By a News Reporter-Staff News Editor at Journal of Engineering -- According to news reporting originating from Alexandria, Virginia, by VerticalNews journalists, a patent by the inventors Suessenbach, Andreas (Wurselen, DE); Tavenrath, Markus (Wurselen, DE), filed on January 27, 2014, was published online on September 26, 2017.
The assignee for this patent, patent number 9773342, is Nvidia Corporation (Santa Clara, CA).
Reporters obtained the following quote from the background information supplied by the inventors: "Creating life-like computer images, such as for video games, continues to be a challenge accepted by game designers and manufacturers of graphics processing systems. A graphics pipeline is typically used to create 2D images for video displays of 3D scenes. A graphics pipeline includes a sequence of steps or processes that turn a 3D model into a 2D raster representation for a display. Rendering is the process of extracting data from world space and rendering it into a screen space. World space is three-dimensional space that is often generated from a 3D model provided by a program run on a CPU. A graphics processing unit (GPU) receives instructions from the CPU program, generates the three-dimensional world space based thereon and renders a two-dimensional view for a display (i.e., screen space) from the world space. For example, the CPU program can be a video game that sends instructions to the GPU for rendering a two-dimensional view onto a display. A GPU uses a graphics pipeline for the rendering process that includes multiple processes such as shading and reflection/scattering that are used to describe the appearance of a surface in a scene.
"Shading addresses the variation of material properties across the surfaces of a scene. Reflection and transmission deal with the relationship between light, incoming and outgoing, at a given point on a surface. Descriptions of the light relationship can be given in terms of a bidirectional scattering distribution function (BSDF). A description of BSDF can be found at http://en.wikipedia.org/wiki/Bidirectional_scattering_distribution_functi- on. In short BSDF is a function having two parameters, an input and an output direction, that provides an output which is the reflected (transmitted) light based on the input parameters.
"A measured BSDF stores measured scattering parameters as a 3D texture using the 3D coordinates of u, v and w for storing .PHI..sub.o (phi), .theta..sub.i (theta in) and .theta..sub.o (theta out), respectively. Measurements are by definition discrete. FIG. 1 illustrates the parameters of the measured BSDF function. The measured BSDF, having input parameters (.PHI..sub.o, .theta..sub.i, .theta..sub.o) with .theta..sub.i in n1 steps in (0,.pi.n/2), .theta..sub.o in n2 steps in (0,.pi./2) and .PHI..sub.o in n3 steps in (0,.pi.), maps incoming irradiance from .theta..sub.i to outgoing irradiance .theta..sub.o with .PHI..sub.o being the angle between the projections of those two rays onto the tangential plane. FIG. 1 illustrates the incoming (incident) light ray 110, the outgoing (scattered) light ray 120, the projections 112, 122, respectively, of the incoming and outgoing rays on the tangential plane, a sample point of a surface 130 of the tangential plane and the angle 140 between the projections of those rays 112, 122."
In addition to obtaining background information on this patent, VerticalNews editors also obtained the inventors' summary information for this patent: "In one aspect, the disclosure provides a method of determining reflected irradiance for a surface point on a surface whose reflectance properties are represented by a measured BSDF. In one embodiment, the method includes: (1) determining u, v and w coordinates in the measured BSDF for the surface point based on an incoming and an outgoing ray direction, (2) selecting a triangle for barycentric interpolation based on values of the v and the w coordinates at the surface point and (3) performing the barycentric interpolation for evaluating the measured BSDF for the surface point.
"In another aspect, a renderer of a graphics processing system is disclosed. In one embodiment, the renderer includes: (1) a request interface configured to receive a request for a reflected irradiance of a surface point on a surface whose reflectance properties are represented by a measured BSDF and (2) a scattering determiner configured to employ barycentric interpolation to evaluate the measured BSDF for the surface point and provide the reflected irradiance.
"In yet another aspect, the disclosure provides a computer program product having a series of operating instructions stored on a non-transitory computer readable medium that direct the operation of a processor when initiated to perform a method of determining reflected irradiance for a surface point on a surface whose reflectance properties are represented by a measured BSDF. In one embodiment, the method of the computer program product includes: (1) determining u, v and w coordinates in the measured BSDF for the surface point based on an incoming and an outgoing ray direction, (2) comparing a value of the v coordinate to a value of the w coordinate at the surface point, (3) selecting a triangle for barycentric interpolation based on the comparing, wherein the surface point is located within the triangle and (4) performing the barycentric interpolation for evaluating the measured BSDF for the surface point."
For more information, see this patent: Suessenbach, Andreas; Tavenrath, Markus. Barycentric Filtering for Measured Biderectional Scattering Distribution Function. U.S. Patent Number 9773342, filed January 27, 2014, and published online on September 26, 2017. Patent URL: http://patft.uspto.gov/netacgi/nph-Parser?Sect1=PTO1&Sect2=HITOFF&d=PALL&p=1&u=%2Fnetahtml%2FPTO%2Fsrchnum.htm&r=1&f=G&l=50&s1=9773342.PN.&OS=PN/9773342RS=PN/9773342
Keywords for this news article include: Nvidia Corporation.
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