首页> 外国专利> SYSTEM AND METHOD FOR NEAR-EYE LIGHT FIELD RENDERING FOR WIDE FIELD OF VIEW INTERACTIVE THREE-DIMENSIONAL COMPUTER GRAPHICS

SYSTEM AND METHOD FOR NEAR-EYE LIGHT FIELD RENDERING FOR WIDE FIELD OF VIEW INTERACTIVE THREE-DIMENSIONAL COMPUTER GRAPHICS

机译:宽视野交互式三维计算机图形的近眼光场渲染系统和方法

摘要

A method for rendering a light field comprises projecting rays from a viewpoint positioned at a first side of a spatial light modulator (SLM) to a clipping plane positioned at an opposing side of the SLM to form an elemental view frustum within a three-dimensional scene and rendering objects within the elemental view frustum to generate components of a first elemental image for the first elemental region. The SLM may include a tiled array of non-overlapping elemental regions and a top edge and a bottom edge of a first elemental region of the non-overlapping elemental regions are intersected by the rays to form the elemental view frustum. Furthermore, the light field may include the first elemental image and additional elemental images corresponding to the array of elemental regions and each one of the additional elemental images is rendered using an additional elemental view frustum.
机译:一种用于渲染光场的方法,该方法包括将光线从位于空间光调制器(SLM)第一侧的视点投射到位于SLM相对侧的剪切平面,以在三维场景中形成基本视锥在基本视图视锥中渲染对象,以生成第一基本区域的第一基本图像的分量。 SLM可以包括不重叠的基本区域的平铺阵列,并且不重叠的基本区域的第一基本区域的顶部边缘和底部边缘被射线相交以形成基本视锥。此外,光场可以包括第一基本图像和与基本区域的阵列相对应的附加基本图像,并且附加基本图像中的每一个都使用附加基本视锥来渲染。

著录项

  • 公开/公告号US2018373200A1

    专利类型

  • 公开/公告日2018-12-27

    原文格式PDF

  • 申请/专利权人 NVIDIA CORPORATION;

    申请/专利号US201815946576

  • 发明设计人 LIANG SHI;FU-CHUNG HUANG;WARD LOPES;

    申请日2018-04-05

  • 分类号G03H1/02;G02B27/01;

  • 国家 US

  • 入库时间 2022-08-21 12:08:07

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