Patents by Inventor Andrew Selle

Andrew Selle has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 10789757
    Abstract: There is provided a method for ray-mediated illumination control. The method includes identifying a first activation region corresponding to one of an origin and a destination of a ray, where the ray is described by a ray data associated with the ray. The method further includes identifying a second activation region corresponding to the other one of the origin and the destination of the ray, interpreting an illumination rule for the ray based on at least one of the first activation region and the second activation region, and modifying an illumination in one of the first activation region and the second activation region based on the illumination rule and the ray data.
    Type: Grant
    Filed: March 19, 2014
    Date of Patent: September 29, 2020
    Assignee: Disney Enterprises Inc.
    Inventors: Brent Burley, Christian Eisenacher, Sean Jenkins, Gregory Nichols, Andrew Selle, Charles Tappan, Henry A. Driskill, Brett W. Achorn
  • Patent number: 10210287
    Abstract: The disclosure provides an approach for simulating and rendering materials across different states and undergoing phase transitions. In one configuration, a simulation application generates video frames depicting a material phenomenon using an augmented material point method (MPM). Traditional MPM does not handle incompressible materials such as fluids. Techniques disclosed herein augment the MPM with a Chorin-style projection technique to enable simulation of arbitrarily incompressible materials. In one configuration, this is achieved with a marker-and-cell (MAC) grid based MPM solver, a splitting of stress used in the simulation into elastic and dilational parts, a projection-like implicit treatment of the Eulerian evolution of the dilational part of the stress, and particular techniques for rasterizing and updating quantities on the MAC grid. In addition, a heat model may be coupled to the MPM solver, allowing material changes to be driven with temperature and phase changes.
    Type: Grant
    Filed: July 3, 2014
    Date of Patent: February 19, 2019
    Assignee: Disney Enterprises, Inc.
    Inventors: Andrew Selle, Joseph Teran, Alexey Stomakhin
  • Patent number: 10019827
    Abstract: The disclosure provides an approach for simulating and rendering granular materials. A simulation application generates video frames depicting a granular material phenomenon using a strain based elasto-plastic constitutive model integrated with a hybrid Eulerian/Lagrangian material point method (MPM). The elasto-plastic constitutive model includes physical equation(s) which dictate forces that affect the granular material during the simulation. In particular, the constitutive model may include user-controllable parameters defining threshold(s) to start plastic deformation, as well as a hardening parameter which controls how fast the granular material packs under compression. The MPM is a procedure in which particles of the granular material and a background grid are coupled, with the grid being used to assist in computing forces dictated by the physical equation(s) of the elasto-plastic constitutive model.
    Type: Grant
    Filed: April 21, 2014
    Date of Patent: July 10, 2018
    Assignee: Disney Enterprises, Inc.
    Inventors: Andrew Selle, Lawrence Chai, Alexey Stomakhin, Joseph Teran
  • Patent number: 9767601
    Abstract: There is provided a system including a memory storing a software application and a processor configured to execute the software application to transmit a light through a scene, the scene including a medium described by an extinction function, define a fictitious medium described by a fictitious extinction function, determine a path through the medium, the path including a plurality of points, calculate one of a plurality of weights for each of the plurality of points, the one of the plurality of weights corresponding to one minus the ratio of the extinction function to the fictitious extinction function, and estimate a transmittance of the lights through the medium as a product of the plurality of weights.
    Type: Grant
    Filed: November 19, 2014
    Date of Patent: September 19, 2017
    Assignee: Disney Enterprises, Inc.
    Inventors: Jan Novak, Wojciech Jarosz, Andrew Selle
  • Patent number: 9659404
    Abstract: The disclosure provides an approach for rendering images which include subsurface scattering effects. In one aspect, a shader computes subsurface scattering effects via a ray-tracing or point-based technique using a normalized diffusion profile. The shader may use the inverse of a cumulative density function associated with the normalized diffusion profile to determine, for each ray intersecting the surface, points on the surface at which to evaluate the normalized diffusion profile. To determine the lit surface of a pixel due to subsurface scattering, the shader may multiply the result of the integral of the normalized diffusion profile for each of the R, G, and B color components by corresponding components of a diffuse color constant. Further, the shader may scale the integral of the normalized diffusion profile based on a scaling function which accounts for a forward-scattering nature of a medium and compensates for out-of-plane scattering.
    Type: Grant
    Filed: March 15, 2013
    Date of Patent: May 23, 2017
    Assignee: Disney Enterprises, Inc.
