PIXAR Patent applications |
Patent application number | Title | Published |
20160093084 | SUBSPACE CLOTHING SIMULATION USING ADAPTIVE BASES - A method of animation of surface deformation and wrinkling, such as on clothing, uses low-dimensional linear subspaces with temporally adapted bases to reduce computation. Full space simulation training data is used to construct a pool of low-dimensional bases across a pose space. For simulation, sets of basis vectors are selected based on the current pose of the character and the state of its clothing, using an adaptive scheme. Modifying the surface configuration comprises solving reduced system matrices with respect to the subspace of the adapted basis. | 03-31-2016 |
20160063751 | ANIMATION ENGINE FOR BLENDING COMPUTER ANIMATION DATA - Computer-generated images are generated by evaluating point positions of points on animated objects in animation data. The point positions of the points are used by an animation system to determine how to blend animated sequences or frames of animated sequences in order to create realistic moving animated characters and animated objects. The methods of blending are based on determining distances or deviations between corresponding points and using blending functions with varying blending windows and blending functions that can vary from point to point on the animated objects. | 03-03-2016 |
20150262416 | IMPORTANCE SAMPLING OF SPARSE VOXEL OCTREES - Techniques are disclosed for generating quality renderings of volumes by sampling a volume light by generating and analyzing a sparse voxel octree. In one embodiment, a volumetric light source may be divided into voxels and importance information stored in an octree. An importance value may be determined for each voxel based on the amount of emitted light in the region associated with that voxel. Importance values regarding the individual voxels may be stored in the leaves of the octree. Each interior node may be associated with an importance value equal to the sum of the importance values of its children. The root node may be associated with the total importance of the entire octree. | 09-17-2015 |
20150228110 | VOLUME RENDERING USING ADAPTIVE BUCKETS - Techniques are disclosed for rendering scene volumes having scene dependent memory requirements. A image plane used to view a three dimensional volume (3D) volume into smaller regions of pixels referred to as buckets. The number of pixels in each bucket may be determined based on an estimated number of samples needed to evaluate a pixel. Samples are computed for each pixels in a given bucket. Should the number of samples exceed the estimated maximum sample count, the bucket is subdivided into sub-buckets, each allocated the same amount of memory as was the original bucket. Dividing a bucket in half effectively doubles both the memory available for rendering the resulting sub-buckets and the maximum number of samples which can be collected for each pixel in the sub-bucket. The process of subdividing a bucket continues until all of the pixels in the original bucket are rendered. | 08-13-2015 |
20150039778 | TRANSITION POINTS IN AN IMAGE SEQUENCE - Techniques are proposed for embedding transition points in media content. A transition point system retrieves a time marker associated with a point of interest in the media content. The transition point system identifies a first position within the media content corresponding to the point of interest. The transition point system embeds data associated with the time marker into the media content at a second position that is no later in time than the first position. The transition point system causes a client media player to transition from a first image quality level to a second quality level based on the time marker. | 02-05-2015 |
20150029198 | MOTION CONTROL OF ACTIVE DEFORMABLE OBJECTS - Techniques are proposed for animating a deformable object. A geometric mesh comprising a plurality of vertices is retrieved, where the geometric mesh is related to a first rest state configuration corresponding to the deformable object. A motion goal associated with the deformable object is then retrieved. The motion goal is translated into a function of one or more state variables associated with the deformable object. A second rest state configuration corresponding to the deformable object is computed by adjusting the position of at least one vertex in the plurality of vertices based at least in part on the function. | 01-29-2015 |
20140267350 | STYLIZING ANIMATION BY EXAMPLE - The disclosure provides an approach for stylizing animations to synthesize example textures. In one embodiment, a synthesis application down-samples input and style buffers. To obtain a sequence of offset fields, each of which takes pixels in the output stylized frame to corresponding pixels in the stylized example image, the synthesis application may optimize each frame of the animation at level l−1, then advect the results of a previous frame to a next frame using velocity fields. After having processed the entire animation sequence forward through time, a similar sweep may be performed backwards. Then, the resulting offset fields may be up-sampled to level l and used as the starting point for optimization at that finer level of detail. This process may be repeated until returning to the original sampling, which yields the final output. | 09-18-2014 |
