Patents by Inventor Kevin Wampler
Kevin Wampler 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).
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Patent number: 10600243Abstract: The present disclosure includes methods and systems for manipulating digital models based on user input. In particular, disclosed systems and methods can generate modified meshes in real time based on a plurality of input meshes and user manipulation of one or more control points. For example, one or more embodiments of the disclosed systems and methods generate modified meshes from a plurality of input meshes based on a combined shape-space, deformation interpolation measure. Moreover, in one or more embodiments, the disclosed systems and methods utilize an as-rigid-as-possible-deformation measure to combine input meshes into a modified mesh. Further, the disclosed systems and methods can variably combine input shapes over different portions of a modified mesh, providing increased expressiveness while reducing artifacts and increasing computing efficiency.Type: GrantFiled: October 3, 2018Date of Patent: March 24, 2020Assignee: ADOBE INC.Inventor: Kevin Wampler
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Patent number: 10586311Abstract: Embodiments of the present invention provide systems, methods, and computer storage media for improved patch validity testing for patch-based synthesis applications using similarity transforms. The improved patch validity tests are used to validate (or invalidate) candidate patches as valid patches falling within a sampling region of a source image. The improved patch validity tests include a hole dilation test for patch validity, a no-dilation test for patch invalidity, and a comprehensive pixel test for patch invalidity. A fringe test for range invalidity can be used to identify pixels with an invalid range and invalidate corresponding candidate patches. The fringe test for range invalidity can be performed as a precursor to any or all of the improved patch validity tests. In this manner, validated candidate patches are used to automatically reconstruct a target image.Type: GrantFiled: March 14, 2018Date of Patent: March 10, 2020Assignee: Adobe Inc.Inventors: Sohrab Amirghodsi, Kevin Wampler, Elya Shechtman, Aliakbar Darabi
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Publication number: 20190287225Abstract: Embodiments of the present invention provide systems, methods, and computer storage media for improved patch validity testing for patch-based synthesis applications using similarity transforms. The improved patch validity tests are used to validate (or invalidate) candidate patches as valid patches falling within a sampling region of a source image. The improved patch validity tests include a hole dilation test for patch validity, a no-dilation test for patch invalidity, and a comprehensive pixel test for patch invalidity. A fringe test for range invalidity can be used to identify pixels with an invalid range and invalidate corresponding candidate patches. The fringe test for range invalidity can be performed as a precursor to any or all of the improved patch validity tests. In this manner, validated candidate patches are used to automatically reconstruct a target image.Type: ApplicationFiled: March 14, 2018Publication date: September 19, 2019Inventors: Sohrab Amirghodsi, Kevin Wampler, Elya Shechtman, Aliakbar Darabi
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Patent number: 10217262Abstract: Systems and methods disclosed herein improve the quality and speed of computing deformations used to animate artwork. One aspect provides adaptive meshing that creates a mesh adapted to handle locations and weights associating the handles with the mesh vertices. Portions of the mesh requiring smaller triangles with more densely positioned vertices are identified based on the handle locations and associated weights and resolution is added only to those portions of the mesh in which finer resolution is required. A second aspect involves creating a mesh using a coarse-to-fine iterative approach. This involves generating a mesh and the weights associating each handle to each vertex in the mesh and iteratively refining the mesh to add resolution until a refinement criteria is satisfied.Type: GrantFiled: November 27, 2017Date of Patent: February 26, 2019Assignee: Adobe Systems IncorporatedInventor: Kevin Wampler
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Publication number: 20190035151Abstract: The present disclosure includes methods and systems for manipulating digital models based on user input. In particular, disclosed systems and methods can generate modified meshes in real time based on a plurality of input meshes and user manipulation of one or more control points. For example, one or more embodiments of the disclosed systems and methods generate modified meshes from a plurality of input meshes based on a combined shape-space, deformation interpolation measure. Moreover, in one or more embodiments, the disclosed systems and methods utilize an as-rigid-as-possible-deformation measure to combine input meshes into a modified mesh. Further, the disclosed systems and methods can variably combine input shapes over different portions of a modified mesh, providing increased expressiveness while reducing artifacts and increasing computing efficiency.Type: ApplicationFiled: October 3, 2018Publication date: January 31, 2019Inventor: Kevin Wampler
