Patent application number | Description | Published |
20090006051 | Real-Time Rendering of Light-Scattering Media - A real-time algorithm for rendering an inhomogeneous scattering medium such as fog is described. An input media animation is represented as a sequence of density fields, each of which is decomposed into a weighted sum of a set of radial basis functions (RBFs) such as Gaussians. The algorithm computes airlight and surface reflectance of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as an optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights. | 01-01-2009 |
20090006052 | Real-Time Rendering of Light-Scattering Media - A real-time algorithm for rendering of an inhomogeneous scattering medium such as fog with a surface object immersed therein is described. An input media animation is represented as a sequence of density fields. The algorithm computes surface reflectance of the surface object in the inhomogeneous scattering medium. The algorithm may also compute airlight of the inhomogeneous scattering medium. Several approximations are taken which lead to analytical solutions of quantities such as optical depth integrations and single scattering integrations, and a reduced number of integrations that need to be calculated. The resultant algorithm is able to render inhomogeneous media including their shadowing and scattering effects in the real time. The algorithm may be adopted for a variety of light sources including point lights and environmental lights. | 01-01-2009 |
20100082703 | OCTREE CONSTRUCTION ON GRAPHICS PROCESSING UNITS - An octree GPU construction system and method for constructing a complete octree data structure on a graphics processing unit (GPU). Embodiments of the octree GPU construction system and method first defines a complete octree data structure as forming a complete partition of the 3-D space and including a vertex, edge, face, and node arrays, and neighborhood information. Embodiments of the octree GPU construction system and method input a point cloud and construct a node array. Next, neighboring nodes are computed for each of the nodes in the node arrays by using at least two pre-computed look-up tables (such as a parent look-up table and a child look-up table). Embodiments of the octree GPU construction system and method then use the neighboring nodes and neighborhood information to compute a vertex array, edge array, and face array are computed by determining owner information and self-ownership information based on the neighboring nodes. | 04-01-2010 |
20100085352 | PARALLEL SURFACE RECONSTRUCTION - Described is a technology in which point cloud surface reconstruction is performed via parallel processing on a graphics processing unit, achieving real-time reconstruction rates. An octree is built for a given set of oriented points, with each node containing a set of points enclosed by the node. The data structure is built on the GPU, in parallel, using level-order traversals to process nodes at a same tree level. The surface is reconstructed based on data configured and located via the traversals. To produce the surface, an implicit function over the volume spanned by the octree nodes is computed using the GPU, e.g., based on a Poisson surface reconstruction method. A sparse linear system is built and a multi-grid solver is employed to solve the system. An adaptive marching cubes procedure is performed on the GPU to extract an isosurface of the implicit function as a triangular mesh | 04-08-2010 |
20110128285 | PARALLEL TRIANGLE TESSELLATION - Triangles are tessellated by an algorithm that is adapted for efficient parallel processing. A plurality of input triangles for tessellation are received. Within each input triangle, a number of tessellated vertices and a number of output triangles to be generated are calculated. A scan-based methodology accesses data stored in lookup tables to generate locations of the output triangles within the input triangle. In some implementations, multiple output triangles within the input triangle are generated simultaneously by parallel processing. A tessellated input triangle is divided into the multiple output triangles that are rendered in a computer graphic system. | 06-02-2011 |
20110157192 | Parallel Block Compression With a GPU - Disclosed is a system and method for determining, in parallel on a graphics processing unit, a block compression case which results in a least error to a block. Once determined, the block compression case may be used to compress the block. | 06-30-2011 |
20120105465 | TECHNIQUES FOR EFFICIENT SAMPLING FOR IMAGE EFFECTS - Techniques to sample texels efficiently for an image effects are discussed. A technique may include determining a number of texels (kernel size) needed to compute a weighted average for an image effect on an image. The technique may further include selecting at least one mipmap generated by a graphics processing unit (GPU) according to a function of the determined kernel size. The function may also consider a threshold kernel size. The technique may further sampling texels, with the GPU, from the selected mipmap(s), and calculate the weighted average of the sampled texels to produce the image effect. Other embodiments are described and claimed. | 05-03-2012 |
20130335434 | RENDERING GLOBAL LIGHT TRANSPORT IN REAL-TIME USING MACHINE LEARNING - Some implementations disclosed herein provide techniques and arrangements to render global light transport in real-time or near real-time. For example, in a pre-computation stage, a first computing device may render points of surfaces (e.g., using multiple light bounces and the like). Attributes for each of the points may be determined. A plurality of machine learning algorithms may be trained using particular attributes from the attributes. For example, a first machine learning algorithm may be trained using a first portion of the attributes and a second machine learning algorithm may be trained using a second portion of the attributes. The trained machine learning algorithms may be used by a second computing device to render components (e.g., diffuse and specular components) of indirect shading in real-time. | 12-19-2013 |
20140160123 | GENERATION OF A THREE-DIMENSIONAL REPRESENTATION OF A USER - Described herein are technologies pertaining to generating a relatively accurate virtual three-dimensional model of a head/face of a user. Depth frames are received from a depth sensor and color frames are received from a camera, wherein such frames capture a head of a user. Based upon the depth frames and the color frames, the three-dimensional model of the head of the user is generated. | 06-12-2014 |