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925 results about "Texture mapping" patented technology

Texture mapping is a method for defining high frequency detail, surface texture, or color information on a computer-generated graphic or 3D model. The original technique was pioneered by Edwin Catmull in 1974.

Broadcast advertisement adapting method and apparatus

Techniques of adapting an advertisement previously broadcast or in the process of being broadcast are disclosed. An advertisement selection factor is generated in order to adapt ads to a particular recipient. The advertisement selection factor can be derived from a database of information concerning the recipient and / or from data input by the recipient. The ad may be adapted in a variety of ways including replacing a broadcast ad segment with another segment. The replacement ad segment may be stored in a local device such as a set-top box or hardware card of a TV or PC and selected according to the advertisement selection factor. The replacement ad segment is synchronized with the on-going broadcast to produce a seamless ad. Alternatively, an ad processing can change audio or visual characteristics of the ad according to the ad selection factor. Such ad processing also includes dynamical texture mapping, object replacement, object addition, and audio / video data layering. The ad processing may also be combined with ad segment replacement. The result is a broadcast advertisement specifically targeted for a recipient and thereby likely to have a greater impact on that recipient's buying patterns. These techniques may also be applied to a variety of content such as sitcoms and sports shows to adapt the content to a particular recipient.
Owner:THE DIRECTV GRP INC

Method and apparatus for image-based photorealistic 3D face modeling

An apparatus and method for image-based 3D photorealistic head modeling are provided. The method for creating a 3D photorealistic head model includes: detecting frontal and profile features in input frontal and profile images; generating a 3D head model by fitting a 3D genetic model using the detected facial features; generating a realistic texture from the input frontal and profile images; and mapping the texture onto the 3D head model. In the apparatus and method, data obtained using a relatively cheap device, such as a digital camera, can be processed in an automated manner, and satisfactory results can be obtained even from imperfect input data. In other words, facial features can be extracted in an automated manner, and a robust “human-quality” face analysis algorithm is used.
Owner:SAMSUNG ELECTRONICS CO LTD

Broadcast advertisement adapting method and apparatus

Techniques of adapting an advertisement previously broadcast or in the process of being broadcast are disclosed. An advertisement selection factor is generated in order to adapt ads to a particular recipient. The advertisement selection factor can be derived from a database of information concerning the recipient and / or from data input by the recipient. The ad may be adapted in a variety of ways including replacing a broadcast ad segment with another segment. The replacement ad segment may be stored in a local device such as a set-top box or hardware card of a TV or PC and selected according to the advertisement selection factor. The replacement ad segment is synchronized with the on-going broadcast to produce a seamless ad. Alternatively, an ad processing can change audio or visual characteristics of the ad according to the ad selection factor. Such ad processing also includes dynamical texture mapping, object replacement, object addition, and audio / video data layering. The ad processing may also be combined with ad segment replacement. The result is a broadcast advertisement specifically targeted for a recipient and thereby likely to have a greater impact on that recipient's buying patterns. These techniques may also be applied to a variety of content such as sitcoms and sports shows to adapt the content to a particular recipient.
Owner:THE DIRECTV GROUP

Omnidirectional shadow texture mapping

An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.
Owner:NVIDIA CORP

Systems and methods for downloading algorithmic elements to a coprocessor and corresponding techniques

Systems and methods for downloading algorithmic elements to a coprocessor and corresponding processing and communication techniques are provided. For an improved graphics pipeline, the invention provides a class of co-processing device, such as a graphics processor unit (GPU), providing improved capabilities for an abstract or virtual machine for performing graphics calculations and rendering. The invention allows for runtime-predicated flow control of programs downloaded to coprocessors, enables coprocessors to include indexable arrays of on-chip storage elements that are readable and writable during execution of programs, provides native support for textures and texture maps and corresponding operations in a vertex shader, provides frequency division of vertex streams input to a vertex shader with optional support for a stream modulo value, provides a register storage element on a pixel shader and associated interfaces for storage associated with representing the “face” of a pixel, provides vertex shaders and pixel shaders with more on-chip register storage and the ability to receive larger programs than any existing vertex or pixel shaders and provides 32 bit float number support in both vertex and pixel shaders.
Owner:MICROSOFT TECH LICENSING LLC