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Patent number: 10140764Abstract: The present disclosure includes methods and systems for manipulating digital models based on user input. In particular, disclosed systems and methods can generate modified meshes in real time based on a plurality of input meshes and user manipulation of one or more control points. For example, one or more embodiments of the disclosed systems and methods generate modified meshes from a plurality of input meshes based on a combined shape-space, deformation interpolation measure. Moreover, in one or more embodiments, the disclosed systems and methods utilize an as-rigid-as-possible-deformation measure to combine input meshes into a modified mesh. Further, the disclosed systems and methods can variably combine input shapes over different portions of a modified mesh, providing increased expressiveness while reducing artifacts and increasing computing efficiency.Type: GrantFiled: February 22, 2017Date of Patent: November 27, 2018Assignee: ADOBE SYSTEMS INCORPORATEDInventor: Kevin Wampler
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Patent number: 10078910Abstract: Systems and methods disclosed improve the speed of animating artwork by determining the handle affine transformations used to animate 2 Dimensional (2D) artwork in a computationally simpler manner than prior techniques. The improved technique represents vertex coordinates (e.g., x1, y1) in 2D artwork as the real and complex portions of complex numbers. Doing so allows minimizing a closed form expression to find handle affine transformations that provide a deformation of the object with minimal stretching and squashing in local areas. Determining handle affine transformation parameters in this way is more efficient computationally than prior techniques because it combines the local and global steps into a single formula. Moreover, the formulation can be quickly evaluated with only additions, multiplications, and square roots without any need for conditional branches. Furthermore, the form of the function allows it to be solved with a simple optimization method.Type: GrantFiled: November 29, 2017Date of Patent: September 18, 2018Assignee: Adobe Systems IncorporatedInventor: Kevin Wampler
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Publication number: 20180130256Abstract: The present disclosure includes methods and systems for manipulating digital models based on user input. In particular, disclosed systems and methods can generate modified meshes in real time based on a plurality of input meshes and user manipulation of one or more control points. For example, one or more embodiments of the disclosed systems and methods generate modified meshes from a plurality of input meshes based on a combined shape-space, deformation interpolation measure. Moreover, in one or more embodiments, the disclosed systems and methods utilize an as-rigid-as-possible-deformation measure to combine input meshes into a modified mesh. Further, the disclosed systems and methods can variably combine input shapes over different portions of a modified mesh, providing increased expressiveness while reducing artifacts and increasing computing efficiency.Type: ApplicationFiled: February 22, 2017Publication date: May 10, 2018Inventor: Kevin Wampler
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Publication number: 20180082462Abstract: Systems and methods disclosed herein improve the quality and speed of computing deformations used to animate artwork. One aspect provides adaptive meshing that creates a mesh adapted to handle locations and weights associating the handles with the mesh vertices. Portions of the mesh requiring smaller triangles with more densely positioned vertices are identified based on the handle locations and associated weights and resolution is added only to those portions of the mesh in which finer resolution is required. A second aspect involves creating a mesh using a coarse-to-fine iterative approach. This involves generating a mesh and the weights associating each handle to each vertex in the mesh and iteratively refining the mesh to add resolution until a refinement criteria is satisfied.Type: ApplicationFiled: November 27, 2017Publication date: March 22, 2018Inventor: Kevin Wampler