20140132820 | SUPER LIGHT FIELD LENS WITH FOCUS CONTROL AND NON SPHERICAL LENSLET ARRAYS - Light field imaging systems, and in particular light field lenses that can be mated with a variety of conventional cameras (e.g., digital or photographic/film, image and video/movie cameras) to create light field imaging systems. Light field data collected by these light field imaging systems can then be used to produce 2D images, right eye/left eye 3D images, to refocus foreground images and/or background images together or separately (depth of field adjustments), and to move the camera angle, as well as to render and manipulate images using a computer graphics rendering engine and compositing tools. | 05-15-2014 |
20140005994 | WINDOWED SIMULATION IN FLUID FLOWS | 01-02-2014 |
20140002463 | SKIN AND FLESH SIMULATION USING FINITE ELEMENTS, BIPHASIC MATERIALS, AND REST STATE RETARGETING | 01-02-2014 |
20140002458 | EFFICIENT RENDERING OF VOLUMETRIC ELEMENTS | 01-02-2014 |
20140002453 | ADVECTION OF UV TEXTURE MAPS IN FLUID FLOWS | 01-02-2014 |
20130195354 | Saturation Varying Color Space - A first color component of a pixel or scene entity is modified using a color correction curve defined at least partly by a second color component of this pixel or entity. Each pixel or entity has its own separate color correction curve, independent of the color correction curves of other pixels or entities. The saturation value of a pixel or scene entity may be modified based on its luminance value. The luminance value determines a saturation gamma function curve, mapping the original saturation value of a pixel or entity to a new saturation value. The unilluminated color of a pixel or of an illuminated entity in a scene being rendered may also be taken into account. This output color may be stored in the appropriate pixel of an image or combined with colors from other portions of the scene being rendered. | 08-01-2013 |
20130173242 | METHODS AND APPARATUS FOR ESTIMATING AND CONTROLLING BEHAVIOR OF ANIMATRONICS UNITS - A method for determining behavior of an animatronics unit includes receiving animation data comprising artistically determined motions for at least a portion of an animated character, determining a plurality of control signals to be applied to at least the portion of the animatronics unit in response to the animation data, estimating the behavior of at least the portion of the animatronics unit in response to the plurality of control signals by driving a software simulation of at least the portion of the animatronics unit with the plurality of control signals, and outputting a representation of the behavior of at least the portion of the animatronics unit to a user. | 07-04-2013 |
20130027417 | Alternate Scene Representations for Optimizing Rendering of Computer Graphics - Shading attributes for scene geometry are predetermined and cached in one or more alternate scene representations. Lighting, shading, geometric, and/or other attributes of the scene may be precalculated and stored for at least one of the scene representations at an appropriate level of detail. Rendering performance is improved generally and for a variety of visual effects by selecting between alternate scene representations during rendering. A renderer selects one or more of the alternate scene representations for each of the samples based on the size of its filter area relative to the feature sizes or other attributes of the alternate scene representations. If two or more alternate scene representations are selected, the sampled values from these scene representations may be blended. The selection of scene representations may vary on a per-sample basis and thus different scene representations may be used for different samples within the same image. | 01-31-2013 |
20130016101 | GENERATING VECTOR DISPLACEMENT MAPS USING PARAMETERIZED SCULPTED MESHESAANM Kraemer; ManuelAACI OaklandAAST CAAACO USAAGP Kraemer; Manuel Oakland CA USAANM Polson; WilliamAACI San RafaelAAST CAAACO USAAGP Polson; William San Rafael CA US - A method and apparatus are provided for generating vector displacement maps, often in an interactive manner. Given a set of objects to be animated or imaged, they can be each represented by one or more faces. In a subdivision process, faces might be represented by polygons through a method of repeated subdividing. In the subdivision process, relative location of polygons relative to the original face (and possibly relative orientations) are maintained, for later use by other processes. This can be done by maintaining source data for each face of a subdivided surface, where source data indicates an original location on the original object that corresponds to that face and the polygons resulting from the subdividing. The source data can be a link, path, index or label for each face of the subdivision surface, where the source data indicates an original location on the original object that corresponds to that face. | 01-17-2013 |
