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Lighting/shading

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345 - Computer graphics processing and selective visual display systems

345418000 - COMPUTER GRAPHICS PROCESSING

345419000 - Three-dimension

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DocumentTitleDate
20110175913MODULAR 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
20080218517SYSTEM 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
20090033661Spatially-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
20100073370SYSTEMS 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
20080259080IMAGE 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
20080259081System 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
20100073369SYSTEMS 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
20130083024THREE-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
20100045676SYSTEMS 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
20100045675SYSTEMS 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
20090174713METHOD 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
20130135309Dynamic 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
20130027400DISPLAY 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
20100328309TEXTURE 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
20120182300Shadowing 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
20120182299ITERATIVE 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
20130050214Light 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
20130050213SYSTEMS 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
20100134495MIXED 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
20100134494REMOTE 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
20100134492TERTIARY 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
20090309877SOFT 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
20100103172SYSTEM 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
20090303236METHOD 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
20120306877Run-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
20090267942IMAGE 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
20120223946GRAPHICS PROCESSING - A graphics processor includes a vertex shader 09-06-2012
20110063297IMAGE 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
20110063296Global 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
20110063295Estimation 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
20130063439MATERIAL 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
20130063440GRAPHICS 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
20090046099REAL-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
20090027390METHOD 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
20090009515GAME 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
20120113118Systems 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
20120236001Tree 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
20120236000DYNAMIC 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
20120235999STEREOSCOPIC 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
20090189897Dynamic 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
20090213120Method 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
20110279454THREE-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
20110285711PATH 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
20110285710Parallelized 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
20110285712IMAGE 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
20110285709Allocating 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
20090109222Reconstructable 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
20110292048GRAPHIC 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
20110134120METHOD 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
20130215117RASTERIZATION 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
20100091019Data 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
20100033483Exchanging 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
20090189896Graphics 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
20110169831METHOD 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
20090051688GENERATING 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
20090147002SYSTEM 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
20110122135METHOD 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
20100128038METHOD 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
20100277478Image 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
20110007073METHOD AND APPARATUS FOR MODIFYING A DIGITAL IMAGE - A digital image (01-13-2011
20100085359SURFACE 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
20100149184SYSTEM 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
20090051687IMAGE 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
20100123717Dynamic 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
20090201292Three-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
20080211813Device 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
20090289940COMPUTER-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
20100134493Apparatus 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
20090295805Hierarchical 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
20090295804Merged 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
20110199377METHOD, 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
20100128037METHOD 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
20100103171Material 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
20110267348SYSTEMS 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
20110267347SYSTEMS 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
20080238920Color 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
20110199378Re-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
20090167763QUASI-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
20090115784IMAGE 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
20080278491System 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
20080309667Interactive 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
20100277477Modeling 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
20090179896Method 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
20100141653APPARATUS 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
20100141652System 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
20130120385Methods 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
20130120386Systems 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
20130120387ILLUMINATION 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
20090128561TINTING 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
20120069023RAY 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
20120069022COLOR 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
20120069021Apparatus 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
20120069020Lighting 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
20090141027IMAGE 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
20090015588IMAGE CREATING DEVICE, LIGHT ARRANGING METHOD, RECORDING MEDIUM, AND PROGRAM - A lighting model storage unit (01-15-2009
20120287132METHOD 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
20120287131IMAGE 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
20120287130APPARATUS 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
20090033663Surface 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
20090096789METHOD, 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
20110227922APPARATUS 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
20110227920Method 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
20110227919MANAGING 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
20110227918Image Generating Device, Image Generating Method, Information Recording Medium, and Program - A bullet-mark information memory unit (09-22-2011
20090102844METHOD 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
20090102845IMAGE PROCESSING APPARATUS AND IMAGE PROCESSING METHOD - An object region detection unit (04-23-2009
20090102843IMAGE-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
20100302246GRAPHICS 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
20090122063Computer 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
20090122062Translating 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
20110043522IMAGE-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
20100156905Lighting 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
20110234591Personalized 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
20100182315IMAGE GENERATING APPARATUS, IMAGE GENERATING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - A storage unit (07-22-2010
20100188403Tree 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
20100188404SINGLE-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
20100177097IMAGE 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
20100177096INSTRUCTION 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
20100002000Hybrid 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
20100149185Apparatus 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
20100188402User-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
20100253684Methods 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
20100207943MODULAR 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
20110057932Holographic 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
20120139920CHARACTER GENERATION SYSTEM, CHARACTER GENERATION METHOD, AND PROGRAM - A character generating system (06-07-2012
20130187920ACCELERATED 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
20100033484PERSONAL-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
20100085360RENDERING 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
20110234590Method 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
20090040222Multi-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
20090073169HYBRID 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
20090153558System 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
20110032258SOURCE CODE GENERATOR FOR A GRAPHICS CARD - The present invention relates to a source code generator 02-10-2011
20120242665CONTRAST 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
20120242664ACCELEROMETER-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
20090109221Translucent 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
20100295853METHOD 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
20110109631SYSTEM 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
20110018876Systems 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
20100177095GEOSPATIAL 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
20110115792IMAGE 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
20120200570IMAGE 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
20090033662MULTIPLE 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
20110128287METHOD 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
20090219288INTERACTIVE 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
20090219287Modeling 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
20110084964Automatic 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
20110084966METHOD 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