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Publication number: 20180082463Abstract: Systems and methods disclosed improve the speed of animating artwork by determining the handle affine transformations used to animate 2 Dimensional (2D) artwork in a computationally simpler manner than prior techniques. The improved technique represents vertex coordinates (e.g., x1, y1) in 2D artwork as the real and complex portions of complex numbers. Doing so allows minimizing a closed form expression to find handle affine transformations that provide a deformation of the object with minimal stretching and squashing in local areas. Determining handle affine transformation parameters in this way is more efficient computationally than prior techniques because it combines the local and global steps into a single formula. Moreover, the formulation can be quickly evaluated with only additions, multiplications, and square roots without any need for conditional branches. Furthermore, the form of the function allows it to be solved with a simple optimization method.Type: ApplicationFiled: November 29, 2017Publication date: March 22, 2018Inventor: Kevin Wampler
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Patent number: 9865073Abstract: Systems and methods disclosed improve the speed of animating artwork by determining the handle affine transformations used to animate 2 Dimensional (2D) artwork in a computationally simpler manner than prior techniques. The improved technique represents vertex coordinates (e.g., x1, y1) in 2D artwork as the real and complex portions of complex numbers. Doing so allows minimizing a closed form expression to find handle affine transformations that provide a deformation of the object with minimal stretching and squashing in local areas. Determining handle affine transformation parameters in this way is more efficient computationally than prior techniques because it combines the local and global steps into a single formula. Moreover, the formulation can be quickly evaluated with only additions, multiplications, and square roots without any need for conditional branches. Furthermore, the form of the function allows it to be solved with a simple optimization method.Type: GrantFiled: October 5, 2015Date of Patent: January 9, 2018Assignee: Adobe Systems IncorporatedInventor: Kevin Wampler
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Patent number: 9858701Abstract: Systems and methods disclosed herein improve the quality and speed of computing deformations used to animate artwork. One aspect provides adaptive meshing that creates a mesh adapted to handle locations and weights associating the handles with the mesh vertices. Portions of the mesh requiring smaller triangles with more densely positioned vertices are identified based on the handle locations and associated weights and resolution is added only to those portions of the mesh in which finer resolution is required. A second aspect involves creating a mesh using a coarse-to-fine iterative approach. This involves generating a mesh and the weights associating each handle to each vertex in the mesh and iteratively refining the mesh to add resolution until a refinement criteria is satisfied.Type: GrantFiled: October 5, 2015Date of Patent: January 2, 2018Assignee: Adobe Systems IncorporatedInventor: Kevin Wampler
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Publication number: 20170098326Abstract: Systems and methods disclosed improve the speed of animating artwork by determining the handle affine transformations used to animate 2 Dimensional (2D) artwork in a computationally simpler manner than prior techniques. The improved technique represents vertex coordinates (e.g., x1, y1) in 2D artwork as the real and complex portions of complex numbers. Doing so allows minimizing a closed form expression to find handle affine transformations that provide a deformation of the object with minimal stretching and squashing in local areas. Determining handle affine transformation parameters in this way is more efficient computationally than prior techniques because it combines the local and global steps into a single formula. Moreover, the formulation can be quickly evaluated with only additions, multiplications, and square roots without any need for conditional branches. Furthermore, the form of the function allows it to be solved with a simple optimization method.Type: ApplicationFiled: October 5, 2015Publication date: April 6, 2017Inventor: Kevin Wampler
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Publication number: 20170098325Abstract: Systems and methods disclosed herein improve the quality and speed of computing deformations used to animate artwork. One aspect provides adaptive meshing that creates a mesh adapted to handle locations and weights associating the handles with the mesh vertices. Portions of the mesh requiring smaller triangles with more densely positioned vertices are identified based on the handle locations and associated weights and resolution is added only to those portions of the mesh in which finer resolution is required. A second aspect involves creating a mesh using a coarse-to-fine iterative approach. This involves generating a mesh and the weights associating each handle to each vertex in the mesh and iteratively refining the mesh to add resolution until a refinement criteria is satisfied.Type: ApplicationFiled: October 5, 2015Publication date: April 6, 2017Inventor: Kevin Wampler