Fast depth of field simulation

Computer graphics processing and selective visual display system – Computer graphics processing – Three-dimension

Reexamination Certificate

Rate now

  [ 0.00 ] – not rated yet Voters 0   Comments 0

Details

C345S419000, C345S426000, C345S440000, C345S522000, C345S634000

Reexamination Certificate

active

08035641

ABSTRACT:
A method, system, and computer-readable storage medium are disclosed for rendering a scene with a simulated depth of field blur. In one embodiment, the scene comprises a plurality of polygons, each polygon comprises a respective plurality of vertices, and each of the vertices has a respective depth. A respective blur radius may be determined for each vertex of each polygon as a function of the depth of the vertex. A respective blur radius may be determined for each pixel in each polygon based on the blur radii for the vertices of the polygon. Each pixel in each polygon may be rendered using the respective blur radius determined for the pixel.

REFERENCES:
patent: 5579454 (1996-11-01), Billyard et al.
patent: 5675773 (1997-10-01), Devic
patent: 5764795 (1998-06-01), Takeo et al.
patent: 5881211 (1999-03-01), Matsumura
patent: 5943058 (1999-08-01), Nagy
patent: 6016150 (2000-01-01), Lengyel et al.
patent: 6028583 (2000-02-01), Hamburg
patent: 6324347 (2001-11-01), Bacs et al.
patent: 6426755 (2002-07-01), Deering
patent: 6466210 (2002-10-01), Carlsen et al.
patent: 6717567 (2004-04-01), Bowden, III et al.
patent: 6717576 (2004-04-01), Duluk et al.
patent: 6809745 (2004-10-01), O'Donnell et al.
patent: 6903741 (2005-06-01), Corbetta
patent: 7068275 (2006-06-01), Nakamura et al.
patent: 7116359 (2006-10-01), Kitamura
patent: 7167181 (2007-01-01), Duluk et al.
patent: 7236169 (2007-06-01), Barone et al.
patent: 7324116 (2008-01-01), Boyd et al.
patent: 7453459 (2008-11-01), Shekter
patent: 7463261 (2008-12-01), O'Donnell
patent: 7598952 (2009-10-01), O'Donnell
patent: 7825933 (2010-11-01), Kilgard et al.
patent: 2002/0003541 (2002-01-01), Boyd et al.
patent: 2005/0031199 (2005-02-01), Ben-Chorin et al.
patent: 2005/0271302 (2005-12-01), Khamene et al.
patent: 2006/0282604 (2006-12-01), Temkine et al.
Michael Potmesil and Indranil Chakravarty, “Synthetic Image Generation with a Lens and Aperture Camera Model,”ACM Transactions on Graphics, Apr. 1982, pp. 85-108, vol. 1, No. 2, ACM, New York.
Michael Kass, Aaron Lefohn, and John Owens, “Interactive Depth of Field Using Simulated Diffusion on a GPU,” Pixar Technical Memo #06-01, Jan. 2006, Pixar Animation Studios, http://graphics.pixar.com/DepthOfField/paper.pdf.
SIG, “OpenGL(r) Extension Registry”, http://oss.sgi.com/projects/ogl-sample/registry/, (Coppyright 1993-2003), Web Page.
Stewart, Nigel, “Real-Time Rendering and 3D Games Programming”, ‘COSC1224/1226, RMIT School of Computer Science and Information Technology’, (Sep. 25, 2003) 1-40.
Iverson, Jason, “Tutorials”, http://www.odforce.net/tips/shaderwriting2.php, 1-3, Mar. 2011.
Kniss, Joe, et al., “Interactive Volume Rendering Using Multi-Dimensional Transfer Functions and Direct Manipulation Widgets”, ‘Scientific Computing and Imaging Institute, School of Computing, University of Utah’, 8 pgs, 2002.
“Game Programming Gems 5”, ‘Game Programming Gems 5, Charles River Media, Inc.’, (2005), 70 pgs.
Blinn, J F., “Compositing. 1. Theory”, ‘IEEE Computer Graphics & Applications’, 14(5), (Sep. 1994), 83-87.
Abram, Gregory D., et al. “Building block shaders”, ‘Proceedings of the 17th Annual Conference on Computer Graphics and Interactive Techniques’, (1990), 283-288.
Porter, Thomas, “Compositing digital images”, ‘International Conference on Computer Graphics and Interactive Techniques, Proceedings of the 11th annual conference on Computer graphics and interactive techniques’, (1984), 253-259.
Parent, Rick, “Chapter 3 Display Considerations”, http://www.oopweb.com/Graphics/Documents/companim/Volume/Dspl... (1998), 1-4.
McCool, Michael, “Shader metaprogramming”, ‘Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware’, Revised Paper,(Sep. 1-2, 2002), pp. 1-2.
