The patent badge is an abbreviated version of the USPTO patent document. The patent badge does contain a link to the full patent document.

The patent badge is an abbreviated version of the USPTO patent document. The patent badge covers the following: Patent number, Date patent was issued, Date patent was filed, Title of the patent, Applicant, Inventor, Assignee, Attorney firm, Primary examiner, Assistant examiner, CPCs, and Abstract. The patent badge does contain a link to the full patent document (in Adobe Acrobat format, aka pdf). To download or print any patent click here.

Date of Patent:
Apr. 05, 2022

Filed:

Nov. 15, 2019
Applicant:

Nvidia Corporation, Santa Clara, CA (US);

Inventors:

Jinwei Gu, San Jose, CA (US);

Kihwan Kim, Campbell, CA (US);

Jan Kautz, Westford, MA (US);

Guilin Liu, San Jose, CA (US);

Soumyadip Sengupta, San Jose, CA (US);

Assignee:

NVIDIA Corporation, Santa Clara, CA (US);

Attorney:
Primary Examiner:
Int. Cl.
CPC ...
G06T 15/50 (2011.01); G06T 9/00 (2006.01); G06N 3/08 (2006.01); G06N 3/04 (2006.01);
U.S. Cl.
CPC ...
G06T 15/506 (2013.01); G06N 3/0454 (2013.01); G06N 3/08 (2013.01); G06T 9/002 (2013.01); G06T 2215/16 (2013.01);
Abstract

Inverse rendering estimates physical scene attributes (e.g., reflectance, geometry, and lighting) from image(s) and is used for gaming, virtual reality, augmented reality, and robotics. An inverse rendering network (IRN) receives a single input image of a 3D scene and generates the physical scene attributes for the image. The IRN is trained by using the estimated physical scene attributes generated by the IRN to reproduce the input image and updating parameters of the IRN to reduce differences between the reproduced input image and the input image. A direct renderer and a residual appearance renderer (RAR) reproduce the input image. The RAR predicts a residual image representing complex appearance effects of the real (not synthetic) image based on features extracted from the image and the reflectance and geometry properties. The residual image represents near-field illumination, cast shadows, inter-reflections, and realistic shading that are not provided by the direct renderer.


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