序号 专利名 申请号 申请日 公开(公告)号 公开(公告)日 发明人
141 FRONTAL VIEW RECONSTRUCTION FOR IRIS RECOGNITION US13910069 2013-06-04 US20140355841A1 2014-12-04 Hector J. Santos-Villalobos; David S. Bolme; Chris Bensing Boehnen
Iris recognition can be accomplished for a wide variety of eye images by correcting input images with an off-angle gaze. A variety of techniques, from limbus modeling, corneal refraction modeling, optical flows, and genetic algorithms can be used. A variety of techniques, including aspherical eye modeling, corneal refraction modeling, ray tracing, and the like can be employed. Precomputed transforms can enhance performance for use in commercial applications. With application of the technologies, images with significantly unfavorable gaze angles can be successfully recognized.
142 Hierarchical mesh quantization that facilitates efficient ray tracing US12770212 2010-04-29 US08669977B2 2014-03-11 Manfred Ernst; Benjamin Segovia
Compression methods and systems that encode the bounding volume hierarchy (BVH) and the triangles of a scene in one compact data structure. Efficient on-the-fly decompression is performed and may be used in interactive ray tracing. Quantized vertices and triangle strips may be stored in BVH leaf nodes. The local vertex positions and vertex indices may use a small number of bits that are encoded in bit strings. During traversal, the geometry may be decoded by an optimized algorithm allowing for random access with minimal overhead.
143 Methods for locating transmitters using backward ray tracing US11717007 2007-03-13 US20080224930A1 2008-09-18 Dmitry Chizhik; Reinaldo A. Valenzuela
According to a method for localizing a transmitter inside a building, a transmitter emits rays which undergo multiple reflections with the walls, ceilings and floors of the building. Each of K receivers receives rays from the transmitter, and the receivers estimates the AOA (Angle of arrival), TOA (Time of Arrival) and power of each ray. At least one of the receivers uses a known blueprint of the building and material characteristics of the walls to localize the transmitter to a higher degree of accuracy by applying a backward ray tracing algorithm.
144 Digital visual and sensor simulation system for generating realistic scenes EP92101836.2 1987-07-30 EP0513474A1 1992-11-19 Nack, Myron L.; Ellis, Thomas O.; Moise, Norton L.; Rosman, Andrew; McMillen, Robert J.; Yang, Chao; Landis, Gary N.

A system using a ray-tracing algorithm and a hierarchy of volume elements (called voxels) to process only the visible surfaces in a field of view. In this arrangement, a dense, three-dimensional voxel data base is developed from the objects, their shadows and other features recorded, for example, in two-dimensional aerial photography. The rays are grouped into subimages and the subimages are executed as parallel tasks on a multiple instruction stream and multiple data stream computer (MIMD).

The use of a three-dimensional voxel data base formed by combining three-dimensional digital terrain elevation data with two-dimensional plan view and oblique view aerial photography permits the development of a realistic and cost-effective data base.

Hidden surfaces are not processed. By processing only visible surfaces, displays can now be produced depicting the nap-of-the-earth as seen in low flight of aircraft or as viewed from ground vehicles.

The approach employed here is a highly-parallel data processing system solution to the nap-of-the-earth flight simulation through a high level of detail data base. The components of the system are the display algorithm and data structure, the software which implements the algorithm and data structure and creates the data base, and the hardware which executes the software. The algorithm processes only visible surfaces so that the occulting overload management problem is eliminated at the design level. The algorithm decomposes the image into subimages and processes the subimages independently.

145 DIRECT RAY TRACING OF 3D SCENES PCT/EP2009/059618 2009-07-24 WO2011035800A2 2011-03-31 MORA, Benjamin

Determining intersections between rays and triangles is at the heart of most Computer Generated 3D images. The present disclosure describes a new method for determining the intersections between a set of rays and a set of triangles. The method is unique as it processes arbitrary rays and arbitrary primitives, and provides the lower complexity typical to ray- tracing algorithms without making use of a spatial subdivision data structure which would require additional memory storage. Such low memory usage is particularly beneficial to all computer systems creating 3D images where the available on-board memory is limited and critical, and must be minimized. Also, a pivot-based streaming novelty allows minimizing conditional branching inherent to normal ray- tracing techniques by handling large streams of rays. In most cases, our method displays much faster times for solving similar intersection problems than preceding state of the art methods on similar systems.

