Patent application number | Description | Published |
20120242586 | Methods and Apparatus for Providing A Local Coordinate Frame User Interface for Multitouch-Enabled Devices - Methods and apparatus for providing a local coordinate frame user interface for multitouch-enabled devices. A user interface may be provided on multitouch display devices, displayed according to a local coordinate frame constructed around the human hand. A user may place the tips of all five digits on a multitouch user interface with a natural gesture to provide five input points; the method detects which input points correspond to which digits, and constructs a local coordinate frame for the hand based on the input points. User interface elements (e.g., controls) may then be assigned to each digit and displayed on the multitouch display. The user may then selectively manipulate one or more of the displayed controls as desired via one or more gestures associated with the particular control. | 09-27-2012 |
20130051663 | Fast Adaptive Edge-Aware Matting - Methods, apparatus, and computer-readable storage media for fast adaptive edge-aware matting in which a matting technique adaptively feathers selections, provides smooth color correspondence matting, and performs well in textured regions. The matting technique may require fewer strokes and less parameter tuning than conventional matting techniques. The matting technique may have two components implemented in a matting pipeline. A color similarity component implements a color similarity constraint technique based on a radial basis function (RBF) technique to generate a color-constrained mask, and a locality constraint component implements a locality constraint technique based on a fast flood fill technique to generate a locality-constrained mask. The final mask (or matte) output may be an element multiply of the masks generated by the two components. | 02-28-2013 |
20130120324 | System and Method for Simulating Stiff Bristle Brushes Using Stiffness-Height Parameterization - A method, system, and computer-readable storage medium for simulating bristle brush behavior in an image editing application may use stiffness-height parameterization to determine the height of a brush tool above a canvas during a brush stroke. The determination may be dependent on the pressure applied during the stroke (e.g., using a stylus on a pressure-sensitive tablet), and on the stiffness of the brush bristles. The system may select a standard-stiffness or high-stiffness mapping between stylus pressure values and brush height values dependent whether the bristle stiffness value is above or below a pre-determined threshold. The standard-stiffness mapping may apply a linear function to pressure values to determine height values. Using the high-stiffness mapping, the effect of increased pressure on corresponding brush height values may be reduced as bristle stiffness is increased. Adjusting pressure-to-height mapping based on stiffness may allow the system to realistically mimic the behavior of stiff bristle brushes. | 05-16-2013 |
20130120385 | Methods and Apparatus for Diffuse Indirect Illumination Computation using Progressive Interleaved Irradiance Sampling - Methods and apparatus for diffuse indirect illumination computation using progressive interleaved irradiance sampling. Embodiments may implement a method that amortizes the cost of computing the irradiance integral for diffuse indirect illumination both temporally and spatially in screen space. For each pixel, only one secondary ray is fired. By carefully arranging different secondary ray directions for different pixels according to a sampling sequence, embodiments may filter the noisy estimate so that each pixel receives a relatively uniform coverage of the integrated hemisphere. Some embodiments may use a bilateral filter so that the geometric discontinuities are respected. The sequence may continue to a higher-level of stratification in each frame. This ensures that the rendering is converging to a noise-free result. | 05-16-2013 |
20130120386 | Systems and Methods for Simulating the Effects of Liquids on a Camera Lens - Systems and methods for simulating liquid-on-lens effects may provide an interface through which users can add and/or manipulate fluids on a virtual camera lens. A physically based fluid simulation may simulate the behavior of the fluid as it is deposited on and/or manipulated on the virtual lens, and determine the distribution of the fluid across the lens. A ray tracing technique may be employed to determine how light is refracted through the virtual lens and the fluid, and to render a distorted output image as seen through the lens and the fluid. As the fluid is manipulated, corresponding changes in the image may be displayed in real time. The input image may be an existing single image or a direct camera feed (e.g., of a tablet type device). The user may select a fluid type and/or various fluid properties for the image editing operation. | 05-16-2013 |
20130120427 | System and Method for Simulation of Paint Deposition Using a Pickup and Reservoir Model - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) using a two-layer model of a virtual paint brush may more accurately simulate real world painting techniques than conventional painting simulations. A two-layer brush model may include a reservoir buffer and a pickup buffer to separately represent the paint stored in the belly of a paint brush tip and paint that has been picked up on the surface of the brush tip during a brush stoke, respectively. The two-layer brush model may also include methods that automatically control how virtual paint moves between these layers and a digital canvas. In simulations that employ this two-layer brush model, virtual paint may be deposited on the digital canvas directly from both of the buffers. The amount of paint deposited from each buffer (and/or the ratio of the amounts) may be configurable by a user. | 05-16-2013 |
