Patent classifications
G06T17/005
Point cloud data transmission device, point cloud data transmission method, point cloud data reception device, and point cloud data reception method
Disclosed herein is a method for transmitting point cloud data, including encoding point cloud data, and/or transmitting a bitstream containing the point cloud data and signaling information about the point cloud data. Disclosed herein is a method for receiving point cloud data, including receiving a bitstream containing point cloud data, and/or decoding the point cloud data in the bitstream.
FOUR-DIMENSIONAL DATA PLATFORM USING AUTOMATIC REGISTRATION FOR DIFFERENT DATA SOURCES
A method is provided that includes generating a four-dimensional (4D) model of an environment based on three-dimensional (3D) coordinates of the environment captured at a first point in time. The method further includes updating the 4D model based at least in part to an update to at least a subset of the 3D coordinates of the environment captured at a second point in time. The method further includes enriching the 4D model by adding supplemental information to the model.
Comparative virtual asset adjustment systems and methods
The present disclosure illustrates systems and methods for automatically adjusting a following 3D asset based on a deformation of a related base 3D asset. The systems and methods may use geomaps to index the relationship between the following 3D asset and base 3D asset. By automatically adjusting a following 3D asset based on the base 3D asset, the following 3D asset may retain full functionality.
VIDEO-BASED HAND AND GROUND REACTION FORCE DETERMINATION
A method for determining a hand force and a ground reaction force for a musculoskeletal body of a subject includes obtaining video data for the musculoskeletal body during an action taken by the subject, generating, for each frame of the video data, three-dimensional pose data for the subject based on a three-dimensional skeletal model, and determining the hand force and the ground reaction force based on the three-dimensional pose data. Determining the hand force and the ground reaction force includes implementing a reconstruction of the hand force and the ground reaction force based on the three-dimensional pose data. The method additionally includes applying the three-dimensional pose data, the estimate for the ground reaction force, and the estimate of the hand force, to a neural network or other model to optimize the estimate of the hand force and the estimate of the ground reaction force.
Interacting with real-world items and corresponding databases through a virtual twin reality
A system comprises at least one cloud server of a cloud server computer system comprising at least one processor and memory storing a persistent virtual world system comprising one or more virtual objects including virtual data and models. The virtual objects comprise one or more of a virtual twin, a pure virtual object, or an application, wherein at least one of the virtual objects represents a store of real-world items connected to a periodically-updated database associated to the products of the at least one store. Users may access the store through the persistent virtual world system via a user device enabling interactions with and between elements within the store.
Apparatus and method for motion blur with a dynamic quantization grid
Apparatus and method for processing motion blur operations. For example, one embodiment of a graphics processing apparatus comprises: a bounding volume hierarchy (BVH) generator to build a BVH comprising hierarchically-arranged BVH nodes based on input primitives, at least one BVH node comprising one or more child nodes; and motion blur processing hardware logic to determine motion values for a quantization grid based on motion values of the one or more child nodes of the at least one BVH node and to map linear bounds of each of the child nodes to the quantization grid.
Hardware-based techniques applicable for ray tracing for efficiently representing and processing an arbitrary bounding volume
A bounding volume is used to approximate the space an object occupies. If a more precise understanding beyond an approximation is required, the object itself is then inspected to determine what space it occupies. Often, a simple volume (such as an axis-aligned box) is used as bounding volume to approximate the space occupied by an object. But objects can be arbitrary, complicated shapes. So a simple volume often does not fit the object very well. That causes a lot of space that is not occupied by the object to be included in the approximation of the space being occupied by the object. Hardware-based techniques are disclosed herein, for example, for efficiently using multiple bounding volumes (such as axis-aligned bounding boxes) to represent, in effect, an arbitrarily shaped bounding volume to better fit the object, and for using such arbitrary bounding volumes to improve performance in applications such as ray tracing.
HYBRID HIERARCHY OF BOUNDING AND GRID STRUCTURES FOR RAY TRACING
Methods and ray tracing units are provided for performing intersection testing for use in rendering an image of a 3-D scene. A hierarchical acceleration structure may be traversed by traversing one or more upper levels of nodes of the hierarchical acceleration structure according to a first traversal technique, the first traversal technique being a depth-first traversal technique; and traversing one or more lower levels of nodes of the hierarchical acceleration structure according to a second traversal technique, the second traversal technique not being a depth-first traversal technique. Results of traversing the hierarchical acceleration structure are used for rendering the image of the 3-D scene. The upper levels of the acceleration structure may be defined according to a spatial subdivision structure, whereas the lower levels of the acceleration structure may be defined according to a bounding volume structure.
Quadtree terrain data compression using distance-based pruning
A tree structure represents a terrain area as nested polygons organized in a parent-child relationship, each polygon associated to a specific geographic location. The tree structure defines at least one parent node and a plurality of child nodes, some being leaf nodes containing a height value. A processor uses a distance measure to change the tree structure topology assessing whether all leaf node children of a first parent node lie outside a predetermined distance from an aircraft runway, and if so, converting the first parent node into a leaf node by storing in the first parent node a height value representing the greatest of the respective height values of the leaf node children and by removing the leaf node children; and iteratively repeating for each remaining parent node until it has been determined that every remaining parent node in the data structure cannot be pruned without violating accuracy requirements.
VIRTUAL ASSET MAP AND INDEX GENERATION SYSTEMS AND METHODS
A system for generating a nearest neighboring vertices index. The system includes a memory and one or more processors. The one or more processors receive a base figure asset and an item asset, determine nearest neighbor vertices between the base figure asset and the item asset using at least one of a k-dimensional tree algorithm and a geodesic algorithm, and generate the nearest neighboring vertices index based on the determined nearest neighbor vertices between the base figure asset and the item asset.