference position, a physical data model representing physical entities, and a notional data model are created or accessed. A first sensory property from either data model is selected. A second sensory property is determined corresponding with the first sensory property, and notional sensory content is generated from the notional data model with the second sensory property applied thereto. The notional sensory content is outputted to the reference position with a see-through display. Consequently, notional entities may appear occluded by physical entities, physical entities may appear to cast shadows from notional light sources, etc. | 05-05-2016 |
20160133047 | METHODS AND ASSOCIATED SYSTEMS FOR SIMULATING ILLUMINATION PATTERNS - Systems and methods for simulating illumination patterns on target surfaces in a space are disclosed. The system includes an input component and a simulation component. The input component receives a sampling angular range, a sampling polygon density, and a sampling polygon type. The simulation component traces sampling rays according to the sampling angular range and the sampling polygon density and type within a sampling range. The simulation component can further (1) generate an initial illumination pattern with a plurality of sampling polygon projections on the target surface; (2) assign the same value of an attribute in the sampling polygon projections defined by sampling rays through substantially the same route from the light source to the target surface; and (3) adjust the value of the attribute in the sampling polygon projection defined by sampling rays from different routes by interpolation. | 05-12-2016 |
20160133048 | Method and Apparatus for Shadow Estimation and Spreading - A computer-implemented method for creating an image that depicts shadowing for a specified light source even though the input data is not three-dimensional and is limited to elevation data that associates an elevation value with each of a plurality of spatial coordinates. Plumb line walls are generated between elevation points of neighboring grid cells for each elevation point meeting a specified delta elevation criterion. A shadow map is accumulated based on visibility of each pixel to the light source position, and then, in a subsequent pass through the coordinate pixels of the data, an image is created in a tangible medium with each pixel correspondingly visible or shadowed, either totally or partially. Values along one dimension may be spread over a Z-buffer range to optimally resolve visibility features. | 05-12-2016 |
20160140688 | TEXTURE PROCESSING METHOD AND UNIT - A texture processing method of processing a compressed texel block in which texels constituting a texture are compressed into a predetermined block unit includes obtaining, based on the compressed texel block, a representative value of texels constituting a texel block, a weight for each of the texels constituting the texel block, and an index of the representative value and the weight corresponding to each of the texels constituting the texel block; storing the representative value, the weight, and the index in a texture cache; reading the representative value and the weight from the texture cache according to an index corresponding to a requested texel; generating texels based on the read representative value and the read weight; and performing texture filtering using the generated texels. | 05-19-2016 |
20160140754 | SYSTEM AND METHOD FOR VISUALIZING AN OBJECT IN A SIMULATED ENVIRONMENT - A computer-implemented method for visualizing an object includes the steps of providing a simulated environment; rendering, with at least one processor, at least one virtual object based at least partially on the simulated environment, a viewable angle of the at least one virtual object, and object characteristics associated with the at least one virtual object, the object characteristics comprising at least one of the following: reflectance, transmittance, attenuation, or any combination thereof; and changing a viewable angle of the at least one virtual object in response to user input. A system and a computer program product for implementing the aforementioned method includes appropriately communicatively connected hardware components. | 05-19-2016 |
20160148419 | IMAGE PROCESSING APPARATUS AND METHOD - Provided is an image processing apparatus that may determine whether indirect lights are to be assigned to tiles for tile-based deferred rendering. For example, the image processing apparatus includes a calculator configured to calculate a correlation based on at least one of a first vector representing an object normal direction of a tile to be rendered and a second vector corresponding to a normal vector of an indirect light to be determined to be assigned to the tile, and a determiner configured to determine whether the indirect light is to be assigned to the tile by comparing the correlation to a threshold value. | 05-26-2016 |
