G - Physics – 06 – T
Patent
G - Physics
06
T
G06T 15/08 (2011.01) G06T 15/06 (2011.01)
Patent
CA 2619096
In the field of computer graphics and more specifically computer implemented animation, two known alternative methods for rendering objects which have volume (fire, smoke, clouds, etc.) are ray marching and splatting (i.e. particle-based rendering). These methods have contrasting strengths and weaknesses. The present volume rendering method and associated apparatus combine these methods, drawing on the strengths of each. The ray marches a volume but, rather than merely accumulating the samples along the ray, a distinct particle is generated for each sample. Each particle captures the volume's local attributes. The particles are then rendered through splatting. Thus the method has the strengths of splatting e.g., fast 3D motion blur and hardware rendering, and the strengths of ray marching e.g., volume sampling density corresponds with camera proximity since rays disperse, thereby focusing computer processing time on important volume detail and minimizing noise. The present method is useful in production of animated feature films, providing fast high-quality volume rendering with true 3D motion blur.
Dinerstein Jonathan
Gibbs Jonathan
Borden Ladner Gervais Llp
Pacific Data Images Llc
LandOfFree
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