Three-dimensional virtual human head image generation method, and method and device of human head image motion tracking

The invention discloses a three-dimensional virtual human head image generation method, and a method and a device of human head image motion tracking, and belongs to the field of image processing. The three-dimensional virtual human head image generation method comprises collecting a human face picture, obtaining feature points on the human face picture, wherein the feature points are used for showing a left eyebrow, a right eyebrow, a left eye, a right eye, a nose, the edge contour of a human face and a forehead portion of the human face; obtaining a personalized three-dimensional human face model according to the obtained feature points and a preset standard human face model; and carrying out texture mapping to the personalized three-dimensional human face model, and generating a three-dimensional virtual human head image. Due to the facts that the feature points which are used for characterizing feature information of the human face on a single human face picture are obtained, and are applied in the three-dimensional human face model, and the personalized three-dimensional human face model which includes the forehead portion and is good in third dimension is generated, the three-dimensional virtual human head image generation method, and the method and the device of the human head image motion tracking have the advantages of being in no need of manual marking of the feature points, greatly reducing manual processing amount, being applicable to modeling occasions which require for simpleness and speediness, and being capable of enabling the third dimension of the generated three-dimensional human head image to be greatly improved and to be high in accuracy due to the fact that the feature points include feature points of the forehead portion of the human face.
Owner:HUAWEI SOFTWARE TECH

System and method of three-dimensional image capture and modeling

System and method for constructing a 3D model of an object based on a series of silhouette and texture map images. In the exemplary embodiment an object is placed on a rotating turntable and a camera, which is stationary, captures images of the object as it rotates on the turntable. In one pass, the system captures a number of photographic images that will be processed into image silhouettes. In a second pass, the system gathers texture data. After a calibration procedure (used to determine the camera's focal length and the turntable's axis of rotation), a silhouette processing module determines a set of two-dimensional polygon shapes (silhouette contour polygons) that describe the contours of the object. The system uses the silhouette contour polygons to create a 3D polygonal mesh model of the object. The system determines the shape of the 3D model analytically-by finding the areas of intersection between the edges of the model faces and the edges of the silhouette contour polygons. The system creates an initial, (rough) model of the 3D object from one of the silhouette contour polygons, then executes an overlaying procedure to process each of the remaining silhouette contour polygons. In the overlaying process, the system processes the silhouette contour polygons collected from each silhouette image, projecting each face of the (rough) 3D model onto the image plane of the silhouette contour polygons. The overlaying of each face of the (rough) 3D model onto the 2D plane of the silhouette contour polygons enables the present invention to determine those areas that are extraneous and should be removed from the (rough) 3D model. As the system processes the silhouette contour polygons in each image it removes the extraneous spaces from the initial object model and creates new faces to patch “holes.” The polygonal mesh model, once completed, can be transformed into a triangulated mesh model. In a subsequent step, the system uses a deterministic procedure to map texture from the texture images onto the triangles of the 3D mesh model, locating that area in the various texture map images that is “best” for each mesh triangle.
Owner:SIZMEK TECH

System and method for asynchronous continuous-level-of-detail texture mapping for large-scale terrain rendering

A multi-resolution texture mapping system suitable for large scale terrain rendering using commodity graphics processing units (GPU). The GPU vertex and fragment shaders are used to implement the clip-mapping functionality. The terrain texture is represented by a combination of a mip-map and a multi-level clip-map having independent origins and off-set values. The independent clip-map levels may be independently updated. The offset values allow the origins to be associated with a reference point in a scene to be rendered. The desired clip-map level to be used to render a particular fragment may be determined using the base 2 logarithm of the maximum screen-space derivative of the source texture required by the terrain geometry to be drawn. If the desired clip-map level is non-integer and lies between two clip-map levels, appropriate texel data is created by interpolating between the bounding clip-map levels. This interpolation allows a multi-resolution texture mapping to be displayed.
Owner:D& S CONSULTANTS

