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47 results about "Ambient occlusion" patented technology

In computer graphics, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and the deeper you go inside the tube, the more occluded (and darker) the lighting becomes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky this is done by estimating the amount of visible sky for each point, while in indoor environments only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect.

3D scene rendering

A method comprising: obtaining a plurality of three-dimensional (3D) point clouds about a plurality of objects of interest, each of said 3D point clouds being labelled to a category of objects of interest; rendering facades for the objects of interests categorized as buildings using an ambient occlusion method, where illumination of the point cloud is calculated based on light coming from a theoretical hemisphere or sphere around the object of interest; and rendering shapes of the objects of interests categorized as non-buildings by fitting predefined templates of street view objects to the point clouds labelled as non-buildings.
Owner:PIECE FUTURE PTE LTD

Method and system for drawing ambient occlusion images based on GPU (graphic processing unit) acceleration

The invention relates to a method and a system for drawing ambient occlusion images based on GPU (graphic processing unit) acceleration. The method comprises the following steps: 1) building a hemispherical camera system consisting of uniformly-distributed cameras in a CPU (central processing unit) processor; 2) selecting a camera to shoot scenes within a certain range around an object to be rendered so as to obtain a scene depth map (with scene depth values) for the scenes within a certain range around the object to be rendered; 3) receiving the vertex data (include a vertex coordinate) of the object to be rendered, and carrying out calculation according to the vertex coordinate so as to obtain the rendering depth value of a pixel; 4) according to the scene depth value and rendering depth value of the pixel, calculating the AO (ambient occlusion) information of the pixel; 5) storing the AO information of the pixel into an AO map according to a pre-generated AO map; and 6) rendering the online scene of the AO map into displayable ambient light, then outputting the displayable ambient light. In the method, because the AO information calculation process is completed in the GPU processor, and the GPU processor has a strong parallel processing capacity, the calculation efficiency is greatly increased.
Owner:北京麒麟网文化股份有限公司

Systems and methods for displaying a unified representation of performance related data

A system and method for displaying a unified representation of performance related data for a building are disclosed. The system includes a sensor network for collecting data in the building and a computing device for generating and displaying a unified representation of performance related data on a display. The performance related data may include the raw data collected by the sensor network or data generated by simulation programs based on the raw data collected by the sensor network. The computing device displays the performance related data in the context of a graphical representation of a three-dimensional model of the building as defined in a building information model (BIM). The computing device generates the graphical representation using an ambient occlusion rendering technique and then incorporates the performance related data either using a direct rendering technique or a transient geometry technique.
Owner:AUTODESK INC

Relightable texture for use in rendering an image

A model of a scene of an image (e.g. a frame of a video sequence) is generated from one or more views of the scene captured from one or more different camera viewpoints. An initial texture for applying to the model is derived from the one or more views of the scene. The initial texture is separated into a lighting estimate and a colour estimate, which may be orthogonal and which may be processed independently. The lighting estimate is filtered with a high-pass filter to thereby determine shadow regions of the scene which are regions of detailed shadow which are likely to be caused by ambient occlusion in the scene and which are therefore retained when the texture is relit for rendering the image. A shadow-detail estimate (or “dark map”) is provided which indicates one or more shadow regions of the texture which are to remain in shadow when the image is rendered.
Owner:IMAGINATION TECH LTD

Image processing method, image processing device and computer equipment

The embodiment of the invention discloses an image processing method, an image processing device and computer equipment. The image processing method disclosed by the embodiment of the invention comprises the following steps that: a graphics processor receives information, sent by a central processing unit, of a scene in a preset range around a target object to be rendered; the graphics processor renders the received scene to obtain a scene depth parameter, and the scene is obtained through being shot by a camera positioned in a position of a ray light source; the graphics processor renders a target object to be rendered to obtain a rendering depth parameter, and the target object to be rendered is obtained through being shot by a camera not positioned at in a position of the ray light source; the graphics processor calculates the environment light shielding picture of the target object to be rendered in each ray light source direction according to the scene depth parameter and the rendering depth parameter; and the graphics processor carries out stacking on the environment light shielding pictures in each ray light source direction to obtain an output image. The image processing method, the image processing device and the computer equipment provided by the embodiment of the invention have the advantage that the image processing efficiency can be improved.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Rendering method of ambient occlusion image, method for generating effect image and apparatus