20160148420 | IMAGE PROCESSING APPARATUS AND METHOD - An image processing apparatus includes a first shader configured to perform a light shading operation associated with at least one light source on a three-dimensional (3D) model at a first resolution to obtain a light shading result of the first resolution; a second shader configured to perform a surface shading operation on the 3D model at a second resolution different from the first resolution to obtain a surface shading result of the second resolution; and a processor configured to generate a rendering result by combining the light shading result of the first resolution with the surface shading result of the second resolution. | 05-26-2016 |
20160148432 | SYSTEMS AND METHODS FOR PROJECTING PLANAR AND 3D IMAGES THROUGH WATER OR LIQUID ONTO A SURFACE - Systems and methods for projecting planar and 3D images through water or liquid onto a surface include creating a 3D model of the body of liquid and surface and 3D models of creative elements to be used in scenes. Animating the 3D models of the creative elements, placing them inside the 3D model of the body of liquid. Lighting the animated creative elements, rendering planar animations of the modeled creative elements and, using projection and texturing software, virtually projecting the planar animations back onto the surface of the 3D model of the body of liquid from the same camera position in order to “bake in” a warped transformation of the digitally rendered planar animations. Digitally rendering a 3D animation of the warped, transformed planar animations, and playing or looping the digitally rendered 3D animation through the body of liquid on a digital video player or digital server. | 05-26-2016 |
20160148593 | ENTERTAINMENT UNITS, ENTERTAINMENT SYSTEMS, AND METHODS FOR USING SAME - Multiple entertainment units may be set up in an array and may communicate with one another over wireless networks to organize and present detailed multi-location shows including light, sound, and/or animation. In some instances, entertainment units as well as the systems and methods described herein may be utilized by users to visualize music streams, make light and sound shows based on the occurrence of events in, for example, a calendar or social media and provide opportunities to purchase and/or share created shows with other users. | 05-26-2016 |
20160153132 | METHOD FOR DISPLAYING WASH CYCLE | 06-02-2016 |
20160155258 | Shadowing Method for Ray Tracing Based on Geometrical Stencils | 06-02-2016 |
20160155261 | Rendering and Lightmap Calculation Methods | 06-02-2016 |
20160155262 | METHOD OF CONSTRUCTING 3D CLOTHING MODEL BASED ON A SINGLE IMAGE | 06-02-2016 |
20160163030 | POST-RENDER MOTION BLUR - A method of rendering stereo images includes receiving a first image of an object comprising rendered color information. The first image of the object is rendered using a first camera position. The method also includes receiving a second image of the object. The second image of the object is rendered using a second camera position, and pixels in the second image comprise locations of corresponding pixels in the first image. The method additionally includes coloring the pixels in the second image using colors of the corresponding pixels in the first image. The second image and the third image are stereo images for a 3-D presentation. | 06-09-2016 |
20160163094 | DEDICATED HARDWARE UNIT TO OFFLOAD BLENDING OF VALUES FROM MEMORY - Systems and methods may provide for receiving a pixel shader and sending the pixel shader to shader bypass hardware if the pixel shader and a render target associated with the pixel shader satisfy a simplicity condition. In one example, the shader bypass hardware is dedicated to pixel shaders and associated render targets that satisfy the simplicity condition. | 06-09-2016 |
20160171750 | TECHNIQUES FOR ENHANCING MULTIPLE VIEW PERFORMANCE IN A THREE DIMENSIONAL PIPELINE | 06-16-2016 |
20160171754 | IMAGE PROCESSING APPARATUS AND METHOD | 06-16-2016 |
20160171757 | DYNAMIC KERNEL MODIFICATION FOR GRAPHICS PROCESSING UNITS | 06-16-2016 |
20160180539 | Graphic Processing Circuit With Binning Rendering And Pre-Depth Processing Method Thereof | 06-23-2016 |