Systems and methods for downloading algorithmic elements to a coprocessor and corresponding techniques

Systems and methods for downloading algorithmic elements to a coprocessor and corresponding processing and communication techniques are provided. For an improved graphics pipeline, the invention provides a class of co-processing device, such as a graphics processor unit (GPU), providing improved capabilities for an abstract or virtual machine for performing graphics calculations and rendering. The invention allows for runtime-predicated flow control of programs downloaded to coprocessors, enables coprocessors to include indexable arrays of on-chip storage elements that are readable and writable during execution of programs, provides native support for textures and texture maps and corresponding operations in a vertex shader, provides frequency division of vertex streams input to a vertex shader with optional support for a stream modulo value, provides a register storage element on a pixel shader and associated interfaces for storage associated with representing the “face” of a pixel, provides vertex shaders and pixel shaders with more on-chip register storage and the ability to receive larger programs than any existing vertex or pixel shaders and provides 32 bit float number support in both vertex and pixel shaders.
Owner:MICROSOFT TECH LICENSING LLC

Video flow based three-dimensional dynamic human face expression model construction method

The invention relates to a three-dimension dynamic face pathetic model construction method based on video flow, which can return the three-dimension face pathetic based on input video flow, wherein the algorism comprises: (1) marking face character point at the first frame of input video; (2) using light stream method of affine correction to track the character point; (3) rebuilding the two-dimension track data based on factor decomposition into three-dimension data; (4 using rebuilt three-dimension date to match general face model, to generate personal face and dynamic pathetic motion; (5) using character face technique to compress the original video; (6) using character face to rebuild input video and projecting dynamic pattern, to compose true virtual appearance. The invention has high time / spatial efficiency and high value.
Owner:ZHEJIANG UNIV

Rendering method and apparatus

The present invention is directed to a real-time controllable reflection mapping function which covers all stereoscopic directions of space. More specifically, the surface of a mirrored object is segmented into a plurality of polygonal elements (for example, triangles). Then, a polyhedron, which includes a predetermined point (for example, the center of the mirrored object) in a three-dimensional space (for example, a cube) in the interior thereof, is generated and a rendering process is performed for each surface of the polyhedron with the predetermined point as a view point. The rendered image is stored. Thereafter, a reflection vector is calculated between each vertex of the polygonal elements and a view point used when the entire three-dimensional space is rendered. Next, the surface of the polyhedron, in which an intersecting point between the reflection vector with the predetermined point as a start point and the polyhedron exists, is obtained. The coordinate in the image, which corresponds to each vertex of the polygonal elements, is calculated by using the surface where the intersecting point exists and the reflection vector. The image is texture-mapped onto the surface of the object by using the coordinate in the image which corresponds to each vertex of the polygonal elements. Finally, the result of the texture mapping is displayed.
Owner:GOOGLE LLC

Method and apparatus for nonlinear anamorphic scaling of video images

Methods and apparatuses for nonlinear scaling of video images. To match the aspect ratios of a video image and the target display area, at least one embodiment of the present invention scales the video image according to one or more nonlinear functions along the horizontal direction and / or the vertical direction. In one embodiment, the nonlinear functions are such that the original aspect ratio of the video image is preserved near the center region (or strip) of the image and the image is gradually stretched (or compressed) as it is mapped to the edges. In one example, the scaling is implemented by the texture mapping functionality of OpenGL using graphics hardware. In one embodiment of the present invention, the nonlinear mapping is constructed according to a polynomial mapping; and, the coefficients of the polynomial are adjustable by a user to trade off distortion between the image center and the image edges, giving the user control over the location and the amount of distortion.
Owner:APPLE INC

Complex pipeline collision optimization method of subway electromechanical engineering