20120075340 | TECHNIQUES FOR INTERIOR COORDINATES - A method for determining interior coordinates is disclosed. The method includes receiving information specifying an object having a plurality of sites and a boundary. Interior coordinates associated with each of the plurality of sites are determined based on the boundary. The interior coordinate associated with each of the plurality of sites represent a system of coordinates that satisfy several properties, including non-negativity and interior locality. At least one value associated with the plurality of sites is then interpolated using the interior coordinates. | 03-29-2012 |
20110273609 | SUPER LIGHT-FIELD LENS AND IMAGE PROCESSING METHODS - Light field imaging systems, and in particular light field lenses that can be mated with a variety of conventional cameras (e.g., digital or photographic/film, image and video/movie cameras) to create light field imaging systems. Light field data collected by these light field imaging systems can then be used to produce 2D images, right eye/left eye 3D images, to refocus foreground images and/or background images together or separately (depth of field adjustments), and to move the camera angle, as well as to render and manipulate images using a computer graphics rendering engine and compositing tools. | 11-10-2011 |
20110249341 | SUPER LIGHT-FIELD LENS WITH DOUBLET LENSLET ARRAY ELEMENT - Light field imaging systems, and in particular light field lenses that can be mated with a variety of conventional cameras (e.g., digital or photographic/film, image and video/movie cameras) to create light field imaging systems. Light field data collected by these light field imaging systems can then be used to produce 2D images, right eye/left eye 3D images, to refocus foreground images and/or background images together or separately (depth of field adjustments), and to move the camera angle, as well as to render and manipulate images using a computer graphics rendering engine and compositing tools. A doublet lenslet array element for use in light field imaging systems includes a first lenslet array element having a first plurality of lenslet array elements, and a second lenslet array element having a first plurality of lenslet array elements, wherein the first lenslet array element is coupled in close proximity to the second lenslet array element. The first and second lenslet array elements are glued together or otherwise bonded together and the first lenslet array element is made from a first optical material different than a second material forming the second lenslet array element. | 10-13-2011 |
20110249018 | Methods and Apparatus for Color Grading with Gamut Match Preview - A method for color grading within a component color space associated with a display includes receiving a source image comprising a plurality of pixels, wherein each pixel is associated with a color comprising a plurality of color component values in the component color space, wherein the component color space comprises RGB, and wherein a pixel is associated with a color inside a gamut of the display but outside a gamut of a target media, receiving a color grading signal from a user, modifying the color associated with the pixel from the plurality of pixels in response to the color grading signal, to form a graded image comprising the pixel, wherein the pixel is associated with a graded color comprising a plurality of color component values, displaying the graded image on the display to the user, automatically performing a gamut remapping of the graded color associated with the pixel, to form a gamut remapped image comprising the pixel, wherein the pixel is associated with a gamut remapped color comprising a plurality of color component values, wherein at least one color component value of the graded color is substantially similar to one color component value of the gamut remapped color, and displaying the gamut remapped image on the display to the user, wherein the gamut remapped image comprises a plurality of pixels, wherein each pixel from the plurality of pixels is associated with a color within a gamut of the target media. | 10-13-2011 |
20110229029 | SELECTIVE DIFFUSION OF FILTERED EDGES IN IMAGES - An edge-preserving diffusion filter maintains the sharp edges in images while smoothing out image noise. An edge-preserving diffusion filter applies an edge-preserving smoothing filter to an image to form a filtered image. The modified image is then blurred by a blurring filter to form a blurred image. The modified image and the blurred image are blended together to form an output image based on an error metric associated with each pixel. The edge-preserving diffusion filter may be utilized to perform a multilevel decomposition of the image. The edge-preserving diffusion filter may be applied to an unfiltered image to produce a base image. The difference between the unfiltered image and the base image defines a detail image. The detail image may be used as the input for recursively generating additional levels of detail. The multilevel decomposition may utilize filter kernels associated with different contrast levels for each iteration. | 09-22-2011 |
