Patent classifications
G06T15/60
APPARATUS AND METHOD FOR STOCHASTIC TILED LIGHTING WITH IMPORTANCE SAMPLING
Apparatus and method for stochastic tiled lighting using importance sampling and resampled importance sampling. For example, one embodiment of an apparatus comprises: importance sampling hardware logic to perform importance sampling of a per-tile light list to generate an importance-sampled per-tile or per-pixel light list; re-importance sampling hardware logic to perform re-importance sampling of the importance-sampled per-tile or per-pixel light list to generate a re-importance sampled light list; shadowed light processing logic to generate shadowed tiled lighting results for a current frame and un-shadowed light processing logic to generate un-shadowed tiled lighting results for the current frame based on the re-importance sampled light list, wherein the shadowed and un-shadowed tiled lighting results for the current frame are determined, at least in part, by accumulating shadowed and un-shadowed light data from at least one prior frame.
System and method for providing virtual exhibition space utilizing 2.5 dimensional image
A system and a method for providing a virtual exhibition space by utilizing a 2.5 dimension image. The system forms a perspective view having a specific viewpoint and the specific number of vanishing points with respect to a specific virtual exhibition space having a plurality of wall surfaces, calculates virtual 3D coordinates for a specific position on the plurality of wall surfaces in the perspective view, based on the varnishing points of the perspective view, positions a specific 2D content image on at least one wall surface of the plurality of wall surfaces in the perspective view by rotating or resizing the specific 2D content image based on the virtual 3D coordinates, and completes a virtual exhibition space image by using the perspective view having the content image.
System and method for providing virtual exhibition space utilizing 2.5 dimensional image
A system and a method for providing a virtual exhibition space by utilizing a 2.5 dimension image. The system forms a perspective view having a specific viewpoint and the specific number of vanishing points with respect to a specific virtual exhibition space having a plurality of wall surfaces, calculates virtual 3D coordinates for a specific position on the plurality of wall surfaces in the perspective view, based on the varnishing points of the perspective view, positions a specific 2D content image on at least one wall surface of the plurality of wall surfaces in the perspective view by rotating or resizing the specific 2D content image based on the virtual 3D coordinates, and completes a virtual exhibition space image by using the perspective view having the content image.
SINGLE-PERSPECTIVE IMAGE RELIGHTING
A computer includes a processor and a memory storing instructions executable by the processor to receive a first image of a scene in a first lighting condition, generate a three-dimensional representation of the scene based on the first image, and generate a second image of the scene in a second lighting condition based on the three-dimensional representation and on the first image. The first image is an only image of the scene used for generating the three-dimensional representation. The first image is an only image of the scene used for generating the second image.
IMAGE RELIGHTING
A computer includes a processor and a memory storing instructions executable by the processor to receive a plurality of first images of an environment in a first lighting condition, classify pixels of the first images into categories, mask the pixels belonging to at least one of the categories from the first images, generate a three-dimensional representation of the environment based on the masked first images, and generate a second image of the environment in a second lighting condition based on the three-dimensional representation and on a first one of the first images.
TEMPORAL GRADIENTS OF HIGHER ORDER EFFECTS TO GUIDE TEMPORAL ACCUMULATION
A graphics processor is provided that includes circuitry configured to generate auxiliary motion vectors for higher-order light-based effects such as shadows, objects reflecting in mirrors, waves in water or other liquids, glossy surfaces, or objects visible through transparent and/or refractive glass. The circuitry is configured to apply light path constraints to simplify the calculations used to generate the auxiliary motion vectors.
TEMPORAL GRADIENTS OF HIGHER ORDER EFFECTS TO GUIDE TEMPORAL ACCUMULATION
A graphics processor is provided that includes circuitry configured to generate auxiliary motion vectors for higher-order light-based effects such as shadows, objects reflecting in mirrors, waves in water or other liquids, glossy surfaces, or objects visible through transparent and/or refractive glass. The circuitry is configured to apply light path constraints to simplify the calculations used to generate the auxiliary motion vectors.
GEOMETRY-AWARE AUGMENTED REALITY EFFECTS WITH REAL-TIME DEPTH MAP
Techniques of introducing virtual objects into a physical environment of AR system include displacing vertices of a mesh representing the physical environment based on a live depth map. For example, an AR system generates a mesh template, i.e., an initial mesh with vertices that represents a physical environment and a depth map that indicates a geometry of real objects within the physical environment. The AR system is configured to represent the real objects in the physical environment by displacing the vertices of the mesh based on depth values of the depth map and parameter values of a pinhole camera model. The depth values may be taken from the perspective of an illumination source in the physical environment.
GEOMETRY-AWARE AUGMENTED REALITY EFFECTS WITH REAL-TIME DEPTH MAP
Techniques of introducing virtual objects into a physical environment of AR system include displacing vertices of a mesh representing the physical environment based on a live depth map. For example, an AR system generates a mesh template, i.e., an initial mesh with vertices that represents a physical environment and a depth map that indicates a geometry of real objects within the physical environment. The AR system is configured to represent the real objects in the physical environment by displacing the vertices of the mesh based on depth values of the depth map and parameter values of a pinhole camera model. The depth values may be taken from the perspective of an illumination source in the physical environment.
GRAPHICS PROCESSING SYSTEMS
When rendering a scene for output that includes a light source that could cast shadows in a graphics processing system, the world-space volume for the scene to be rendered is first partitioned into a plurality of sub-volumes, and then a set of geometry to be processed for the scene that could cast a shadow from a light source to be considered for the scene in the sub-volume is determined for any sub-volume that is lit by a light source. The determined sets of geometry for the sub-volumes are then used to determine light source visibility parameters for output samples, such as vertex positions and/or screen space sampling positions, for the scene. The determined light source visibility parameter for an output sample is then used to modulate the effect of the light source at the output sample when rendering an output version of the output sample.