McCool, Michael et al., “Shadwer Algebra”, ACM Transactions on Graphics (TOG), Special Issue: Proceedings of the 2004 SIGGRAPH Conference, 23(3), (2004), 787-795.
Guenter, Brian, et al., “Specializing shaders”, ‘Proceedings of the 22nd Annual Conference on Computer Graphics and Interactive Techniques’, (1995),343-350.
Fuchs, Henry, et al., “Predetermining Visibility Priority in 3-D Scenes”, ‘Computer Graphics, SIGGRAPH '79’, 13(2), (Aug. 1979), 175-181.
Fuchs, Henry, et al., On Visible Surface Generation by A Priori Tree Structures, ‘Computer Graphics SIGGRAPH '80’ (1980), 124-133.
Fuchs, Henry, et al., “Near real-time shaded display of rigid objects”, ‘Proceedings of the 10th Annual Conference on Computer Graphics and Interactive Techniques’, (1983),65-72.
Everitt, Cass, “Interactive Order-Independent Transparency”, http://developer.nvidia.com/object/ Interactive—Order—Transparency.html, (May 15, 2001), 1-11.
Elinas, Patelis, “Real-time rendering of 3D clouds”, ‘Journal of Graphics Tools’, 5(4), (Nov. 2000), 33-45.
Dachille, Frank, “Architectures for Realistic Volume Imaging”, ‘Preliminary Exam, SUNY at Stony Brook’, (1999) 1-63.
Crow, Franklin C., “Shadow algorithms for computer graphics”, ‘International Conference on Computer Graphics and Interactive Techniques, Proceedings of the 4th annual conference on Computer graphics and interactive techniques’, (1977), 242-248.
Chin, Norman, et. al., “Near real-time shadow generation using BSP trees”, ‘Proceedings of the 16th Annual Conference on Computer Graphics and Interactive Techniques’, (Jul. 1989), 99-106.
Callahan, Steven P., “Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering”, ‘SCI Institute Technical Report.’, The University of Utah,(Jun. 14, 2004),1-9.
BSP-FAQ, “Binary Space Partitioning Trees FAQ”, http://www.faqs.org/faqs/graphics/bsptree-faq/, (Sep. 26, 1995), Web Page.
Blinn, J F., “Compositing, part 2: practice”, ‘IEEE Computer Graphics and Application’, 14(6), (Nov. 1996), 78-82.
Bardens, Ben, “After Effects Using Track Mattes”, ‘Editors Guild Magazine’, Reprinted from The Editors Guild Magazine vol. 24, No. 2-Mar./Apr. 2003, 1-4.
Berger, Christopher, “A Flexible Framework for Hardwar-Accelerated high-Quality vol. Rendering”, ‘Technical Report TR-VRVis-2003-001, VRVis Research Center’, (2003),1-10.
Birn, Jeremy, “Render Passes, Layers, and 3D Compositing”, ‘3d Compositing at 3rRender.com’, http://www.3drender.com/light/compositing/, From the book Digital Lighting & Rendering, (2000), 1-4.
“Game Programming Gems 5”, ‘Game Programming Gems 5, Charles River Media, Inc.’, (2005), 70 pgs.
“GPUGems2-Programming Techniques for High-Preformance Graphics and General-Purpose Computation”, ‘GPUGems 2-Programming Techniques for High-Preformance Graphics and General-Purpose Computation, Addison-Wesley’, (2005), 46 pgs.
Adobe, “Chapter 7-Transparency”, ‘PDF Reference, Fifth Edition, Version 1.6’, http:partners.adobe.com/public/developer/pdf/index—Reference.html#5,(2004), 483-545.
Adobe, “Effects, part 2”, ‘Adobe After Effects 5.0’, 1-31, 2001.
Adobe, “Effects part 3”, ‘Adobe After Effects 5.0’, 1-20, 2001.
Adobe. “Effects, part 4”, ‘Adobe After Effects 5.0’, 1-32, 2001.
Carpenter, Loren, “The A -buffer, an antialiased hidden surface method”, ‘International Conference on Computer Graphics and Interactive Techniques, Proceedings of the 11th annual conference on Computer graphics and Interactive techniques’, (1984), 103-108.
Chartrand, Gary, et al., “Applied and algorithmic g

LandOfFree

Say what you really think

Search LandOfFree.com for the USA inventors and patents. Rate them and share your experience with other people.

Rating

Fast depth of field simulation does not yet have a rating. At this time, there are no reviews or comments for this patent.

If you have personal experience with Fast depth of field simulation, we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and Fast depth of field simulation will most certainly appreciate the feedback.

Rate now

     

Profile ID: LFUS-PAI-O-4297891

  Search
All data on this website is collected from public sources. Our data reflects the most accurate information available at the time of publication.