20130120433 | System and Method for Simulation of Brush-Based Painting In a Color Space That Includes a Fill Channel - Systems and methods for performing brush behavior simulation in an image editing application may facilitate realistic paint simulation by the addition of a fill channel to a color space representation that includes a set of color channels and an alpha channel representing opacity of the paint. The fill channel value for each pixel of a brush model or canvas may represent the amount of paint stored at the pixel. The system may include logic to support paint compositing, mixing, and depletion operations that calculate a consequent color of a destination pixel resulting from the operations dependent on the fill channel values for the source and/or destination pixels. The resulting color channel, opacity channel, and fill channel values may be converted to a color space that does not include a fill channel or opacity channel for display. A source pixel may be a pixel of an atomic element of a texture. | 05-16-2013 |
20130120435 | System And Method For Simulating Paint Brush Strokes Using Configurable Wetness, Drying, And Mixing Parameters - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) may more accurately simulate real world painting techniques than conventional painting simulation applications. The digital painting application (or simulation module) may provide a small set of physically meaningful parameters (e.g., canvas wetness, drying rate, and pickup mix ratio). By setting the values of these parameters (or overriding default values for a selected paint type), the user may better control the appearance of brush strokes made by a virtual paint brush on a digital canvas. For example, the length of a brush stroke, the amount of streaking caused by paint picked up during the brush stroke, and/or the mix of paint deposited from a pickup buffer and a reservoir buffer of a brush model may be affected by changing the values of these parameters, thus allowing users to create different realistic painting effects. | 05-16-2013 |
20130120436 | System and Method for Non-Uniform Loading of Digital Paint Brushes - Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) may provide user interface elements and methods that allow a user to load a brush with non-uniform paint colors by directly sampling the digital canvas. For example, a user may hover the brush over an area on the canvas having a non-uniform color distribution, and the application (or module) may sample the colors of the pixels under the brush, and load the brush with a collection of paint values reflecting the non-uniform distribution of colors in the sample. The application may support two non-uniform paint loading modes, e.g., one that fills the brush with a distribution of paint matching a single sample, and one that fills the brush with paint continuously as it is swept over the canvas. Non-uniform paint loading may be applied to stamp-based brush models and/or bristle brush models. | 05-16-2013 |
20130121612 | PREVENTING PIXEL MODIFICATION OF AN IMAGE BASED ON A METRIC INDICATING DISTORTION IN A 2D REPRESENTATION OF A 3D OBJECT - A method, system, and computer-readable storage medium are disclosed for distortion-based mask generation. A respective distortion metric may be determined at each location of a plurality of locations in a two-dimensional representation of a three-dimensional object. The two-dimensional representation may be based on a view of the three-dimensional object. Each respective distortion metric may indicate a degree of distortion in a mapping between the respective location in the two-dimensional representation and a corresponding location in a surface texture of the three-dimensional object. The visual representation of the respective distortion metric at one or more of the plurality of locations may be displayed. | 05-16-2013 |
20130127733 | Methods and Apparatus for Determining Local Coordinate Frames for a Human Hand - Methods and apparatus for providing a local coordinate frame are described. A user may place the tips of all five digits on a multitouch user interface with a natural gesture to provide five touch points. A local coordinate frame may be constructed from the touch points. A local coordinate frame may be computed relative to the entire hand and/or relative to each individual digit. The technique may be agnostic in regard to the orientation of the device and to which hand is used. The user may move or rotate their hand, and the local coordinate frame is adjusted to the new positioning relative to the device. The technique may also infer a relative position of the palm from the digit input points, allowing the display of user interface elements where the elements are visible rather than occluded by the hand. | 05-23-2013 |
20130127890 | Polygon Processing Techniques in Procedural Painting Algorithms - Techniques for improving the performance of vector-based, fluid motion simulation techniques in procedural painting algorithms. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic and serendipitous behaviors of watercolor painting at good interactive rates even on relatively low-powered devices. The techniques may include resampling the vertices of pigment polygons after growth at least at some iterations of the algorithm to provide smoother, more uniform growth; rasterizing dried pigment polygons into a texture so that the dried polygons are not rendered at each iteration of the algorithm; and rendering only a subset of live pigment polygons at each iteration of the algorithm. Polygons used by the techniques may be separated into static water polygons and dynamic pigment polygons. | 05-23-2013 |
20130127898 | Separating Water from Pigment in Procedural Painting Algorithms - Techniques for improving the performance of vector-based, fluid motion simulation techniques. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic, serendipitous behaviors of painting at good interactive rates even on relatively low-powered devices. Instead of employing polygons in a procedural painting algorithm that are combinations of pigment and water, a technique may be employed in which the polygons are separated into pigment polygons and water polygons. The water polygons are not rendered; only the pigment polygons are rendered. To improve the performance of the wetness determination at vertices of the pigment polygons, a technique may be used that first rasterizes all of the water polygons into a buffer, which may be referred to as a wetness layer or wetmap; the wetness at a vertex is then determined by sampling this buffer or layer at the vertex's position. | 05-23-2013 |