ActiveCN103093061AOvercome the shortcomings of error-prone, omission and bump-to-missSolving technical issues with cross collisionsSpecial data processing applicationsNODALCollision analysis
The invention belongs to the technical field of electromechanical device installation and discloses a complex pipeline collision optimization method of subway electromechanical engineering. According to the method, three-dimensional bus interface module (BIM) software is used for establishing different professional virtual BIM models which are consistent with completed engineering and then output to three-dimensional collision software for establishment of a combined three-dimensional collision model for collision analysis, collision nodes are then processed and optimized, and then decorative texture mapping and animation roaming are carried out on the combined, analysed and processed three-dimensional collision model without the collision node problem through 3D - MAX software, and therefore collision optimization of complex pipelines of the subway electromechanical engineering is achieved. According to the complex pipeline collision optimization method of the subway electromechanical engineering, the BIM technology is utilized to solve the problem that collision of various complex pipelines causes construction ceasing during electromechanical installation, reasonable planning and utilization of electromechanical pipeline equipment and the like are achieved by means of the optimized design, construction waste is reduced, construction time is shortened, working efficiency at site is improved greatly, and initial investment of a proprietor is reduced.
Owner:ELECTRIFICATION ENG CO LTD OF CHINA RAILWAY 22TH BUREAU GRP +1

Three-dimensional head model reconstruction method

The invention discloses a three-dimensional head model reconstruction method. The method comprises the following steps of: S1: inputting a front image and a side image of a human face; S2: extracting feature points of face and hair regions in the image; S3: generating a three-dimensional head model according to the deformation of the facial feature points; S4: generating seamless overall head textures according to the image; S5: mapping all textures to the deformed three-dimensional head model; S6: fitting the hair region by using a coons surface according to the feature points of the hair region; and S7: performing coons surface deformation and texture mapping. The method is simple and practical, has low computation complexity and can actually reconstruct the three-dimensional head model on the premise of high precision.
Owner:TSINGHUA UNIV

Automotive touchscreen controls with simulated texture for haptic feedback

A vehicle control system uses a touchscreen display to displaying a graphical HMI and detect a contact point where touched by a user's finger. A haptic texture system has an electrode disposed across the touchscreen display and a signal generator generating an oscillating signal to produce a potential difference between the finger and the electrode resulting in a corresponding perceived texture as the finger slides over the touchscreen. A control circuit is configured to set at least a frequency or amplitude of the oscillating signal to vary the perceived texture according to first and second modes while navigating the graphical HMI. The first mode uses a localized texture mapping defined by respective feature icon selection regions on the touchscreen display. The second mode uses a status texture mapping relating the perceived texture to each potential adjustment setting available for a feature icon that has been selected using the first mode.
Owner:FORD GLOBAL TECH LLC

Physical three-dimensional model automatic modeling method

The present invention discloses a physical three-dimensional model automatic modeling method which comprises the following steps of (1) collecting a turntable point cloud and a modeling object point cloud, and carrying out real-time registration to obtain a mixed point cloud of an object and a turntable, (2) carrying out point cloud pretreatment to obtain the surface point cloud of a model object with a bottom surface point, (3) carrying out surface reconstruction to obtain the three-dimensional surface model of the object, (4) carrying out model simplification treatment on the three-dimensional surface model, and establishing the three-dimensional simplified surface model of the object, (5) carrying out texture mapping on the three-dimensional simplified surface model, and (6) carrying out model rendering on the three-dimensional model which is subjected to texture mapping to generate a two-dimensional image. The method has the advantages that the system operation is stable and reliable, the automation is realized in the operation process, a rebuilding effect is good, and the application needs of different simulation scenes can be satisfied by a built multi-granularity three-dimensional model.
Owner:BEIHANG UNIV

Real human body three-dimensional modeling method specific to personalized virtual fitting

The invention discloses a real human body three-dimensional modeling method specific to personalized virtual fitting. According to the method, a video is used as input data; and several steps of feature matching, key frame selection, three-dimensional point cloud generation, template mapping, and texture mapping and the like are carried out to obtain a human body surface three-dimensional model. Because of the motion recovery structure technology, the reconstruction process is substantially simplified, the burdens of the data collection people and the collected people can be reduced, and the requirements on the instrument and equipment are reduced. Meanwhile, a precise reconstruction result can be obtained. A complete human body surface model is obtained based on template mapping; and thus the method has high robustness on the human body texture information missing and self-shielding. Therefore, only a plurality of control points need to be marked manually before template mapping from the data input to model output and other process is completed automatically. The model that is obtained based on reconstruction can be applied to the game and animation design, movie and television special efficacy, and personalized virtual fit and the like.
Owner:HUAZHONG UNIV OF SCI & TECH

