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OPTIMAL POINT DENSITY USING CAMERA PROXIMITY FOR POINT-BASED GLOBAL ILLUMINATION

机译:使用相机逼近度的最佳点密度用于基于点的全局照明

摘要

A computer-animated scene is shaded using a point in a point cloud. The point represents a sample location on a surface primitive of an object in the scene. The surface primitive lies at least partially within a camera viewing frustum of a virtual camera, which has a focal point. A sample location distance, which is a near plane distance of the camera viewing frustum or the length of a line between the sample location on the surface primitive and the focal point of the virtual camera, is determined. A solid angle of the surface primitive subtended at the focal point of the virtual camera is obtained. A desired point area of the point in the point cloud is determined based on the sample location distance and the solid angle. The scene is shaded using the desired point area of the point in the point cloud.
机译:使用点云中的点对计算机动画场景进行着色。该点表示场景中对象的表面图元上的样本位置。表面基元至少部分地位于具有焦点的虚拟照相机的照相机视锥中。确定样本位置距离,该距离是照相机视锥的近平面距离或表面图元上的样本位置与虚拟照相机的焦点之间的线的长度。获得在虚拟相机的焦点处对着的表面图元的立体角。基于样本位置距离和立体角确定点云中该点的期望点面积。使用点云中点的所需点区域对场景进行着色。

著录项

  • 公开/公告号US2012019533A1

    专利类型

  • 公开/公告日2012-01-26

    原文格式PDF

  • 申请/专利权人 ERIC TABELLION;

    申请/专利号US20100842986

  • 发明设计人 ERIC TABELLION;

    申请日2010-07-23

  • 分类号G06T15/50;G06T17/20;

  • 国家 US

  • 入库时间 2022-08-21 17:30:36

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