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    • 2. 发明申请
    • NONCONTACT SURFACE FORM MEASURING APPARATUS
    • 非表面表面测量装置
    • US20080266569A1
    • 2008-10-30
    • US12107991
    • 2008-04-23
    • Katsushige NakamuraKatsuhiro Miura
    • Katsushige NakamuraKatsuhiro Miura
    • G01B9/02
    • G01B11/24
    • A noncontact form measuring apparatus emits a laser beam L. In the apparatus, a prism bends the laser beam into an X-axis direction, so that a Z-axis displacement of an objective optical system is converted by the prism into an X-axis displacement on a measurement coordinate system. A movement of an X-axis stage is converted into a Z-axis displacement on the measurement coordinate system. The apparatus moves an internal gear as a measurement object and the prism, reads X, Y, and Z coordinates at each focal point, and measures a three-dimensional form of inner teeth of the internal gear. The apparatus may translate the internal gear in a Y-axis direction, to measure a partial form of the inner teeth. The apparatus may turn the internal gear in an angular θ-direction, to measure a whole circumferential form of the inner teeth.
    • 非接触形式测量装置发射激光束L.在该装置中,棱镜将激光束弯曲成X轴方向,使得物镜光学系统的Z轴位移由棱镜转换为X轴 测量坐标系上的位移。 X轴平台的移动在测量坐标系上转换为Z轴位移。 该装置移动作为测量对象的内齿轮和棱镜,在每个焦点处读取X,Y和Z坐标,并测量内齿轮的内齿的三维形式。 该装置可以沿Y轴方向平移内齿轮,以测量内齿的部分形式。 该装置可以使角度θ方向的内齿轮转动,以测量内齿的整个周向形状。
    • 3. 发明授权
    • Image synthesizing system with texture mapping
    • 具有纹理映射的图像合成系统
    • US06333747B1
    • 2001-12-25
    • US09186370
    • 1998-11-05
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • G06T1140
    • G06T15/04
    • An image synthesizing system is provided which can output a high-quality image in real time through the texture mapping without preventing the hardware from being increased in speed and reduced in scale. A 3-D image is formed by a game space processing unit (13) and image supply unit (10) to perform a 3-D computation. At a processor unit (30), coordinates for each dot in a polygon and the corresponding texture coordinates are determined. A field buffer unit (40) stores the texture coordinates at an address specified by the coordinates for each dot. A texture data storage unit (42) has stored a rendering data. The texture coordinates are read out from the field buffer unit (40) and then used to read out the rendering data from the texture coordinate storage unit (42) to synthesize and output a pseudo 3-D image. By thus storing the texture coordinates in the field buffer unit (40), the subsampling/interpolation and the like may be carried out.
    • 提供一种图像合成系统,其可以通过纹理映射实时输出高质量的图像,而不会妨碍硬件的速度增加和规模缩小。 3D图像由游戏空间处理单元(13)和图像提供单元(10)形成,以执行3-D计算。 在处理器单元(30)处,确定多边形中每个点的坐标以及对应的纹理坐标。 场缓冲器单元(40)将纹理坐标存储在由每个点的坐标指定的地址处。 纹理数据存储单元(42)已经存储了渲染数据。 从场缓冲器单元(40)读出纹理坐标,然后用于从纹理坐标存储单元(42)读出渲染数据,以合成并输出伪3-D图像。 通过这样将纹理坐标存储在场缓冲器单元(40)中,可以执行子采样/内插等。
    • 4. 发明授权
    • Apparatus and method of image synthesization
    • 图像合成装置及方法
    • US6100895A
    • 2000-08-08
    • US255731
    • 1999-02-23
    • Katsuhiro MiuraTakashi YokotaMasaki TakedaKuniyuki Konishi
    • Katsuhiro MiuraTakashi YokotaMasaki TakedaKuniyuki Konishi
    • G06T15/50G06T15/80G06F15/00
    • G06T15/50G06T15/80A63F2300/66A63F2300/8017
    • A character screen information generating unit (34) has a function also serving as a spotlight information generating unit and outputs spotlight information for brightness toward a brightness information converting unit (30). The brightness information converting unit (30) uses this spotlight information for brightness to convert brightness information. A shading computation unit (24) uses the converted brightness information and color information of an object to determine color information to be displayed on a display at each pixel. A depth cueing computation unit (26) uses depth information to make a depth cueing computation relative to the determined color information. Thus, a pattern such as headlight can be displayed in the form of spotlight. Further, such a spotlight display can reflect by the depth information. There may further be provided a depth information converting unit for converting the depth information by the use of spotlight information for depth.