Real-Time Geometry Aware Projection and Fast Re-Calibration

Aspects of the present invention include systems and methods for recalibrating projector-camera systems. In embodiments, systems and methods are able to recalibrate automatically the projector with arbitrary intrinsic and pose, as well as render for arbitrarily desired viewing point. In contrast to previous methods, the methods disclosed herein use the observing camera and the projector to form a stereo pair. Structured light is used to perform pixel-level fine reconstruction of the display surface. In embodiments, the geometric warping is implemented as a direct texture mapping problem. As a result, re-calibration of the projector movement is performed by simply computing the new projection matrix and setting it as a camera matrix. For re-calibrating the new view point, the texture mapping is modified according to the new camera matrix.
Owner:SEIKO EPSON CORP

Stereo vision three-dimensional human face modelling approach based on dummy image

InactiveCN101101672AThe matching calculation is accurateOvercoming ambiguity3D-image rendering3D modellingParallaxPoint cloud
It uses a 3D model of reference human face (HF) to estimate the HF gesture parameters in the input stereo image (ISI) pair to generate the virtual image (VI) pair of reference HF (RHF) under the same gesture. Due to the corresponding between VIs is known, the corresponding is extended from VI to ISI via calculating the correspondence between the input HF and RHF under the same gesture. This greatly improves the matching effect of HF stereo image pair and ensures the HF point-cloud (PC) data more accurate obtained from calculating stereovision difference. This method converts 3D PD optimizing problem into a 1D curve optimizing one to greatly raise processing speed. It finally builds HF 3D surface from the optimized PC, then texture-mapping it to gain a HF 3D model (H3M) with a high true sense. This invention can meet various requirements against H3M under various practical application situations. It is practical, fast, accurate and has a extensive application foreground.
Owner:UNIV OF SCI & TECH OF CHINA

Three-dimensional facial reconstruction method

InactiveCN101751689AGeometry reconstruction speed reducedImplement automatic rebuild3D-image rendering3D modellingAdaBoostFace model
The invention relates to a three-dimensional facial reconstruction method, which can automatically reconstruct a three-dimensional facial model from a single front face image and puts forward two schemes. The first scheme is as follows: a deformable face model is generated off line; Adaboost is utilized to automatically detect face positions in the inputted image; an active appearance model is utilized to automatically locate key points on the face in the inputted image; based on the shape components of the deformable face model and the key points of the face on the image, the geometry of a three-dimensional face is reconstructed; with a shape-free texture as a target image, the texture components of the deformable face model are utilized to fit face textures, so that a whole face texture is obtained; and after texture mapping, a reconstructed result is obtained. The second scheme has the following differences from the first scheme: after the geometry of the three-dimensional face is reconstructed, face texture fitting is not carried out, but the inputted image is directly used as a texture image as a reconstructed result. The first scheme is applicable to fields such as film and television making and three-dimensional face recognition, and the reconstruction speed of the second scheme is high.
Owner:INST OF AUTOMATION CHINESE ACAD OF SCI +1

Distributed rendering of texture data

A method and apparatus for distributing the workload of rendering an image where texture mapping is involved among multiple graphics processing units (GPUs) are provided. The method generally entails dividing a texture map among multiple GPUs, performing texture mapping in each GPU to render image data in each GPU's frame buffer, combining the image data from each frame buffer, and scanning out the combined image to a display.
Owner:NVIDIA CORP

