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    • 13. 发明授权
    • Crowd-sourced video rendering system
    • 人群来源的视频呈现系统
    • US09250966B2
    • 2016-02-02
    • US13208164
    • 2011-08-11
    • Julian Michael Urbach
    • Julian Michael Urbach
    • G06T1/00G06F15/00G06F9/50G06T15/50
    • G06T15/005G06F9/5005G06F2209/5017G06T1/20G06T15/06G06T15/50G06T15/503G06T2200/04G06T2200/16G06T2210/52G06T2219/024G09G5/14G09G5/363G09G2340/02G09G2360/06G09G2370/02
    • In one embodiment, a method includes distributing rendering tasks to connected client nodes having capable graphics processing units by transmitting viewport state data objects and a unique spatial location to each of the clients, performing path tracing at each of the clients from the starting point of their unique spatial locations, and transmitting their rendered output back to the server. The server generates a composite rendered output from the individual rendered outputs received by the participating clients, and then transmits the composite to all connected clients for display. Thus, as the number of client nodes increases, the scene is rendered more rapidly and at higher quality. In particular embodiments, the rendered output is a lightmap representing the diffuse lighting for the scene, and each client may render the scene's specular highlights from its own viewport.
    • 在一个实施例中,一种方法包括:通过将视口状态数据对象和独特的空间位置发送到每个客户端,将呈现任务分发给具有能力图形处理单元的连接的客户端节点,在每个客户端从其起始点执行路径跟踪 独特的空间位置,并将其渲染的输出传输回服务器。 服务器从参与的客户端接收到的各个渲染输出生成一个复合渲染输出,然后将该复合数据传输到所有连接的客户端进行显示。 因此,随着客户端节点数量的增加,场景呈现得更快,质量更高。 在特定实施例中,渲染的输出是表示场景的漫射照明的光线图,并且每个客户端可以从其自己的视口渲染场景的镜面高光。
    • 14. 发明授权
    • Efficiently implementing and displaying independent 3-dimensional interactive viewports of a virtual world on multiple client devices
    • 在多个客户端设备上有效地实现和显示虚拟世界的独立三维交互视口
    • US09214038B1
    • 2015-12-15
    • US14467224
    • 2014-08-25
    • Julian Michael Urbach
    • Julian Michael Urbach
    • G06T15/00
    • G06T15/005G06F3/1415G06T15/04G06T2200/04G06T2200/16G06T2219/024H04N21/234309H04N21/2393H04N21/816
    • Methods, apparatuses and systems directed to efficiently circumventing the limitations of client side rendering of virtual worlds. In a particular implementation, a proposed system renders each client viewport remotely, removing the burden of rendering a 3D scene from the local client device. 3D viewports, rather than being rasterized on the local client, are instead generated on a remote render device which then transmits a visual representation of the viewport to the client device in a format (including, but not limited to a video stream) which the client can use to display the scene without requiring complex 3D rasterization. This process eliminates the need for the client to have any specialized 3D rendering software or hardware, or to install or download any persistent render assets on the local system. The hardware requirements for the client are therefore roughly equivalent to those needed to play a continuous video stream.
    • 方法,设备和系统旨在有效地规避虚拟世界的客户端渲染的限制。 在特定实现中,所提出的系统远程呈现每个客户端视口,消除了从本地客户端设备渲染3D场景的负担。 相反,在远程渲染设备上生成3D视口,而不是在本地客户端上进行光栅化,然后以远程呈现设备将视口的视觉表示以客户端设备的格式(包括但不限于视频流)发送到客户端设备,客户端设备 可用于显示场景而不需要复杂的3D光栅化。 此过程不需要客户端具有任何专门的3D渲染软件或硬件,也不需要在本地系统上安装或下载任何持久呈现资源。 因此,客户端的硬件要求大致相当于播放连续视频流所需的硬件要求。
    • 15. 发明申请
    • ELECTRONIC CONTACT LENSES AND AN IMAGE SYSTEM COMPRISING THE SAME
    • 电子接触透镜和包含其的图像系统
    • US20150261294A1
    • 2015-09-17
    • US14208886
    • 2014-03-13
    • Julian Michael Urbach
    • Julian Michael Urbach
    • G06F3/01G02C11/00
    • A powered contact lens is configured to receive rendered images and provide the rendered images to a user on a display screen built into it. The powered contact lens is also configured so that the position of the wearer's eyes can be precisely tracked and the images can be rendered at a likely resting position. A power source located on the contact lens powers the display screen and the communication module. The communication module receives the rendered images from a disparate image rendering device. An image system comprises the image rendering device, a pair of powered contact lenses which are configured to received and provide the rendered images to a user.