The present invention discloses a rendering method of an ambient occlusion image, a method for generating an effect image and an apparatus. The rendering method includes the following steps that: a rendering model located in a camera space is obtained; each pixel of the rendering model in the camera space is projected to a screen space through perspective transformation; the ambient occlusion value of each pixel in the screen space is calculated; and the ambient occlusion image is generated according to the ambient occlusion value of each pixel. According to the rendering method provided by the technical schemes of the invention, the pixels of the rendering model in a scene are projected to the screen space from the camera space; the ambient occlusion values of the pixels in the screen space are calculated; and therefore, a frequent space transformation process is omitted, the number of the instructions of a GPU during operation can be saved, and the operation efficiency of the GPU canbe improved.
Owner:上海灵犀互动娱乐有限公司

Ambient light occlusion method for microstructural surface object of screen space

InactiveCN101615300AEfficient drawingFast and efficient drawing of ambient occlusion effects3D-image renderingVisual spaceScreen space
The invention provides an ambient light occlusion method for a microstructural surface object of screen space. The method comprises the following two steps: drawing a scene under a view point, drawing depth information of a scene vertex under visual space in a piece of floating texture; and drawing a full-screen quadrangle, quickly calculating a value of the ambient light occlusion in image space by using an occlusion angle of an object according to the obtained depth texture, and outputting the value of the ambient occlusion onto a screen. The method can quickly calculate the ambient light occlusion for the microstructural surface object, and has the advantages of high efficiency and verisimilitude.
Owner:BEIHANG UNIV

Horizon split ambient occlusion

ActiveUS20090153557A1Take advantage ofAvoiding precomputation3D-image renderingGraphicsHorizon
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.
Owner:NVIDIA CORP

Image processing method and device in AR scene, electronic equipment and storage medium

The embodiment of the invention discloses an image processing method and device in an AR scene, electronic equipment and a storage medium. The method comprises the steps: acquring a depth image corresponding to a current real scene image; obtaining an ambient light shielding image corresponding to the depth image; and performing coloring processing on the ambient light shielding image according tothe virtual illumination parameter. According to the embodiment of the invention, the 3D virtual illumination and the depth map are combined, the ambient light shielding image corresponding to the depth image is colored according to the virtual illumination parameter, the three-dimensional world optical imaging process can be simulated, an unclear area in the image is lightened in real time or excessive exposure is inhibited, the image display quality is improved, and better augmented reality user experience is brought; and three-dimensional scene rendering is converted into pixel coloring ofa two-dimensional screen space, so that calculation can be simplified to a great extent.
Owner:APOLLO INTELLIGENT CONNECTIVITY (BEIJING) TECH CO LTD

Three-dimensional model processing method and apparatus

The embodiment of the present invention discloses a three-dimensional model processing method, including: acquiring the three-dimensional model and the material of the three-dimensional model; setting the material parameters of the three-dimensional model according to the material of the three-dimensional model; and generating A shadow map of the 3D model; generating an ambient light shading effect of the 3D model according to the material parameters; baking the shadow map and the ambient light shading effect to the 3D model to generate a 3D model with light and shadow effects Model. The 3D model processing method provided by the embodiment of the present invention directly generates the shadow map and ambient light occlusion effect of the 3D model according to the material of the 3D model specified by the producer, which saves the time for making the model and reduces the time for the producer to learn modeling. time and cost.
Owner:美屋三六五(天津)科技有限公司

AO (ambient occlusion) method based on screen space

The invention discloses an AO (ambient occlusion) method based on screen space. The AO method includes obtaining gray values of pixels according to positions and normals of the pixels in a scene drawn; subjecting the gray values of the pixels and scene color to multiplication to obtain a final light and shade effect. During physical operation after image rasterization, color information around the pixels are sampled, simple depth value comparison is performed to calculate a range, which ambient lighting cannot reach, of an object, and accordingly, outline shadow of the object surface which is under the ambient lighting is proximately represented, with calculation high in speed and high in efficiency.
Owner:WUXI FANTIAN INFORMATION TECH