20110216074 | REORIENTING PROPERTIES IN HAIR DYNAMICS - Techniques are disclosed for orienting (or reorienting) properties of computer-generated models, such as those associated with dynamic models or simulation models. Properties (e.g., material or physical properties) that influence the behavior of a dynamic or simulation model (e.g., a complex curve model representing a curly hair) may be oriented or re-oriented as desired using readily available reference frames. These references frame may be obtained using a proxy model that corresponds to the dynamic or simulation model in a less computationally expensive manner in some embodiments than some techniques for determining reference frames directly using the dynamic or simulation model. In some embodiments, the proxy model may include a smoothed version of the dynamic or simulation model. In other embodiments, the proxy model may include a filtered or simplified version of the dynamic or simulation model. | 09-08-2011 |
20110216070 | SCALE SEPARATION IN HAIR DYNAMICS - Techniques are disclosed for accounting for features of computer-generated dynamic or simulation models being at different scales. Some examples of dynamic or simulation models may include models representing hair, fur, strings, vines, tails, or the like. In various embodiments, features at different scales in a complex dynamic or simulation model can be treated differently when rendered and/or simulated. | 09-08-2011 |
20110169994 | SUPER LIGHT-FIELD LENS - Light field imaging systems, and in particular light field lenses that can be mated with a variety of conventional cameras (e.g., digital or photographic/film, image and video/movie cameras) to create light field imaging systems. Light field data collected by these light field imaging systems can then be used to produce 2D images, right eye/left eye 3D images, to refocus foreground images and/or background images together or separately (depth of field adjustments), and to move the camera angle, as well as to render and manipulate images using a computer graphics rendering engine and compositing tools. | 07-14-2011 |
20100310168 | Smoothed Local Histogram Filters for Computer Graphics - Local histogram and local histogram-based functions can be determined by generating offset-kernel images based on domain-shifted tonal filter kernels. The offset-kernel images can be reused for multiple image locations and/or local neighborhood sizes, shapes, and weights. A neighborhood filter representing the desired local neighborhood size, shape, and frequency domain characteristics is applied to each of the offset-kernel images. Neighborhood filters may include a temporal dimension for evaluating neighborhoods in space and time. Neighborhood filtered offset-kernel images' values represent samples of local histogram or local histogram-based function corresponding with the domains of their associated domain-shifted tonal filter kernels. Arbitrary functions may be used as tonal filter kernels. A histogram kernel may be used to sample values of local histogram functions. A tonal filter kernel that is a derivative or integral of another tonal filter kernel may be used to sample a derivative or integral, respectively, of a function. | 12-09-2010 |
20100302252 | MULTIPLE PERSONALITY ARTICULATION FOR ANIMATED CHARACTERS - A method for a computer system includes determining a model for a first personality of a component of an object, wherein the model for the first personality of the component is associated with a component name and a first personality indicia, determining a model for a second personality of the component of the object, wherein the model for the second personality of the component is associated with the component name and the second personality indicia, determining a multiple personality model of the object, wherein the model of the object includes the model for the first personality of the component, the model of the second personality of the component, the first personality indicia, and the second personality indicia, and storing the multiple personality model of the object in a single file. | 12-02-2010 |
20100277517 | ANIMATED DISPLAY CALIBRATION METHOD AND APPARATUS - A method for adjusting properties of a display includes displaying a first pluge image on the display to a user, wherein the display includes a plurality of locations, wherein the first pluge image comprises a first plurality of output values associated with the plurality of locations, thereafter displaying a second pluge image on the display to the user, wherein the second pluge image comprises a second plurality of output values associated with the plurality of locations, wherein the first plurality of output values are different from the second plurality of output values, and receiving a display adjustment input from the user, wherein the display adjustment input from the user is in response to the user viewing the first pluge image on the display and in response to the second pluge image on the display. | 11-04-2010 |
20100085364 | Foot Roll Rigging - A system and method enables animators to efficiently pose character models' feet. An initial foot model position is received. The initial foot model position specifies a foot model contact point. One or more foot roll parameters are specified that change the relative angle between at least a portion of the foot model and an initial orientation of an alignment plane. Foot roll parameters specify the rotation of the foot model around foot model contact points. Foot roll parameters can include heel roll, ball roll, and toe roll, which specify the rotation of the foot model around contact points on the heel, ball, and toe, respectively, of a foot model. To maintain the position of the foot model contact point, the foot model position is adjusted based on the foot roll parameter. The repositioned foot model is realigned with alignment plane, which restores contact at the foot model contact point. | 04-08-2010 |
