System, method, and program for photorealistic imaging using ambient occlusion
    1.
    发明专利
    System, method, and program for photorealistic imaging using ambient occlusion 有权
    系统,方法和程序使用环境成像进行光学成像

    公开(公告)号:JP2010134919A

    公开(公告)日:2010-06-17

    申请号:JP2009262804

    申请日:2009-11-18

    CPC classification number: G06T15/06

    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 translation: 要解决的问题:提供一种用于使用环境遮挡的照相感觉成像的方法,计算机程序和系统,其解决与常规系统和方法相关联的至少一些问题和缺点。

    解决方案:接收包括场景几何模型和描述对象的多个像素数据的场景模型数据(505)。 选择第一像素数据,生成主要像素颜色和主要光线(515,520)。 基于与主光线和交点P相交的对象来确定表面法线N和主命中颜色,并修改主像素颜色。 基于交点P和表面法线N生成环境遮挡(AO)射线。对于每个AO射线,AO射线方向D反转,AO射线原点O设定在场景外。 如果AO光线在到达点P之前没有与物体相交,则该光线被包含在估计的环境遮挡计算中,主像素颜色被遮蔽并且产生图像。 版权所有(C)2010,JPO&INPIT

    SYSTEM AND METHOD FOR DISPLAYING A THREE-DIMENSIONAL OBJECT USING MOTION VECTORS TO GENERATE OBJECT BLUR

    公开(公告)号:CA2307352A1

    公开(公告)日:2000-12-30

    申请号:CA2307352

    申请日:2000-05-01

    Applicant: IBM

    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.

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