System 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.
Owner:IBM CORP

Processing method and device of ambient occlusion (AO)

ActiveCN107633544ASolve poor self-shadowing effectSolve problems that require large computational overhead3D-image renderingComputer graphics (images)Three-dimensional space
The invention discloses a processing method and device of ambient occlusion (AO). The method includes: respectively selecting a corresponding reference vertex for each vertex on a target mesh object in a vertex set of a source mesh object; acquiring values of three-dimensional spatial distances between the reference vertices and the corresponding vertices on the target mesh object, and normalizingthe values of three-dimensional spatial distances to obtain vertex occlusion values; and storing the vertex occlusion values into data channels of the corresponding vertices on the target mesh object. The method solves technical problems that self-shadowing effects obtained by ambient occlusion calculation manners provided in the related art are poorer and require higher calculation overheads.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Ambient light shielding method

ActiveCN108805971ASolve the cornerSolve the lack of layering of folds3D-image renderingWrinkle skinUltrasound attenuation
The invention specifically relates to an ambient light shielding method, mainly solves the problems that an existing SSAO method is insufficient in sense of depth at corners and wrinkles and not obvious in contrast ratio, and meanwhile applicable to complex and completely dynamic scenes, for achieving stabilization and greatly improving rendering performance. The method comprises the steps of firstly subsequent calculated amounts via downsampling; then introducing a discrete horizontal structure, and computing an outline level and an outline value through sampling depth textures; then reducingthe distance between a current texture pixel and a sub-pixel through using linear or Gaussian attenuation according to the distance, and at last reducing noise influence via smooth filtering. The method is applicable to the fields of video games, animation production and live-action simulation, can relatively realistically simulate a rendering effect of overall illumination under the condition ofreal-time running, and improves aiming at the defects in three aspects: sampling point selection, texture sampling and smooth filtering, and thus via improving the performance and the rendering effect, the method is more applicable to rendering the real-time game scene in the three-dimensional game.
Owner:ZHONGBEI UNIV

Management method of voxel landform

The invention provides a management method of voxel landform. The management method comprises the following steps that (1) landform is selected and built, the environment lighttight shield informationof the landform is calculated and stored into 3D texture, and environment lighttight shield is processed; (2) collision mesh is processed by using a cubic surface extraction algorithm and a GreedyMeshing algorithm, and (3) static mesh are instantiated by using binary tree. The management method of voxel landform ensures the execution efficiency of calculating the environment lighttight shield byusing the simplified environment lighttight shield algorithm, guarantees the high efficiency of mesh extraction by using the simple cubic surface extraction algorithm, manages the instantiated staticmesh by using the binary tree, and improves the view-frustum culling efficiency.
Owner:SNAIL GAMES

Method and apparatus for generating a composite image based on an ambient occlusion

A method, apparatus and computer program product are provided for non-occluding overlay of user interface or information elements on a contextual map. A method is provided including receiving a two dimensional image associated with a geographic area or object, receiving geometry model associated with the associated with the geographic area, generating an embossing map based on ambient occlusions associated with the geometry model, and generating a composite image based on the two dimensional image and the embossing map.
Owner:HERE GLOBAL BV

Dynamic map adjustment method and device

The embodiment of the invention provides a dynamic map adjustment method and device. The method comprises the steps of acquiring normal information of a model of an object in a game, wherein the normal information comprises a normal direction corresponding to each pixel point in the model; obtaining included angle information according to a line-of-sight direction and the normal information, wherein the included angle information comprises an included angle between the line-of-sight direction and each normal; conducting processing according to an ambient occlusion map and the included angle information to obtain a rendered object. According to the embodiment, real-time calculation is carried out according to the line-of-sight direction and the normal information, and therefore the sense ofreality of the game is improved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Method for extracting pore structure of whole soil aggregate in CT digital image