20160189417 | METHOD, APPARATUS AND SYSTEM FOR RENDERING AN IMAGE - A method of rendering an image. A region of the image having pixels suitable for parallel processing is determined. A multi-threaded rendering unit is assigned to render the determined region using a plurality of threads. A reference, for at least one of the threads rendering a pixel on a scan line of the determined region, to another of the threads rendering a first pixel on said scan line is created. The determined region is rendered by the plurality of threads using the created reference. The image is rendered by combining pixels of the rendered determined region, based on corresponding ones of said threads of the multi-threaded rendering unit, with an output of rendering at least one further region. | 06-30-2016 |
20160189418 | IMAGE PROCESSING APPARATUS AND METHOD - An image processing apparatus includes a memory configured to store a data structure in which gather rays generated by performing gather ray tracing from a rendering viewpoint are clustered hierarchically, the gather rays including a first gather ray and a second gather ray associated with the first gather ray in the data structure, and a processor configured to merge a photon gathering result associated with the second gather ray with a photon gathering result associated with the first gather ray in response to the photon gathering result associated with the first gather ray not satisfying a first condition. | 06-30-2016 |
20160189422 | Process and Device for Determining the 3D Coordinates of an Object - In a process for determining the 3D coordinates of an object ( | 06-30-2016 |
20160196685 | Generating Data for Use in Image Based Lighting Rendering | 07-07-2016 |
20160203633 | RAY TRACING CORE AND RAY TRACING CHIP HAVING THE SAME | 07-14-2016 |
20160203635 | FRUSTUM TESTS FOR SUB-PIXEL SHADOWS | 07-14-2016 |
20160253795 | CALIBRATION FOR IMMERSIVE CONTENT SYSTEMS | 09-01-2016 |
20160379381 | APPARATUS AND METHOD FOR VERIFYING THE ORIGIN OF TEXTURE MAP IN GRAPHICS PIPELINE PROCESSING - The present application relates to an apparatus for verifying the origin of texture data and a method of operating thereof. The apparatus comprises a frame buffer; at least one texture buffer; a graphics processing pipeline with a fragment shader unit; and a comparator unit. The at least one texture buffer is provided to store texture data and test texture data. The fragment shader unit maps the test texture data retrieved from the texture buffer on a predefined area of the image data stored in the frame buffer. The comparator unit extracts image data values located in the predefined area of the image data stored in the frame buffer; compares the extracted image data with reference data and issues a fault indication signal in case the extracted image data and the reference data mismatch. | 12-29-2016 |
20160379402 | Apparatus and Method for Rendering a Source Pixel Mesh Image - A method for rendering a source pixel mesh image is provided including receiving a source image comprising a plurality of source pixels, defining a connector line between at least two source pixels, interpolating a color value of the connector line, and causing the source pixel mesh image comprising the at least two source pixels and the connector line to be rendered on a display. | 12-29-2016 |
20170236322 | METHOD AND A PRODUCTION RENDERER FOR ACCELERATING IMAGE RENDERING | 08-17-2017 |
20170236325 | DEVICE AND PROCESS FOR IMPROVING EFFICIENCY OF IMAGE RENDERING | 08-17-2017 |
20180025529 | APPARATUS AND METHOD OF TEXTURE MAPPING FOR DENTAL 3D SCANNER | 01-25-2018 |
20180025534 | DISPLAYING AND INTERACTING WITH SCANNED ENVIRONMENT GEOMETRY IN VIRTUAL REALITY | 01-25-2018 |
20180025535 | Holder Adaptive Image Synthesis | 01-25-2018 |
20190147637 | System for Ray Tracing Sub-scenes in Augmented Reality | 05-16-2019 |
20190147638 | UNIFIED RASTERIZATION AND RAY TRACING RENDERING ENVIRONMENTS | 05-16-2019 |
20190147644 | DETERMINING ILLUMINATION DIRECTION WITH THREE-DIMENSIONAL ILLUMINATION CHARTS | 05-16-2019 |
20190147661 | Methods and Systems for Generating a Merged Reality Scene Based on a Real-World Object and a Virtual Object | 05-16-2019 |
20220139024 | GRAPHICAL USER INTERFACE FOR CONTROLLING A SOLAR RAY MAPPING - Systems, methods, and computer-readable media are described herein to model divergent beam ray paths between locations on a roof (e.g., of a structure) and modeled locations of the sun at different times of the day and different days during a week, month, year, or another time period. A graphical user interface allows for visualization of the modeled ray paths and graphical manipulation of the resolution and parameters of the modeling process. | 05-05-2022 |