Single-photo-based human face animating method

The invention discloses a single-photo-based human face animating method, which belongs to the field of graph and image processing and computer vision. The method is to automatically reconstruct a three-dimensional model of a human face according to a single human front face photo and then to drive the reconstructed three-dimensional model to form personal human face animation. The method uses a human three-dimensional reconstruction unit and a human face animation unit, wherein the human face three-dimensional reconstruction unit carries out the following steps: generating a shape-change model off-line; automatically positioning the key points on the human faces by utilizing an active appearance model; adding eye and tooth grids to form a complete human face model; and obtaining the reconstruction result by texture mapping. The human face animation unit carries out the following steps: making animation data of far spaced key points; mapping the animation data onto a target human face model by using a radical primary function; realizing motion data interpolation by using spherical parametrization; and generating the motion of eyes. The method has the characteristics of high automation, robustness and sense of reality and is suitable to be used in field of film and television making, three-dimensional games and the like.
Owner:北京盛开智联科技有限公司

Method and apparatus for reconstructing 3D model

A method of reconstructing a 3D model includes reconstructing a 3D voxel-based visual hull model using input images of an object captured by a multi view camera; converting the 3D voxel-based visual hull model into a mesh model; and generating a result of view-dependent rendering of a 3D model by performing the view-dependent texture mapping on the mesh model obtained through the conversion. Further, the reconstructing includes defining a 3D voxel space to be reconstructed; and excluding voxels not belonging to the object from the defined 3D voxel space.
Owner:ELECTRONICS & TELECOMM RES INST

Multi-view automobile all-around auxiliary driver assistant system and method

The invention discloses a multi-view automobile all-around auxiliary driver assistant system, and the system comprises a plurality of cameras, an information processing module, and an output module. The front, back, left and right sides of a vehicle body are provided with one binocular camera and three fisheye cameras for collecting the images of the periphery of the vehicle body. The informationprocessing module carries out the preprocessing, texture mapping, brightness correcting, image fusion and view transformation of the collected images, and carries out the preprocessing and image matching of the images collected by the binocular camera to obtain the distance from the vehicle body to a front obstacle. The output module displays a formed 360-degree three-dimensional all-around imageof an automobile on vehicle-mounted display equipment, and achieves the alarm of a dangerous distance.
Owner:HOHAI UNIV CHANGZHOU

Method and system for providing texture using a selected portion of a texture map

An apparatus and method for quickly and efficiently providing texel data relevant for displaying a textured-image. A large amount of texture source data, such as photographic terrain texture, is stored as a two-dimensional or three-dimensional texture MIP-map on one or more mass storage devices. Only a relatively small clip-map representing selected portions of the complete texture MIP-map is loaded into faster, more expensive memory. These selected texture MIP-map portions forming the clip-map consist of tiles which contain those texel values at each respective level of detail that are most likely to be mapped to pixels being rendered for display based upon the viewer's eyepoint and field of view. To efficiently update the clip-map in real-time, texel data is loaded and discarded from the edges of tiles. Attempts to access a texel lying outside of a particular clip-map tile are accommodated by utilizing a substitute texel value obtained from the next coarser resolution clip-map tile which encompasses the sought texel.
Owner:MICROSOFT TECH LICENSING LLC

High-quality texture mapping method aiming at complicated three-dimensional scene

ActiveCN104574501AAchieve optimizationEliminate texture chromatic aberration3D modellingPattern recognitionImage sequence
The invention discloses a multi-view texture mapping method. The method can be used for carrying out high-realistic texture mapping on a three-dimensional model by an image sequence shot in multiple angles. The method comprises the steps of firstly converting multi-view texture mapping into a Markov random field problem, and obtaining an optimal texture image corresponding relation of each patch by an energy optimization method; then simplifying mapped texture data, and restoring invalid textures in part of invisible regions; finally eliminating the color difference of spliced boundaries of textures by a gradient merge method, and obtaining a seamless texture mapping effect. Compared with the conventional method, the method disclosed by the invention has obvious advantages in the two aspects of mapping of complicated sheltered textures and merging of large texture data in the model; high-quality texture mapping is still generated in a complicated scene; examples in a series of complicated scenes show the effectiveness and the robustness of the method.
Owner:ZHEJIANG UNIV +1
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