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System and method for near-eye light field rendering for wide field of view interactive three-dimensional computer graphics

机译:用于近眼光场渲染的系统和方法,用于宽视野交互式三维计算机图形学

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:用于渲染光场的方法包括从位于空间光调制器(SLM)的第一侧的视点突出到定位在SLM的相对侧的剪切平面,以在三维场景中形成元素视图截头在元素视图中呈现对象,以生成第一个元素区域的第一元素图像的组件。 SLM可以包括瓷砖的非重叠元素区域的阵列,并且由非重叠元素区域的第一元素区域的顶部边缘和底部边缘由光线相交以形成元素视图截头。此外,光场可以包括第一元素图像和对应于元素区域阵列的第一元素图像和附加的元素图像,并且使用附加的元素视图截云呈现附加的元素图像中的每一个。

著录项

  • 公开/公告号US10969740B2

    专利类型

  • 公开/公告日2021-04-06

    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;G03H1/08;G03H1/22;G02B27/01;

  • 国家 US

  • 入库时间 2022-08-24 18:04:54

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