146 COMPENSATION FOR CAUSES OF TEMPORAL FLUCTUATIONS OF BACKSCATTERED SPECKLE PATTERNS IN LASER SPECKLE RHEOLOGY OF BIOLOGICAL FLUIDS US14428506 2013-09-16 US20150276571A1 2015-10-01 Zeinab Hajjarian; Seemantini K. Nadkarni
An algorithm for determining viscoelastic modulus of an optically scattering biofluid that takes into account variable scattering and/or absorption characteristics of the biofluid. A correction to mean square displacement value characterizing the Brownian motion of light scatterers is introduced based on a polarization-sensitive Monte-Carlo ray-tracing taking into account optical properties of the biofluid determined with the use of laser speckle rheology measurements. In contradistinction with a diffusion model, the correction-implemented determination of the viscoelastic modulus applies to a biofluid with substantially any concentration of light-scattering particles.
147 LAYERED LIGHT FIELD RECONSTRUCTION FOR DEFOCUS BLUR US14156722 2014-01-16 US20140204111A1 2014-07-24 Karthik Vaidyanathan; Marco Salvi; Carl Jacob Munkberg; Franz Petrik Clarberg
An algorithm may reconstruct defocus blur from a sparsely sampled light field. Light field samples are generated, using stochastic rasterization or ray tracing as examples. Then the samples are partitioned into depth layers. These depth layers are filtered independently and then combined together, taking into account inter-layer visibility. Since each layer corresponds to a smaller depth range, it results in more effective reconstruction filters than previous approaches.
148 Cartesian mesh generation technique US12054602 2008-03-25 US08059122B1 2011-11-15 Jeff MacGillivray
A highly accurate and robust cubic cell mesh generator “Cubegen” capable of a trillion plus cell meshes on a single processor 4-Gigabyte main memory workstation has been developed. The cells are generated in Yee format for the Finite Difference Time Domain method. Three key techniques were employed to achieve this capability: a highly efficient data storage ray tracing method, a highly accurate ray-facet intersection test, and a novel exact arithmetic tie-breaking algorithm for rays intersecting facet edges and vertices.
149 MEMORY EFFICIENT RAY TRACING WITH HIERARCHICAL MESH QUANTIZATION US12770212 2010-04-29 US20110080403A1 2011-04-07 Manfred Ernst; Benjamin Segovia
Compression methods and systems that encode the bounding volume hierarchy (BVH) and the triangles of a scene in one compact data structure. Efficient on-the-fly decompression is performed and may be used in interactive ray tracing. Quantized vertices and triangle strips may be stored in BVH leaf nodes. The local vertex positions and vertex indices may use a small number of bits that are encoded in bit strings. During traversal, the geometry may be decoded by an optimized algorithm allowing for random access with minimal overhead.
150 Methods for locating transmitters using backward ray tracing US11717007 2007-03-13 US07764230B2 2010-07-27 Dmitry Chizhik; Reinaldo A. Valenzuela
According to a method for localizing a transmitter inside a building, a transmitter emits rays which undergo multiple reflections with the walls, ceilings and floors of the building. Each of K receivers receives rays from the transmitter, and the receivers estimates the AOA (Angle of arrival), TOA (Time of Arrival) and power of each ray. At least one of the receivers uses a known blueprint of the building and material characteristics of the walls to localize the transmitter to a higher degree of accuracy by applying a backward ray tracing algorithm.
151 SYSTEMS AND METHODS FOR DETERMINING A GLOBAL OR LOCAL POSITION OF A POINT OF INTEREST WITHIN A SCENE USING A THREE-DIMENSIONAL MODEL OF THE SCENE EP07759920.7 2007-03-31 EP2005363A2 2008-12-24 CARPENTER, David O.; COLEBY, Stanley E.; JENSEN, James U.; ROBINSON, Gary L.; VASHISTH, Robert M.
A three-dimensional image is generated using global or local coordinate, 3-D spatial data, and image data gathered from one or more locations relative to a scene. The global or local position of 3-D spatial data points on the image is determined. The position of a point of interest on the three-dimensional image is determined by creating a three-dimensional polygon using adjacent 3-D spatial data points. The global or local position of these points may then be calculated using, for example, a ray tracing algorithm. The global or local position of a point of interest may alternatively be approximated, for example, by interpolating the global or local coordinates of the 3-D spatial data point(s) closest to the point of interest. Furthermore, a distance, bearing, or other measurement between two points of interest may also be calculated.
152 Digital visual and sensor simulation system for generating realistic scenes EP92101837.0 1987-07-30 EP0499874A2 1992-08-26 Nack, Myron L.; Ellis, Thomas O.; Moise, Norton L.; Rosman, Andrew; McMillen, Robert J.; Yang, Chao; Landis, Gary N.