20100053186 | MESH TRANSFFER IN N-D SPACE - Systems and methods are disclosed allowing data and other information from one model to be transferred to another model. A surface correspondence between meshes of the models can be created that provides a transfer or sharing of information to include all points of one mesh and all points of the other mesh. Additionally, a volume correspondence between the models can be created to transfer information found within corresponding volumes or other n-D spaces associated with the models. Mesh information and other data at, near, or otherwise within a volume or other n-D space associated with one model can be “pushed through” the volume correspondences to transfer the data to its designated location on, at, near, or otherwise within a corresponding volume or other n-D space associated with the other model. | 03-04-2010 |
20100053172 | MESH TRANSFER USING UV-SPACE - Mesh data and other proximity information from the mesh of one model can be transferred to the mesh of another model, even with different topology and geometry. A correspondence can be created for transferring or sharing information between points of a source mesh and points of a destination mesh. Information can be “pushed through” the correspondence to share or otherwise transfer data from one mesh to its designated location at another mesh. Correspondences can be created based on parameterization information, such as UV sets, one or more maps, harmonic parameterization, or the like. A collection of “feature curves” may be inferred or user-placed to partition the source and destination meshes into a collection of “feature regions” resulting in partitions or “feature curve networks” for constructing correspondences between all points of one mesh and all points of another mesh. | 03-04-2010 |
20090309882 | LARGE SCALE CROWD PHYSICS - Systems and methods for creating autonomous agents or objects. Agents reactions to physical forces are modeled as springs. A signal representing a force or velocity change for one animation control is processed to produce realistic reaction effects. The signal may be filtered two or more times, each filter typically having a different time lag and/or filter width. The filtered signals are combined, with weightings, to produce an animation control signal. The animation control signal is then applied to the same or a different animation control to influence motion of the object or agent. | 12-17-2009 |
20090306948 | VOLUME SIMULATION - Systems and methods for simulating ballistic motion on an animated object by continuously defining rest poses of the animation object in a motion simulator. Tetrahedral finite element simulation may be used with control mechanisms that target the simulation pose towards the animation. A simulation mesh is generated for two or more animated poses based on a first simulation mesh corresponding to a first pose of the animated object. The simulation meshes of the two or more animated poses are provided to a simulator for use by the simulator such that in the absence of external force and acceleration the simulator output approximates the animated poses. Embodiments of the present invention are particularly useful for fleshy, blobby animation objects such as human characters, although the techniques can be used for other objects having different characteristics. | 12-10-2009 |
20090295806 | Dynamic Scene Descriptor Method and Apparatus - A method for rendering a frame of animation includes retrieving scene descriptor data that specifies at least one object, wherein the object is associated with a first database query, wherein the first database query is associated with a first rendering option, receiving a selection of the first rendering option or a second rendering option, querying a database with the first database query and receiving a first representation of the object from a database when the selection is of the first rendering option, loading the first representation of the object into computer memory when the selection is of the first rendering option, and rendering the object for the frame of animation using the first representation of the object when the selection is of the first rendering option, wherein the first representation of the object is not loaded into computer memory when the selection is of the second rendering option. | 12-03-2009 |