    Inventors: Brent Burley, Andrew Selle
  • Patent number: 9508315
    Abstract: There is provided a system and a method for ordering rays in rendered graphics for coherent shading. The method comprises recording, using the processor, intersection points for each of a plurality of directional queries in the memory, wherein each of the plurality of directional queries has one intersection point, organizing, using the processor, the intersection points in the memory into a plurality of elements, and grouping, using the processor, the intersection points in the memory by shading context. The method may further comprise shading the intersection points, wherein the shading is performed on a plurality of elements substantially concurrently. The shading context may include a volume of intersection points. In another implementation, the shading context may be one of texture ID, material ID, and element ID. Additionally, the texture ID may correspond to a mesh face ID.
    Type: Grant
    Filed: March 8, 2013
    Date of Patent: November 29, 2016
    Assignee: Disney Enterprises, Inc.
    Inventors: Gregory Nichols, Brent Burley, Andrew Selle, Christian Eisenacher
  • Publication number: 20160061729
    Abstract: There is provided a system including a memory storing a software application and a processor configured to execute the software application to transmit a light through a scene, the scene including a medium described by an extinction function, define a fictitious medium described by a fictitious extinction function, determine a path through the medium, the path including a plurality of points, calculate one of a plurality of weights for each of the plurality of points, the one of the plurality of weights corresponding to one minus the ratio of the extinction function to the fictitious extinction function, and estimate a transmittance of the lights through the medium as a product of the plurality of weights.
    Type: Application
    Filed: November 19, 2014
    Publication date: March 3, 2016
    Inventors: Jan Novak, Wojciech Jarosz, Andrew Selle
  • Patent number: 9135738
    Abstract: A novel algorithmic framework is presented for the simulation of hyperelastic soft tissues that drastically improves each aspect discussed above compared to existing techniques. The approach is robust to large deformation (even inverted configurations) and extremely stable by virtue of careful treatment of linearization. Additionally, a new multigrid approach is presented to efficiently support hundreds of thousands of degrees of freedom (rather than the few thousands typical of existing techniques) in a production environment. Furthermore, these performance and robustness improvements are guaranteed in the presence of both collision and quasistatic/implicit time stepping techniques. The result is a significant advance in the applicability of hyperelastic simulation to skeleton driven character skinning.
    Type: Grant
    Filed: December 20, 2011
    Date of Patent: September 15, 2015
    Assignee: DISNEY ENTERPRISES, INC.
    Inventors: Rasmus Tamstorf, Andrew Selle, Aleka McAdams, Eftychios Sifakis, Joseph Teran
  • Patent number: 9123162
    Abstract: A method is provided for integration cone tracing with particular application for feature films and other demanding content creation using scenes of high complexity requiring global illumination. Instead of using a conventional noise prone ray tracer, cones are intersected with a scene bounding hierarchy to determine intersecting scene geometry, and integration results are computed by directional sampling within the cones. As a result, the working data set may be reduced as the rendering may begin with a smaller set of cones as compared to the large number of rays required for acceptable filtering in a conventional ray tracer. Furthermore, by refining the cones during the rendering only on an as-needed basis according to an acceptable noise threshold and by sharing secondary cone bounces among primary cones, the processing workload and data set requirements may be kept to a reasonable level even for multiple global illumination passes.
    Type: Grant
    Filed: June 11, 2012
    Date of Patent: September 1, 2015
    Assignee: Disney Enterprises, Inc.
    Inventors: Brent Burley, Andrew Selle, Christian Eisenacher, Gregory Nichols
  • Patent number: 9123154
    Abstract: A method is provided for distributed element rendering with particular application for feature films and other demanding content creation using scenes of high complexity requiring global illumination. A persistent centralized scheduler receives shading queries that are added to a request queue, determines an assignment of the request queue to hardware resources based on a resource map, and processes the request queue according to the assignment to render frames of one or more scenes. The resource map may be built by the scheduler and indicates local scene geometry cached for each of the hardware resources. By generating a full set of camera rays at each hardware resource, global illumination shading and other rendering can proceed independently against local geometry caches for high parallelism. Redundant computations are reduced through the scheduler, which may cache frequently requested rendering results including tessellation, shading, and level of detail.
    Type: Grant
    Filed: October 9, 2012
    Date of Patent: September 1, 2015
    Assignee: Disney Enterprises, Inc.