20090322750REAL-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
20090322751SHADER 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
20110248998IRRADIANCE 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
20100238172CONE-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
20110248999STORAGE 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
20110102437Performing 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
20120120075SHUTTER 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
20090027391DIRECTABLE 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
20110069067SYSTEMS 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
20110069070EFFICIENT 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
20110069068Image 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
20100295852GRAPHICS 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
20100277479SYSTEM 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
20100097377Graphics 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
20090322752RAY 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
20090167762System 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
20090189898SHALLOW 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
200802662943D 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
20080278492Silhouette 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
20110254844THREE-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
20110134121LIGHTING 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
20130169641METHOD 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
20110134122SYSTEM 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
20110084965Automatic 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 situations04-14-2011
20110080407PIXEL 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
20110074783System, 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
20110074782IMAGE DISPLAY APPARATUS, METHOD, AND STORAGE MEDIUM - An image capturing unit 03-31-2011
20110074781INTERMEDIATE 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
20100283783Environment 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+e11-11-2010
20080218516System 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
20100060639Animatable 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
20100060638Animatable 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
20100060637Method 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
20100194751RAY 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
20110187715Improved 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
20110187714IMAGE 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
20100026684Method, 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
20100020079IMAGE 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
20100302244PROVIDING 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
20100302245PROVIDING 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
20120306878Modeling 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
20110304624METHOD 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
20110304623System 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
20090153557Horizon 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
20110012901METHOD, 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
20090073168FRAGMENT 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
20100231589RAY 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
20090256845ACCELERATED 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
20110050698ARCHITECTURES 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
20110050697COLOR 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
20110050696EFFICIENT 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
20110050695METHOD 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
20110050694SYSTEM 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
20110050693Automatic 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
20120038645METHOD 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
20120038644RENDERING 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
20120038643SYSTEM, 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
20120147007APPARATUS 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
20110080406CALCULATION 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
20120098832IMAGE 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
201200988313D 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
20090096788METHOD 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
20120001912RAY 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
20120001911METHOD FOR GENERATING SHADOWS IN AN IMAGE - As to generate shadows in an image, the method comprises the steps of: 01-05-2012
20100053162ACCELERATED 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
20100020080IMAGE 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
20120007865Image 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
20110096073MUSIC-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
20120056887DEPTH 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
20090135183NORMAL 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
20120026171PARALLEL 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
20120026170PROJECTION 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
20120062566Methods 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
20110069069EFFICIENT 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
20110043523GRAPHICS 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
20120154401METHOD 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
20120249552PRODUCT 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
20110090224Tile-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
20110102438Systems 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
20110102436SMOOTH 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
20100253685Generating 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
20100245355Method 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
20100207944MODULAR 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
20120299921DIRECTING 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
20110181592USE 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
20110181591SYSTEM 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
20120313945SYSTEM 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
20120212491INDIRECT 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
20100039430METHOD 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
20120313944COHERENT 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
20120249553ARCHITECTURES 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
20120313946DISPLAY 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
20120223947GRAPHICS PROCESSING - A graphics processor includes a vertex shader 09-06-2012
20120188244DEPTH 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
20120188243Portable 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
20120256922Multithreaded 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
20120256923METHOD 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
20120081370METHOD 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
20120081369METHOD 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
20120081368Image 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
20120262457METHOD 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
20120262456Line 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
20100328310SYSTEMS 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
20100231590CREATING 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
20100231592GRAPHICS 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
20100231591Subdividing 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
20120320056THREE 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
201201399193D 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
20130016102SIMULATING 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
20110141112Image 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
20110157178Method 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
20130021344System 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
20130021343Translating 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
20100001999Hybrid 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
20080238921Realistic 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
20080231633Terminating 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
20080225051METHOD 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
20080225050Image 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
20130181992TIME-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
20130169642PACKING 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
20130169643DISPLAY 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
20130176313Method 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
20130176314IMAGE 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
20130113801Profiling 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
20130120384Method 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
20130127858Interception 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
20130127860Methods 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
20130127861DISPLAY 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
20130127859Methods 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
20130141434VIRTUAL 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
20130141435MOBILE 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
20130147803SYSTEMS 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
20110273450METHOD 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
20110273449VIDEO 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
20110273448VIRTUAL 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
20110221752HARDWARE 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
20110227921Processing 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
20130147804METHOD 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
20100309205Efficient 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
20120274640Quasi-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
20120274639Method 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
20110234592Systems 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
20100315423APPARATUS 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
20100315422METHOD 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
20100315421Generating 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
20120280997Control 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
20120280996METHOD 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
20120280995EFFICIENT 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
20130187921ROTATIONAL 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
20100079457Fragment 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
20130194269Three-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
20130194268SYSTEM 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
20130100135METHOD 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
20120299922IMAGE 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
20130207978SYSTEM, 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

Patent applications in class Lighting/shading