20090219292 | SYSTEMS AND METHODS FOR SPECIFYING ARBITRARY ANIMATION CONTROLS FOR MODEL OBJECTS - Systems and methods for defining or specifying an arbitrary set of one or more animation control elements or variables (i.e., “avars”), and for associating the set with a model object or part of a model object. Once a set of avars (“avarset”) is associated with an object model, a user is able to select that model or part of the model, and the avarset associated with that part of the model is made available to, or enabled for, any animation tool that affords avar editing capabilities or allows manipulation of the model using animation control elements. This enables users to create and save sets of avars to share between characters, or other objects, and shots. In certain embodiments, the user can associate multiple avarsets with a model part and can designate one of those sets as “primary” so that when that model part is selected, the designated primary avarset is broadcast to the available editing tools. Additionally, the user can override the primary designation set and select one of the other sets of avars, or the user can cycle through the various associated avarsets. | 09-03-2009 |
20090217160 | CUSTOMIZING WIDGET DRAW STYLES - Techniques for customizing draw styles of widgets to better accommodate a user's direct manipulation needs. A user can customize various attributes of a widget and its manipulators to suit the user's needs. The customizations are stored as a style. The stored style can subsequently be applied to the widget to control the appearance and behavior of the widget. Stored styles may be applied to other widgets and can also be shared between users. | 08-27-2009 |
20090213138 | MESH TRANSFER FOR SHAPE BLENDING - Techniques are disclose that may assist animators or other artists working with models. Information from a plurality of meshes in a collection may be blended or combined using correspondences between pairs of the meshes. Meshes in the collection may include different topologies and geometries. The combined information can be used to create combinations of data that reflect new topologies, geometries, scalar fields, hair styles, or the like that may be transferred to a mesh of new or existing models. | 08-27-2009 |
20090213131 | MESH TRANSFER - Mesh data and other proximity information from the mesh of one model can be transferred to the mesh of another model, even with different topology and geometry. A correspondence can be created for transferring or sharing information between points of a source mesh and points of a destination mesh. Information can be “pushed through” the correspondence to share or otherwise transfer data from one mesh to its designated location at another mesh. Correspondences can be authored on a source mesh by drawing or placing one or more geometric primitives (e.g., points, lines, curves, volumes, etc.) at the source mesh and corresponding geometric primitives at the destination mesh. A collection of “feature curves” may be placed to partition the source and destination meshes into a collection of “feature regions” resulting in partitions or “feature curve networks” for constructing correspondences between all points of one mesh and all points of another mesh. | 08-27-2009 |
20090179900 | Methods and Apparatus for Export of Animation Data to Non-Native Articulation Schemes - A method for exporting animation data from a native animation environment to a non-native animation environment includes determining first object poses in response to a first object model in the native environment and animation variables, determining a second object model including a geometric object model, determining second object poses in response to the second object model and animation variables, determining surface errors between the first object poses and the second object poses, determining a corrective object offsets in response to the surface errors, determining actuation values associated with the corrective object offsets in response to the surface errors, determining a third object model compatible with the non-native animation environment in response to the second object of poses, the corrective offsets, and the actuation values, and storing the third object model in a memory. | 07-16-2009 |
20090153566 | METHODS AND APPARATUS FOR ESTIMATING AND CONTROLLING BEHAVIOR OF ANIMATRONICS UNITS - A method for determining behavior of an animatronics unit includes receiving animation data comprising artistically determined motions for at least a portion of an animated character, determining a plurality of control signals to be applied to at least the portion of the animatronics unit in response to the animation data, estimating the behavior of at least the portion of the animatronics unit in response to the plurality of control signals by driving a software simulation of at least the portion of the animatronics unit with the plurality of control signals, and outputting a representation of the behavior of at least the portion of the animatronics unit to a user. | 06-18-2009 |
20090153565 | METHODS AND APPARATUS FOR DESIGNING ANIMATRONICS UNITS FROM ARTICULATED COMPUTER GENERATED CHARACTERS - A method for specifying a design for an animatronics unit includes receiving motion data comprising artistically determined motions, determining a design for construction of at least a portion of the animatronics unit in response to the motion data, and outputting the design for construction of the animatronics unit. | 06-18-2009 |