The invention discloses a method for extracting the pore structure of a whole soil aggregate in a CT digital image, and belongs to the technical field of soil structure exploration, and the method comprises the following steps: (1) obtaining the CT digital image of the soil aggregate, and carrying out the preprocessing of the image; (2) performing parameter optimization according to the two characteristics of the image size and the connectivity, and extracting the pore part of the soil aggregate by using an ambient light shielding calculation method. When the soil aggregate image is subjectedto ambient light shielding calculation through the ambient light shielding calculation method, optimizing key parameters of the calculation module, so that the calculation time is shortened, and the calculation efficiency is improved. The image processing efficiency can be greatly improved, the operation time is shortened, and therefore rapid extraction of pores of the whole aggregate is achieved.
Owner:ZHEJIANG UNIV

Rendering method and rendering device

ActiveCN109603156AAvoid game lagImprove vegetation renderingVideo gamesVegetationComputer graphics (images)
The embodiment of the invention relates to the technical field of rendering of three-dimensional games, in particular to a rendering method and a rendering device. By adopting the rendering method, anenvironment light shielding weighted value of a vegetation model can be calculated when a game client is offline, and a real-time illuminating intensity value can be calculated when the game client is online, so that the follow-up rendering calculation and model rendering by the game client can be realized based on the environment light shielding weighted value and the environment light shieldingweighted value. Therefore, the calculating pressure of the game client is alleviated, the calculating efficiency is improved, and the rendering effect of the game client is guaranteed.
Owner:BEIJING PIXEL SOFTWARE TECH

Ambient light shielding processing method, device and equipment

The invention discloses an ambient light shielding processing method, device and equipment, relates to the technical field of game light and shadow processing, and can solve the technical problems that the calculation pressure of a server is increased and the game experience of a user is easily influenced when ambient light shielding processing is carried out at present. Comprising the steps that a target model unit of a target virtual object is acquired, the target model unit is a model unit to be subjected to ambient light shielding processing, and the target model unit is provided with a minimum bounding box; a target three-dimensional texture corresponding to the target model unit is obtained, the target three-dimensional texture is a pre-baked three-dimensional texture of the target model unit, and the size of the target three-dimensional texture is related to the size of a minimum bounding box of the target model unit; a target cube model of the target model unit is obtained, the target cube model is used for rendering the target three-dimensional texture, and the size of the target cube model is the same as that of the target three-dimensional texture; and rendering the ambient light shielding effect of the target model unit according to the target cube model and the target three-dimensional texture.
Owner:SHANGHAI PERFECT WORLD SOFTWARE CO LTD

Method and system for drawing ambient occlusion images based on GPU (graphic processing unit) acceleration

The invention relates to a method and a system for drawing ambient occlusion images based on GPU (graphic processing unit) acceleration. The method comprises the following steps: 1) building a hemispherical camera system consisting of uniformly-distributed cameras in a CPU (central processing unit) processor; 2) selecting a camera to shoot scenes within a certain range around an object to be rendered so as to obtain a scene depth map (with scene depth values) for the scenes within a certain range around the object to be rendered; 3) receiving the vertex data (include a vertex coordinate) of the object to be rendered, and carrying out calculation according to the vertex coordinate so as to obtain the rendering depth value of a pixel; 4) according to the scene depth value and rendering depth value of the pixel, calculating the AO (ambient occlusion) information of the pixel; 5) storing the AO information of the pixel into an AO map according to a pre-generated AO map; and 6) rendering the online scene of the AO map into displayable ambient light, then outputting the displayable ambient light. In the method, because the AO information calculation process is completed in the GPU processor, and the GPU processor has a strong parallel processing capacity, the calculation efficiency is greatly increased.
Owner:北京麒麟网文化股份有限公司

System and method for creating physical objects used with videogames

A user may create a customized virtual game character and the customized virtual game character may be physically substantiated. In some embodiments the virtual game character is physically substantiated by making a toy in the form of the virtual game character, which in some embodiments has computer readable information regarding the virtual game character. In some embodiments the toy is made by way of 3-D printing. In various embodiments portions of the toy which may be considered too thin for 3-D printing are expanded. In some embodiments internal ambient occlusion information is used in determining if a portion is too thin.
Owner:ACTIVISION PUBLISHING
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