A system using a ray-tracing algorithm and a hierarchy of volume elements (called voxels) to process only the visible surfaces in a field of view. In this arrangement, a dense, three-dimensional voxel data base is developed from the objects, their shadows and other features recorded, for example, in two-dimensional aerial photography. The rays are grouped into subimages and the subimages are executed as parallel tasks on a multiple instruction stream and multiple data stream computer (MIMD).

The use of a three-dimensional voxel data base formed by combining three-dimensional digital terrain elevation data with two-dimensional plan view and oblique view aerial photography permits the development of a realistic and cost-effective data base.

Hidden surfaces are not processed. By processing only visible surfaces, displays can now be produced depicting the nap-of-the-earth as seen in low flight of aircraft or as viewed from ground vehicles.

The approach employed here is a highly-parallel data processing system solution to the nap-of-the-earth flight simulation through a high level of detail data base. The components of the system are the display algorithm and data structure, the software which implements the algorithm and data structure and creates the data base, and the hardware which executes the software. The algorithm processes only visible surfaces so that the occulting overload management problem is eliminated at the design level. The algorithm decomposes the image into subimages and processes the subimages independently.

153 Picture generator JP15791788 1988-06-28 JPH028965A 1990-01-12 KAKAZU YUKINORI; YAMAGUCHI MASAO
PURPOSE: To generate a picture with high picture quality by applying a ray tracing algorithm on shape data of three-dimensional shape in which all the boundary surfaces expressed according to a CSG solid model are formed in quadratic curved surfaces. CONSTITUTION: Targeted three-dimensional shape is expressed as the shape data in all the boundary surfaces consist of the quadratic surfaces as the CSG model in a host computer 8. A quadratic surface separation means 2 inputs the shape data, and re-defines it to a set operation in which the basic shape of the quadratic surface is set as the basic shape. An intersection calculation means 3 finds the crossing area of a line of sight decided by a given visual point and each basic shape of each quadratic surface of each image element on a screen desired to display. A set operating means 4 performs the set operation between the crossing areas at every shape of obtained quadratic surfaces, and finds a visible point that is a point on the boundary surface of three- dimensional shape. A luminance calculation means 5 finds the luminance of an obtained visible point. And the picture is displayed on a graphic display 9 as the one of three-dimensional shape in which all the boundary surfaces are formed in the quadratic surfaces. COPYRIGHT: (C)1990,JPO&Japio
154 DIRECT RAY TRACING OF 3D SCENES PCT/EP2009059618 2009-07-24 WO2011035800A3 2013-07-18 MORA BENJAMIN
Determining intersections between rays and triangles is at the heart of most Computer Generated 3D images. The present disclosure describes a new method for determining the intersections between a set of rays and a set of triangles. The method is unique as it processes arbitrary rays and arbitrary primitives, and provides the lower complexity typical to ray- tracing algorithms without making use of a spatial subdivision data structure which would require additional memory storage. Such low memory usage is particularly beneficial to all computer systems creating 3D images where the available on-board memory is limited and critical, and must be minimized. Also, a pivot-based streaming novelty allows minimizing conditional branching inherent to normal ray- tracing techniques by handling large streams of rays. In most cases, our method displays much faster times for solving similar intersection problems than preceding state of the art methods on similar systems.
155 Method for approximating and optimizing gains in capacity and coverage resulting from deployment of multi-antennas in cellular radio networks US12724746 2010-03-16 US08428171B2 2013-04-23 Gerhard Fettweis; Jens Voigt; Joerg Schueler
A method is provided for planning and optimizing the configuration of a radio access network which comprises base stations and receivers and employs a mobile radio technology that allows and/or enforces use of multi-antenna types at said base stations and receivers. By a ray tracing algorithm which is performed between said transmitter positions and said receiver positions using a 3D clutter height matrix, a scalar metric is determined for each receiver position which directly reflects a capacity gain resulting from applying a multi-antenna type instead of a single antenna at said transmitter and receiver positions. This scalar metric allows in an algorithmically advantageous way to analyze the relative performance of different MIMO antenna types in a potential deployment area and to select and deploy an optimal MIMO antenna type for a particular coverage sector.
156 METHOD FOR APPROXIMATING AND OPTIMIZING GAINS IN CAPACITY AND COVERAGE RESULTING FROM DEPLOYMENT OF MULTI-ANTENNAS IN CELLULAR RADIO NETWORKS US12724746 2010-03-16 US20100232529A1 2010-09-16 Gerhard FETTWEIS; Jens VOIGT; Joerg SCHUELER
A method is provided for planning and optimizing the configuration of a radio access network which comprises base stations and receivers and employs a mobile radio technology that allows and/or enforces use of multi-antenna types at said base stations and receivers. By a ray tracing algorithm which is performed between said transmitter positions and said receiver positions using a 3D clutter height matrix, a scalar metric is determined for each receiver position which directly reflects a capacity gain resulting from applying a multi-antenna type instead of a single antenna at said transmitter and receiver positions. This scalar metric allows in an algorithmically advantageous way to analyze the relative performance of different MIMO antenna types in a potential deployment area and to select and deploy an optimal MIMO antenna type for a particular coverage sector.
157 AUTOMATED TRANSLATION OF HIGH ORDER COMPLEX GEOMETRY FROM A CAD MODEL INTO A SURFACE BASED COMBINATORIAL GEOMETRY FORMAT PCT/US2004/014952 2004-05-11 WO2004104870A2 2004-12-02 MANSON, Steven, J.