    • 电动隐形眼镜被配置为接收渲染的图像并且将渲染的图像提供给内置于其中的显示屏幕上的用户。 动力隐形眼镜还被配置为使得可以精确地跟踪佩戴者的眼睛的位置,并且可以在可能的静止位置呈现图像。 位于隐形眼镜上的电源为显示屏和通讯模块供电。 通信模块从不同的图像呈现设备接收渲染的图像。 一种图像系统包括图像渲染装置,一对电动隐形眼镜,其配置成接收并将呈现的图像提供给用户。
    • 16. 发明授权
    • Efficiently implementing and displaying independent 3-dimensional interactive viewports of a virtual world on multiple client devices
    • 在多个客户端设备上有效地实现和显示虚拟世界的独立三维交互视口
    • US08817025B1
    • 2014-08-26
    • US13968575
    • 2013-08-16
    • Julian Michael Urbach
    • Julian Michael Urbach
    • G06T17/00
    • G06T15/005G06F3/1415G06T15/04G06T2200/04G06T2200/16G06T2219/024H04N21/234309H04N21/2393H04N21/816
    • Methods, apparatuses and systems directed to efficiently circumventing the limitations of client side rendering of virtual worlds. In a particular implementation, a proposed system renders each client viewport remotely, removing the burden of rendering a 3D scene from the local client device. 3D viewports, rather than being rasterized on the local client, are instead generated on a remote render device which then transmits a visual representation of the viewport to the client device in a format (including, but not limited to a video stream) which the client can use to display the scene without requiring complex 3D rasterization. This process eliminates the need for the client to have any specialized 3D rendering software or hardware, or to install or download any persistent render assets on the local system. The hardware requirements for the client are therefore roughly equivalent to those needed to play a continuous video stream.
    • 方法,设备和系统旨在有效地规避虚拟世界的客户端渲染的限制。 在特定实现中,所提出的系统远程呈现每个客户端视口,消除了从本地客户端设备渲染3D场景的负担。 相反,在远程渲染设备上生成3D视口,而不是在本地客户端上进行光栅化,然后以远程呈现设备将视口的视觉表示以客户端设备的形式(包括但不限于视频流)发送到客户端设备,客户端设备 可用于显示场景而不需要复杂的3D光栅化。 此过程不需要客户端具有任何专门的3D渲染软件或硬件,也不需要在本地系统上安装或下载任何持久呈现资源。 因此,客户端的硬件要求大致相当于播放连续视频流所需的硬件要求。
    • 18. 发明授权
    • Viewport-based desktop rendering engine
    • 基于视口的桌面呈现引擎
    • US07400322B1
    • 2008-07-15
    • US11166661
    • 2005-06-23
    • Julian Michael Urbach
    • Julian Michael Urbach
    • G06T15/00G09G5/00
    • H04L67/10G09G5/14G09G2340/10G09G2340/12H04L67/02H04L69/03
    • Methods, apparatuses and systems directed, in one implementation, to a system of dynamically spawned, virtual, three-dimensional (3D) viewports which render transparently within the elements of, or on top of, an existing desktop display environment, allowing rendered objects to seamlessly interact and move between different 3-dimensional viewport spaces and the two-dimensional (2D) screen space of the desktop environment. The present invention, in one implementation, renders multiple 3-dimensional viewports and free floating 3-dimensional objects on the client desktop, seamlessly mixed into the normal event and rendering pipeline of the computing device's 2-dimensional screen aligned desktop and windowed environment.
    • 在一个实现中,将动态产生的,虚拟的,立体的(3D)视口系统定向在现有的桌面显示环境的元素之内,或者在现有的桌面显示环境之下,其呈现为透明的方法,装置和系统, 在不同的三维视口空间和桌面环境的二维(2D)屏幕空间之间进行无缝地交互和移动。 本发明在一个实现中,在客户端桌面上呈现多个三维视口和自由浮动的三维对象,无缝地混合到计算设备的二维屏幕对齐的桌面和窗口环境的正常事件和呈现流水线中。