    Inventors: Brent Burley, Andrew Selle, Christian Eisenacher, Gregory Nichols
  • Publication number: 20150187116
    Abstract: The disclosure provides an approach for simulating and rendering granular materials. A simulation application generates video frames depicting a granular material phenomenon using a strain based elasto-plastic constitutive model integrated with a hybrid Eulerian/Lagrangian material point method (MPM). The elasto-plastic constitutive model includes physical equation(s) which dictate forces that affect the granular material during the simulation. In particular, the constitutive model may include user-controllable parameters defining threshold(s) to start plastic deformation, as well as a hardening parameter which controls how fast the granular material packs under compression. The MPM is a procedure in which particles of the granular material and a background grid are coupled, with the grid being used to assist in computing forces dictated by the physical equation(s) of the elasto-plastic constitutive model.
    Type: Application
    Filed: April 21, 2014
    Publication date: July 2, 2015
    Applicant: Disney Enterprises, Inc.
    Inventors: Alexey STOMAKHIN, Lawrence CHAI, Andrew SELLE, Joseph TERAN
  • Publication number: 20150186565
    Abstract: The disclosure provides an approach for simulating and rendering materials across different states and undergoing phase transitions. In one configuration, a simulation application generates video frames depicting a material phenomenon using an augmented material point method (MPM). Traditional MPM does not handle incompressible materials such as fluids. Techniques disclosed herein augment the MPM with a Chorin-style projection technique to enable simulation of arbitrarily incompressible materials. In one configuration, this is achieved with a marker-and-cell (MAC) grid based MPM solver, a splitting of stress used in the simulation into elastic and dilational parts, a projection-like implicit treatment of the Eulerian evolution of the dilational part of the stress, and particular techniques for rasterizing and updating quantities on the MAC grid. In addition, a heat model may be coupled to the MPM solver, allowing material changes to be driven with temperature and phase changes.
    Type: Application
    Filed: July 3, 2014
    Publication date: July 2, 2015
    Inventors: Alexey STOMAKHIN, Joseph TERAN, Andrew SELLE
  • Patent number: 9058690
    Abstract: Some aspects of the disclosure include systems and methods for grouping rays into sets according to their directions. In some cases, the rays of the directional sets may then be organized into a hierarchy according to their origins and bounding cones are generated for the hierarchy nodes. The resulting bounding cone hierarchy may be intersected with a bounding volume hierarchy or other scene hierarchy.
    Type: Grant
    Filed: October 12, 2012
    Date of Patent: June 16, 2015
    Assignee: DISNEY ENTERPRISES, INC.
    Inventors: Brent Burley, Christian Eisenacher, Gregory Nichols, Andrew Selle
  • Patent number: 9053582
    Abstract: A method is provided for streaming light propagation with particular application for feature films and other demanding content creation using scenes of high complexity requiring art directed global illumination. By attaching a data recording shader or equivalent functionality to any tracing based renderer that can provide multi-pass global illumination, the complete set of light bounce propagation records and the set of emissive samples for a particular rendering can be recorded to memory or disk. A user may edit the emissive samples to adjust the lighting environment, including modifying light source color and intensity and even moving and adding new emissive samples. To relight the scene, the edited emissive samples are processed through the propagation records using a streaming multiply-and-add operation amenable to high levels of parallelization, avoiding a costly re-rendering of the scene and providing a final quality result in interactive time.
    Type: Grant
    Filed: June 11, 2012
    Date of Patent: June 9, 2015
    Assignee: Disney Enterprises, Inc.
    Inventors: Brent Burley, Andrew Selle, Christian Eisenacher, Gregory Nichols
  • Patent number: 8957896
    Abstract: A method is provided for a streaming hierarchy traversal renderer with particular application for feature films and other demanding content creation using scenes of high complexity that cannot fit in memory. The renderer organizes scene geometry into a spatial hierarchy, generates directional queries to be traced in the spatial hierarchy, performs a streaming hierarchy traversal over the directional queries, and uses the results of the directional queries to shade or render the scene. The traversal performs a single pass over the directional queries for splitting into one child stream of directional queries for each child node at each scene node in the hierarchy. A prioritized traversal of the hierarchy may also be carried out using various cost-metrics for optimized parallelism. The rendering may also bounce the directional queries to provide multi-pass global illumination.
    Type: Grant
    Filed: June 11, 2012
    Date of Patent: February 17, 2015
    Assignee: Disney Enterprises, Inc.
