GENERATING PHOTOREALISTIC SKY IN COMPUTER GENERATED ANIMATION
First Claim
1. A computer configured to generate computer animation in real time in response to user input, the computer comprising:
- memory comprising a plurality of buffers;
a processing unit configured to access the plurality of buffers;
the processing unit further configured by a computer program to;
load the plurality of buffers with a sky texture and a diffuse cubemap, wherein the diffuse cubemap comprises a map of information representing ambient lighting for illuminating a scene, the sky texture and diffuse cubemap originating from samples of actual sky taken over a period of time;
receive scene data, a current time and a viewpoint;
render the scene data according to the viewpoint and the diffuse cubemap, such that objects in the scene data are illuminated based on at least the diffuse cubemap;
sample and interpolate the sky texture according to the current time; and
apply the rendered scene data as a foreground image to the interpolated sky texture as a background image.
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Accused Products
Abstract
Realistic sky simulations are created in a computer generated graphics environment by incorporating captured image data of real sky over a time period, and converting these images into a streams of textures over time which can be sampled as a function of space and time within a game engine. The captured image data include data captured from a light probe indicating intensity and direction of light and a presumed direction of the sun. To capture such image data, an image capture rig comprising multiple cameras and a light probe is used. The image data captured from such cameras over a time period are processed to generate data used by an animation engine to produce photorealistic images of the sky.
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Citations
20 Claims
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1. A computer configured to generate computer animation in real time in response to user input, the computer comprising:
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memory comprising a plurality of buffers; a processing unit configured to access the plurality of buffers; the processing unit further configured by a computer program to; load the plurality of buffers with a sky texture and a diffuse cubemap, wherein the diffuse cubemap comprises a map of information representing ambient lighting for illuminating a scene, the sky texture and diffuse cubemap originating from samples of actual sky taken over a period of time; receive scene data, a current time and a viewpoint; render the scene data according to the viewpoint and the diffuse cubemap, such that objects in the scene data are illuminated based on at least the diffuse cubemap; sample and interpolate the sky texture according to the current time; and apply the rendered scene data as a foreground image to the interpolated sky texture as a background image. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. An article of manufacture, comprising:
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a computer storage medium comprising at least a memory or a storage device computer program instructions stored on the computer storage medium that, when processed by a computer, configure the computer to; load a plurality of buffers with a sky texture and a diffuse cubemap, wherein the diffuse cubemap comprises a map of information representing ambient lighting for illuminating a scene, the sky texture and diffuse cubemap originating from samples of actual sky taken over a period of time; receive scene data, a current time and a viewpoint; render the scene data according to the viewpoint and the diffuse cubemap; sample and interpolate the sky texture according to the current time; and apply the rendered scene data as a foreground image to the interpolated sky texture as a background image. - View Dependent Claims (9, 10, 11, 12, 13, 14)
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15. A computer-implemented process, comprising:
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loading a plurality of buffers with a sky texture and a diffuse cubemap, wherein the diffuse cubemap comprises a map of information representing ambient lighting for illuminating a scene, the sky texture and diffuse cubemap originating from samples of actual sky taken over a period of time; receiving scene data, a current time and a viewpoint; rendering the scene data according to the viewpoint and the diffuse cubemap, such that objects in the scene data are illuminated based on at least the diffuse cubemap; sampling and interpolate the sky texture according to the current time; and applying the rendered scene data as a foreground image to the interpolated sky texture as a background image. - View Dependent Claims (16, 17, 18, 19, 20)
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Specification