The descriptions of higher order complex geometry 30 in CAD systems are fundamentally different from and seemingly incompatible with the surface based combinatorial geometry (SBCG) format 32 for describing the same geometry in the context of general ray-tracing applications such as radiation transport. A computer implemented process translates the high order complex geometry embodied in CAD software to the SBCG format. The translation process is comprised of a set of lower-level algorithms that operate on two data sets which are commonly available from commercial CAD software systems. The process writes a list of trimmed surfaces (step 36) which make up a given part. These data are typically available from one of the standard geometry representations such as IGES, STEP, or ACIS, at least one of which is supported by each of the major CAD systems (e.g. ProEngineer). The process also write a list of nodal data (step 38): an appropriately dense grouping of point coordinates, designated as either inside or outside the part. These data may be obtained by discretizing solid geometry both within and external to the part of interest using standard FE tools (e.g. ProMechanica). The process translates these two data sets into a list of analytic surfaces and a well-posed zoning statement (step 40) and then optimizes that statement (step 50).

158 METHOD AND SYSTEM FOR LIGHT TRANSPORT PATH MANIPULATION US14324301 2014-07-07 US20160005209A1 2016-01-07 Carsten Dachsbacher
A computer system, computer implemented method and computer program product for light transport path manipulation. A three-dimensional virtual scene description is received. The scene description includes location properties and optical behavior properties of a plurality of three-dimensional virtual objects and at least one virtual light source. The system generates at least one portion of a particular light transport path within the three-dimensional scene by applying a ray tracing based-light transport algorithm to the scene description. A comparator compares the at least one portion of the particular light transport path with a path selection scheme. The path selection scheme defines a sub-space of the entire path space wherein the entire path space is defined by the ray tracing-based light transport algorithm describing the distribution of light in the three-dimensional scene. If the at least one portion of the particular light transport path does not match the path selection scheme, the least one portion of the particular light transport path is left unchanged. If the at least one portion of the particular light transport path matches the pre-defined path selection scheme, the at least one particular portion of the particular light transport path is modified in accordance with a modification request associated with the orientation of at least one particular portion of the particular light transport path. The system computes a contribution of the particular light transport path to a pixel location of an image of the three-dimensional scene. The system then repeats the generating, comparing, modifying and computing steps for a plurality of light transport paths.
159 Luminaire and dynamic road-marking unit US10518831 2003-06-04 US07171075B2 2007-01-30 Louis Montagne
A luminaire 1 comprising a light-directing element 3, e.g. a reflector, having a light emission window 5. Said reflector has a shape for directing light originating from an electric light source 7 into an optical fiber system 9 positioned in front of the light emission window. The optical fiber system comprises a bundle of optical fibers 11. Said shape is calculated in accordance with a ray-tracing algorithm which takes into account that said light source is voluminous, e.g. a Light Emitting Diode. The reflector has a shape which is composed of n solids of revolution of parabolic sectors 13, wherein said (adjoining) parabolic sectors form an integral surface 15. The invention further relates to a dynamic road marking unit 19.
160 Method of regenerating diffraction signals for optical metrology systems US13316521 2011-12-11 US08570531B2 2013-10-29 Shifang Li
Provided is a method for enhancing accuracy of an optical metrology system that includes a metrology tool, an optical metrology model, and a profile extraction algorithm. The optical metrology model includes a model of the metrology tool and a profile model of the sample structure, the profile model having profile parameters. A library comprising Jones and/or Mueller matrices and/or components (JMMOC) and corresponding profile parameters is generated using ray tracing and a selected range of beam propagation parameters. An original simulated diffraction signal is calculated using the optical metrology model. A regenerated simulated diffraction signal is obtained using the regenerated JMMOC, integrated for all the rays of the optical metrology model. If an error and precision criteria for the regenerated simulated diffraction signal compared to the original simulated diffraction signal are met, one or more profile parameters are determined from the best match regenerated simulated diffraction signal.
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