    Inventors: Brent Burley, Andrew Selle, Christian Eisenacher, Gregory Nichols
  • Publication number: 20140327675
    Abstract: There is provided a method for ray-mediated illumination control. The method includes identifying a first activation region corresponding to one of an origin and a destination of a ray, where the ray is described by a ray data associated with the ray. The method further includes identifying a second activation region corresponding to the other one of the origin and the destination of the ray, interpreting an illumination rule for the ray based on at least one of the first activation region and the second activation region, and modifying an illumination in one of the first activation region and the second activation region based on the illumination rule and the ray data.
    Type: Application
    Filed: March 19, 2014
    Publication date: November 6, 2014
    Applicant: Disney Enterprises, Inc.
    Inventors: Brent Burley, Christian Eisenacher, Sean Jenkins, Gregory Nichols, Andrew Selle, Charles Tappan
  • Publication number: 20140267274
    Abstract: The disclosure provides an approach for rendering images which include subsurface scattering effects. In one aspect, a shader computes subsurface scattering effects via a ray-tracing or point-based technique using a normalized diffusion profile. The shader may use the inverse of a cumulative density function associated with the normalized diffusion profile to determine, for each ray intersecting the surface, points on the surface at which to evaluate the normalized diffusion profile. To determine the lit surface of a pixel due to subsurface scattering, the shader may multiply the result of the integral of the normalized diffusion profile for each of the R, G, and B color components by corresponding components of a diffuse color constant. Further, the shader may scale the integral of the normalized diffusion profile based on a scaling function which accounts for a forward-scattering nature of a medium and compensates for out-of-plane scattering.
    Type: Application
    Filed: March 15, 2013
    Publication date: September 18, 2014
    Applicant: Disney Enterprises, Inc.
    Inventors: Brent BURLEY, Andrew SELLE
  • Publication number: 20140253576
    Abstract: There is provided a system and a method for ordering rays in rendered graphics for coherent shading. The method comprises recording, using the processor, intersection points for each of a plurality of directional queries in the memory, wherein each of the plurality of directional queries has one intersection point, organizing, using the processor, the intersection points in the memory into a plurality of elements, and grouping, using the processor, the intersection points in the memory by shading context. The method may further comprise shading the intersection points, wherein the shading is performed on a plurality of elements substantially concurrently. The shading context may include a volume of intersection points. In another implementation, the shading context may be one of texture ID, material ID, and element ID. Additionally, the texture ID may correspond to a mesh face ID.
    Type: Application
    Filed: March 8, 2013
    Publication date: September 11, 2014
    Applicant: Disney Enterprises, Inc.
    Inventors: Gregory Nichols, Brent Burley, Andrew Selle, Christian Eisenacher
  • Patent number: 8803887
    Abstract: A computer graphic system and methods for simulating hair is provided. In accordance with aspects of the disclosure a method for hybrid hair simulation using a computer graphics system is provided. The method includes generating a plurality of modeled hair strands using a processor of the computer graphics system. Each hair strand includes a plurality of particles and a plurality of spring members coupled in between the plurality of particles. The method also includes determining a first position and a first velocity for each particle in the plurality of modeled hair strands using the processor and coarsely modeling movement of the plurality of modeled hair strands with a continuum fluid solver. Self-collisions of the plurality of modeled hair strands are computed with a discrete collision model using the processor.
    Type: Grant
    Filed: January 15, 2010
    Date of Patent: August 12, 2014
    Assignee: Disney Enterprises, Inc.
    Inventors: Aleka McAdams, Andrew Selle, Kelly Ward, Eftychios Sifakis, Joseph Teran
  • Publication number: 20140098122
    Abstract: A method is provided for distributed element rendering with particular application for feature films and other demanding content creation using scenes of high complexity requiring global illumination. A persistent centralized scheduler receives shading queries that are added to a request queue, determines an assignment of the request queue to hardware resources based on a resource map, and processes the request queue according to the assignment to render frames of one or more scenes. The resource map may be built by the scheduler and indicates local scene geometry cached for each of the hardware resources. By generating a full set of camera rays at each hardware resource, global illumination shading and other rendering can proceed independently against local geometry caches for high parallelism. Redundant computations are reduced through the scheduler, which may cache frequently requested rendering results including tessellation, shading, and level of detail.
    Type: Application
    Filed: October 9, 2012
    Publication date: April 10, 2014
    Applicant: DISNEY ENTERPRISES, INC.
    Inventors: Brent Burley, Andrew Selle, Christian Eisenacher, Gregory Nichols