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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.

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

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

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

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

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

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

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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