20130132903 | Local Coordinate Frame User Interface for Multitouch-Enabled Applications - Methods and apparatus for providing a local coordinate frame user interface. A local coordinate frame user interface is described that may be used in conjunction with other tools provided by an application such as a graphical input and editing application. A user may draw or modify graphical objects using strokes applied with a brush or other tool, or perform other input and editing operations of the application, with one hand. While performing these various operations with one hand, the user may invoke and manipulate the local coordinate frame user interface with the other hand. Using this combined graphical input and editing method, a user may quickly adjust various attributes of selected tools and/or drawn objects, switch drawing tools or modes, and perform various other adjustments and actions via the local coordinate frame user interface with one hand while performing other actions with the other hand. | 05-23-2013 |
20130229389 | Methods and Apparatus for Simulation of an Erodible Tip in a Natural Media Drawing and/or Painting Simulation - A method, system, and computer-readable storage medium are disclosed for simulation of an erodible tip. A brush tool representing an erodible media is modeled as a height map. Information is collected about a user manipulation of a stylus representing a stroke made on a virtual canvas with the brush tool. A mark to be made on the virtual canvas is determined dependent on the brush tool model and the collected information. The determined mark is rendered. A change in the height map of the brush tool due to the stroke is determined dependent on the brush tool model and the collected information. One or more subsequent marks are rendered in response to manipulation of the brush tool dependent on the determined change in the height map. | 09-05-2013 |
20130321618 | Methods and Apparatus for Reproducing the Appearance of a Photographic Print on a Display Device - Methods and apparatus for reproducing the appearance of a photographic print on a display device are disclosed. In one embodiment, an environment model is built from received light conditions at a light sensor attached to a display surface. The environment model and a surface model are applied to an input image to generate an output image. The surface model represents reflective characteristics of a simulated surface on which display of the input image is simulated. The output image simulates an effect of the received light conditions on the input image as simulated on the surface. | 12-05-2013 |
20130321690 | Methods and Apparatus for Refocusing via Video Capture - Methods and apparatus for refocusing via video capture are disclosed. In response to an image capture request, a multi-focus image data structure including a plurality of image data structures representing a scene is captured. The capturing the plurality of image data structures further includes capturing a first image data structure, altering a focal distance of a lens apparatus focusing light on a photosensor, and capturing a second image data structure. | 12-05-2013 |
20140099026 | Color Correction Based on Multiple Images - In some implementations, a method provides color corrections based on multiple images. In some implementations, a method includes determining one or more characteristics of each of a plurality of source images and determining one or more similarities between the one or more characteristics of different source images. The source images are grouped into one or more groups of one or more target images based on the determined similarities. The method determines and applies one or more color corrections to the one or more target images in at least one of the groups. | 04-10-2014 |
20140140609 | ROTATION OF AN IMAGE BASED ON IMAGE CONTENT TO CORRECT IMAGE ORIENTATION - In some implementations, a method rotates images based on image content to correct image orientation. In some implementations, a method includes obtaining one or more identifications of content depicted in an image and determining a current orientation of the content depicted in the image. The current orientation is determined based on the one or more identifications of the content. An amount of rotation for the image is determined that orients the content closer to a predetermined reference orientation than to the current orientation. The image is rotated by the determined amount. | 05-22-2014 |
20140153827 | DETECTING EXPOSURE QUALITY IN IMAGES - Systems, methods and computer readable media for exposure quality detection are described. In some implementations, a method can include computing an overall image exposure score for an image. The method can also include determining one or more face regions in the image. The method can further include computing a face region exposure score for each face region. The method can also include combining the overall image exposure score and each face region exposure score to generate an exposure quality score for the image. | 06-05-2014 |
20140341425 | PROVIDING VISUAL EFFECTS FOR IMAGES - Implementations relate to providing visual effects for images. In some implementations, a method includes detecting one or more objects in an image. The method identifies one or more important objects of the objects, where the important objects are determined to have an importance measurement satisfying a predetermined threshold indicating their importance to a viewer of the image. The method determines an application of a visual image effect to the image based on the important objects. | 11-20-2014 |
20140341442 | IMAGE MASKS FOR FACE-RELATED SELECTION AND PROCESSING IN IMAGES - In some implementations, a method includes identifying one or more face regions of an image, the face regions including pixels that depict at least a portion of one or more faces of persons. The face regions are identified based on identifying facial landmarks of the faces. The method determines an associated face mask for each of the faces based on the face regions, where each face mask indicates which pixels in the image depict the corresponding face. Face pixels can be selected for processing by applying the face masks, and image pixels outside the faces can be selected by inversely applying the face masks. The selected pixels can be provided to a processing operation for adjustment of the selected pixels. | 11-20-2014 |