G06T15/55

Method of processing a volumetric dataset and a method of rendering a volumetric dataset
10755474 · 2020-08-25 · ·

A method of processing a volumetric dataset for imaging includes receiving a volumetric dataset comprising data for imaging and determining an irradiance value at a given point in the volumetric dataset. In an embodiment, the method includes performing a selection process to select one or more of a plurality of irradiance data structures and storing the irradiance value in the or each selected irradiance data structure.

METHOD FOR RENFERING OF SIMULATING ILLUMINATION AND TERMINAL
20200184714 · 2020-06-11 ·

Embodiments of this application disclose a method for rendering of simulating illumination performed at a terminal, including: obtaining first grid vertex information of a preset first virtual object model, the first grid vertex information including first color information and first normal information, the first normal information being obtained by baking a high model corresponding to the preset first virtual object model; performing vertex space conversion on the first normal information to obtain second normal information corresponding to the first grid vertex information; obtaining first illumination information corresponding to the first grid vertex information according to a preset color setting rule and the second normal information, the preset color setting rule being used to represent a correspondence between colors and illumination; and rendering the first virtual object model by using the first illumination information, the first color information, and the first grid vertex information to obtain a second virtual object model.

METHOD FOR RENFERING OF SIMULATING ILLUMINATION AND TERMINAL
20200184714 · 2020-06-11 ·

Embodiments of this application disclose a method for rendering of simulating illumination performed at a terminal, including: obtaining first grid vertex information of a preset first virtual object model, the first grid vertex information including first color information and first normal information, the first normal information being obtained by baking a high model corresponding to the preset first virtual object model; performing vertex space conversion on the first normal information to obtain second normal information corresponding to the first grid vertex information; obtaining first illumination information corresponding to the first grid vertex information according to a preset color setting rule and the second normal information, the preset color setting rule being used to represent a correspondence between colors and illumination; and rendering the first virtual object model by using the first illumination information, the first color information, and the first grid vertex information to obtain a second virtual object model.

Using directional irradiance data for selecting the distribution of sampling rays in a final gather step in graphics processing

A graphics processing system performs a final gather process so as to generate final gather lighting data for a scene. The final gather process comprises casting sampling rays from a final gather point within the scene. Radiosity data provided for the scene is sampled using the sampling rays cast from the final gather point. Final gather lighting data is then generated from the sampled radiosity data. The sampling rays are cast from the final gather point in an informed manner based on directional irradiance data provided for the scene. The final gather process can therefore be carried out by the graphics processing system more efficiently and effectively.

Using directional irradiance data for selecting the distribution of sampling rays in a final gather step in graphics processing

A graphics processing system performs a final gather process so as to generate final gather lighting data for a scene. The final gather process comprises casting sampling rays from a final gather point within the scene. Radiosity data provided for the scene is sampled using the sampling rays cast from the final gather point. Final gather lighting data is then generated from the sampled radiosity data. The sampling rays are cast from the final gather point in an informed manner based on directional irradiance data provided for the scene. The final gather process can therefore be carried out by the graphics processing system more efficiently and effectively.

Device and method for estimating a glossy part of radiation

The present invention relates to a glossy part of radiation is estimated coming from a surface illuminated by area light source(s) having source surface(s) (A) bounded by edge curves, by determining integrand function(s) representative of that glossy part. The latter corresponding to an integration of the integrand function along the edge curves. In this respect, the integrand function(s) is/are approximated by means of peak-shape function(s) having a known antiderivative over the edge curves, and the glossy part is computed from analytical expressions associated with integrations of the peak-shape function(s) along the edge curves. Such invention can offer efficient and accurate computation for specular part of reflection as well as glossy transmission, and is notably relevant to real-time rendering.

Device and method for estimating a glossy part of radiation

The present invention relates to a glossy part of radiation is estimated coming from a surface illuminated by area light source(s) having source surface(s) (A) bounded by edge curves, by determining integrand function(s) representative of that glossy part. The latter corresponding to an integration of the integrand function along the edge curves. In this respect, the integrand function(s) is/are approximated by means of peak-shape function(s) having a known antiderivative over the edge curves, and the glossy part is computed from analytical expressions associated with integrations of the peak-shape function(s) along the edge curves. Such invention can offer efficient and accurate computation for specular part of reflection as well as glossy transmission, and is notably relevant to real-time rendering.

Participating media baking

According to one embodiment, a method includes identifying a scene to be rendered, creating a plurality of light scattering tables within the scene, performing a computation of light extinction and light in-scattering within participating media of the scene, utilizing the plurality of light scattering tables, and during a ray tracing of the scene, approximating spatially heterogeneous media of the scene as spatially homogeneous media of the scene by performing a volume intersection for each light ray associated with the spatially heterogeneous media of the scene to determine a homogeneous scattering coefficient for the light ray, and applying to the spatially heterogeneous media of the scene one of the plurality of light scattering tables, where each of the plurality of light scattering tables corresponds to a single homogeneous scattering coefficient.

Participating media baking

According to one embodiment, a method includes identifying a scene to be rendered, creating a plurality of light scattering tables within the scene, performing a computation of light extinction and light in-scattering within participating media of the scene, utilizing the plurality of light scattering tables, and during a ray tracing of the scene, approximating spatially heterogeneous media of the scene as spatially homogeneous media of the scene by performing a volume intersection for each light ray associated with the spatially heterogeneous media of the scene to determine a homogeneous scattering coefficient for the light ray, and applying to the spatially heterogeneous media of the scene one of the plurality of light scattering tables, where each of the plurality of light scattering tables corresponds to a single homogeneous scattering coefficient.

Informed choices in primary sample space for light transport simulation

Systems, methods and articles of manufacture for rendering three-dimensional virtual environments using reversible jumps are disclosed herein. In one embodiment, mappings from random numbers to light paths are modeled as an explicit iterative random walk. Inverses of path construction techniques are employed to turn light transport paths back into the random numbers that produced them. In particular, such inverses may be used to extend the Multiplexed Metropolis Light Transport (MMLT) technique to perform path-invariant perturbations that produce a new path sample using a different path construction technique but preserve the path's geometry. To render an image, a rendering application in one embodiment may trace light paths through a virtual scene, with some path samples being generated by probabilistically selecting one or more techniques through technique perturbation and using inverses of the selected technique(s) to invert existing path(s), and with new paths being obtained by mutating or perturbing existing paths.