20090144402 | Storage Management for Renderfarm - Systems and methods for storing assets in storage systems external to asset management systems while still allowing the asset management systems to track the stored assets are disclosed. One method begins by first receiving an asset to be stored in an asset management system. Next, a first location on a storage managed by the asset management system is determined. A second location on a storage system external to the asset management system is then determined. The external storage system has been configured to store the asset. The asset is then stored at the second location. A logical link is then determined to the second location. Finally, the logical link is stored at the first location. The disclosed systems and methods allow for an administrator to separate the storage methods used by asset management systems from the asset tracking and logging capabilities of asset management systems. | 06-04-2009 |
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 |
20090109220 | Subsurface Rendering Methods and Apparatus - A method for a computer system includes receiving a three-dimensional model of an object, wherein the object includes a surface region, determining an incident irradiance associated with the surface region, determining a plurality of voxels associated with the three-dimensional model of the object, wherein a first plurality of voxels is associated with the surface region, and wherein a second plurality of voxels is associated with a sub-surface region of the object, associating the incident irradiance with the second plurality of voxels, and determining a subsurface scattering contribution associated with the surface region of the object in response to the incident irradiance associated with the second plurality of voxels. | 04-30-2009 |
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 |
20080319722 | Water Particle Manipulation - Realistic sprays for simulated fluids are created by adding a set of spray particles to a boundary region just below the fluid surface. The fluid surface is determined by solving a level set equation for a zero level corresponding to the fluid surface. Additionally, the boundary region is determined by solving the level set equation for a non-zero level corresponding to a surface at the specified depth from the fluid surface. The set of spray particles inherit an initial state, for example a velocity, from the fluid simulation. Subsequent motion of the spray particles is determined according to a ballistic simulation, rather than a fluid simulation, thereby substantially reducing the computational burden required to animate the fluid. Spray particles that sink below a specified depth from the fluid surface are removed. | 12-25-2008 |
20080297518 | Variable Motion Blur - Variable motion blur is created by varying the evaluation time used to determine the poses of objects according to motion blur parameters when evaluating a blur frame. A blur parameter can be associated with one or more objects, portions of objects, or animation variables. The animation system modifies the time of the blur frame by a function including the blur parameter to determine poses of objects or portions thereof associated with the blur parameter in a blur frame. The animation system determines the values of animation variables at their modified times, rather than at the time of the blur frame, and poses objects or portions thereof accordingly. Multiple blur parameters can be used to evaluate the poses of different portions of a scene at different times for a blur frame. Portions of an object can be associated with different blur parameters, enabling motion blur to be varied within an object. | 12-04-2008 |
20080204457 | Rig Baking - Model components can be used to pose character models to create a variety of realistic and artistic effects. An embodiment of the invention analyzes the behavior of a model component to determine a statistical representation of the model component that closely approximates the output of the model component. As the statistical representation of model components execute faster than the original model components, the model components used to pose a character model can be replaced at animation time by equivalent statistical representations of model components to improve animation performance. The statistical representation of the model component is derived from an analysis of the character model manipulated through a set of representative training poses. The statistical representation of the model component is comprised of a weighted combination of posed frame positions added to a set of posing errors controlled by nonlinear combinations of the animation variables. | 08-28-2008 |
20080198925 | HOME-VIDEO DIGITAL-MASTER PACKAGE - A method for determining digital video data includes receiving digital data comprising a plurality of digital images, wherein each digital image is encoded in a first color space, determining a plurality of color-graded digital images in response to the plurality of digital images and in response to color grading input data, wherein each color-graded digital image is encoded in a second color space, and wherein the second color space is associated with HD video, encoding each color-graded image with a compression encoding substantially independent of integer pixel translation of the plurality of color-graded digital images to form encoded image data package, storing the encoded image data package in a tangible media, and determining the digital video data for a video display device in a remote server in response to the encoded image data package. | 08-21-2008 |