Class / Patent application number | Description | Number of patent applications / Date published |
345584000 | Bump map | 9 |
20090033674 | Method and apparatus for graphically defining surface normal maps - A surface normal map of an object can be interactively modified to create brushstroke-like textures. In one embodiment, surface normal components along the x, y, and z axes (in object coordinate space) are mapped onto red, green, and blue color components. The object's surface is displayed in an editing interface (e.g., a painting program) with colors indicating the surface normals. The user can then modify the surface normals to achieve a desired look for the object. The modified surface normals are stored with the object-model data and are used in rendering the object, helping to create a painted appearance. | 02-05-2009 |
20100033492 | PRODUCING WRINKLES AND OTHER EFFECTS FOR A COMPUTER-GENERATED CHARACTER BASED ON SURFACE STRESS - Wrinkles are produced by computing directional stress, whether compression or stretching, for each pixel within each face of the mesh representing the skin, and then perturbing a surface normal based on the computed stress at each pixel in that face of the mesh. Directional stress at a given frame in an animation is determined, in general, by comparing the current state of the mesh at that frame (called a “current pose”) to the original state of the mesh (called a “rest pose”). An artist specifies a wrinkle pattern by defining a texture that is mapped to the surface, using conventional techniques. A gradient texture is created from this wrinkle texture by computing the gradient at each pixel in the wrinkle texture. For each location in a face of the surface, the vector from the gradient texture is mapped to the corresponding face of the rest pose skin model and the current pose skin model, to produce two surface vectors. These two vectors are compared to provide an estimate of the surface stress at this location in the face. A wrinkle effect may be implemented using bump mapping, but the surface normal is perturbed differently for each location in the face of the mesh based on the skin stress estimated at that location. Other effects also may be created using the estimated stresses. | 02-11-2010 |
20100097388 | Graphics processing systems - A smooth curve is represented in a graphics texture by setting the texels that are inside the curve | 04-22-2010 |
20100110093 | Graphics processing systems - A smooth curve is represented in a graphics texture by setting the texels that are inside the curve | 05-06-2010 |
20100194768 | System and method for painting 3D models with 2D painting tools - An 2D layer containing texture coordinate information is inserted into a layered image snapshot of a 3D scene perspective. The layered image snapshot can be painted using 2D painting techniques and then imported back into the 3D scene by using the texture coordinate information to map modified pixels back into the 3D scene. | 08-05-2010 |
20110285736 | DECOMPOSING CUBIC B ZIER SEGMENTS FOR TESSELLATION-FREE STENCIL FILLING - One embodiment of the present invention sets forth a technique for decomposing and filling cubic Bèzier segments of paths without tessellating the paths. Path rendering may be accelerated when a GPU or other processor is configured to perform the decomposition operations. Cubic Bèzier paths are classified and decomposed into simple cubic Bèzier path segments based on the classification. A stencil buffer is then generated that indicates pixels that are inside of the decomposed cubic Bèzier segments. The paths are then filled according to the stencil buffer to produce a filled path. | 11-24-2011 |
20110304639 | STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD - An information processing section of a game apparatus executes a program for implementing a step S | 12-15-2011 |
20130021359 | METHOD AND SYSTEM FOR FILTERING OF VISUAL OBJECTS - A system, device, computer-readable instructions, and method are provided for mapping and filtering of visual objects to address bump mapping. For example, a system, device, computer-readable instructions, and method are provided as a unified shading model representing both bump orientation and bidirectional radiance distribution function (“BRDF”). The computer-readable instructions are non-transitory, and storable on a storage device, including a CDROM, flashdrive, cloud, processor memory, or other storage capability. | 01-24-2013 |
20140232734 | SYSTEM AND METHOD FOR CREATING A DATABASE FOR GENERATING PRODUCT VISUALIZATIONS - This disclosure includes a method for creating a database stored on a computer-readable medium, comprising: receiving a first plurality of images of variations of a first consumer product layer, each of the first plurality of images depicting a variation of the first consumer product layer, each of the variations comprising at least one surface. The method also includes receiving a second plurality of images of variations of a second consumer product layer, each of the second plurality of images depicting a variation of the first consumer product layer, each of the variations comprising at least one surface. The method further includes providing a first depth attribute to the first consumer product layer and a second depth attribute to the second consumer product layer. The method also includes storing the first plurality of images, the second plurality of images, the texture maps, and the plurality of textures in the database. | 08-21-2014 |