Abstract:
PROBLEM TO BE SOLVED: To provide a method, a computer program and a system for photorealistic imaging using ambient occlusion that address at least some of the problems and disadvantages associated with conventional systems and methods. SOLUTION: Scene model data, including a scene geometry model and a plurality of pixel data describing objects, is received (505). A first pixel data is selected, a primary pixel color and a primary ray are generated (515, 520). A surface normal N and a primary hit color are determined based on the object intersected by the primary ray and the intersection point P, and the primary pixel color is modified. Ambient occlusion (AO) rays are generated based on the intersection point P and the surface normal N. For each AO ray, the AO ray direction D is reversed, and the AO ray origin O is set to a point outside the scene. If an AO ray does not intersect an object before reaching point P, that ray is included in ambient occlusion calculations, estimated, the primary pixel color is shaded and an image is generated. COPYRIGHT: (C)2010,JPO&INPIT
Abstract:
PROBLEM TO BE SOLVED: To render a triangular mesh for using it in a graphical display. SOLUTION: Each triangular mesh 150 is composed of triangular graphic figure elements 155. The figure element 155 represents a finely divided triangular shape. Each figure element 155 shares a defined apex with the adjacent figure element 155. The shared apexes are sent out in order to render the figure elements 155 and used. COPYRIGHT: (C)2004,JPO
Abstract:
A system, method, and computer-usable medium for simulating object blur uses motion vectors. A motion vector, or array of motion vectors, may be specified on either a per-vertex or per-primitive (i.e. per-object) basis. A motion vector is opposite to the direction of the motion, and thus points in the direction of the blur. The magnitude of the motion vector represents the distance the vertex or the primitive (i.e. each vertex in the primitive) travels in one unit of time. When a scene is rendered, only those objects which are in motion, or which are subject to depth of field blurring, are rendered over a series of time slices. All objects which are static (i.e. nonmoving) are rendered directly into a color buffer, rather than being repeatedly rendered over a series of time slices. Thus, static (i.e. non-blurred) objects are rendered only once, while objects which are to be blurred are rendered over a series of time slices.