    • 字符画面信息生成部(34)具有作为聚光灯信息生成部的功能,向亮度信息变换部(30)输出亮度的聚光灯信息。 亮度信息转换单元(30)使用该聚光灯信息进行亮度转换亮度信息。 阴影计算单元(24)使用被转换的亮度信息和对象的颜色信息来确定要在每个像素的显示器上显示的颜色信息。 深度提示计算单元(26)使用深度信息来相对于所确定的颜色信息进行深度提示计算。 因此,可以以聚光灯的形式显示头灯等图案。 此外,这种聚光灯显示可以通过深度信息反映。 还可以提供一种深度信息转换单元,用于通过使用聚光灯信息深度来转换深度信息。
    • 5. 发明授权
    • Image synthesizing system with texture mapping
    • 具有纹理映射的图像合成系统
    • US5870101A
    • 1999-02-09
    • US774320
    • 1996-12-24
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • G06T15/04G06T11/40
    • G06T15/04
    • An image synthesizing system is provided which can output a high-quality image in real time through the texture mapping without preventing the hardware from being increased in speed and reduced in scale. A 3-D image is formed by a game space processing unit (13) and image supply unit (10) to perform a 3-D computation. At a processor unit (30), coordinates for each dot in a polygon and the corresponding texture coordinates are determined. A field buffer unit (40) stores the texture coordinates at an address specified by the coordinates for each dot. A texture data storage unit (42) has stored a rendering data. The texture coordinates are read out from the field buffer unit (40) and then used to read out the rendering data from the texture coordinate storage unit (42) to synthesize and output a pseudo 3-D image. By thus storing the texture coordinates in the field buffer unit (40), the subsampling/interpolation and the like may be carried out.
    • 提供一种图像合成系统,其可以通过纹理映射实时输出高质量的图像,而不会妨碍硬件的速度增加和规模缩小。 3D图像由游戏空间处理单元(13)和图像提供单元(10)形成,以执行3-D计算。 在处理器单元(30)处,确定多边形中每个点的坐标以及对应的纹理坐标。 场缓冲器单元(40)将纹理坐标存储在由每个点的坐标指定的地址处。 纹理数据存储单元(42)已经存储了渲染数据。 从场缓冲器单元(40)读出纹理坐标,然后用于从纹理坐标存储单元(42)读出渲染数据,以合成并输出伪3-D图像。 通过这样将纹理坐标存储在场缓冲器单元(40)中,可以执行子采样/内插等。
    • 6. 发明授权
    • Look-up table device and image generation device
    • 查找表设备和图像生成设备
    • US06501470B1
    • 2002-12-31
    • US09230035
    • 1999-01-19
    • Katsuhiro Miura
    • Katsuhiro Miura
    • G06T1500
    • G06F1/0356G06T1/20G09G2320/0276
    • A section deriving unit (10) derives a section to which a digital input value DIN belongs and outputs a section number IVN, and a computation parameter output unit (20) outputs a computation Parameter CPA corresponding to IVN. A computation unit (30) performs a given computation based on DIN and CPA and outputs the result of the computation as a digital output value DOUT. Any DIN-DOUT conversion characteristic that the user requires can be obtained by setting a delimiter information storage unit (12) and a computation parameter storage unit (22) as appropriate. The computation unit (30) could, for example, perform a calculation DOUT=amXm+am−1Xm−1+ . . . a1X+a0, based on computation parameters am to a0. This look-up table device can be used for gamma compensation or depth cueing conversions.
    • 部分导出单元(10)导出数字输入值DIN所属的部分并输出部分编号IVN,并且计算参数输出单元(20)输出与IVN对应的计算参数CPA。 计算单元(30)基于DIN和CPA执行给定的计算,并将计算结果输出为数字输出值DOUT。 可以通过适当地设置定界符信息存储单元(12)和计算参数存储单元(22)来获得用户需要的任何DIN-DOUT转换特性。 计算单元(30)可以例如执行计算DOUT = amXm + am-1Xm-1 +。 。 。 a1X + a0,基于计算参数am到a0。 该查找表设备可用于伽马补偿或深度提示转换。
    • 7. 发明授权
    • Image formation apparatus and image formation method
    • 图像形成装置和图像形成方法
    • US06489967B1
    • 2002-12-03
    • US09387963
    • 1999-09-01
    • Katsuhiro Miura
    • Katsuhiro Miura
    • G06T1160
    • G06T15/503
    • When displaying a scene on a display screen in which a translucent object and a background object of the translucent object overlap in a virtual space, data of a background object stored in a storage device is continuously read, a translucent calculation is performed between data of the background object and data of the translucent object overlapping the background object, and data of the result of the translucent calculation is continuously written into the storage device. Here, read of the background object data and the translucent calculation, or the translucent calculation and write of data of the translucent calculation result can be simultaneously performed. Further, the translucent calculation can be divided into a plurality of calculations, and the plurality of calculations can be performed simultaneously. With this method, translucent calculation can be performed in a short time.
    • 当在虚拟空间中半透明物体的半透明物体和背景物体重叠的显示画面上显示场景时,持续读取存储在存储装置中的背景物体的数据,进行半透明计算, 背景物体和与背景物体重叠的半透明物体的数据,半透明计算结果的数据被连续写入存储装置。 这里,可以同时执行背景物体数据和半透明计算的读取,或半透明计算结果的半透明计算和数据写入。 此外,半透明计算可以分为多个计算,并且可以同时执行多个计算。 使用这种方法,可以在短时间内进行半透明计算。
    • 8. 发明授权
    • Image generating apparatus and method
    • 图像生成装置及方法
    • US06429874B1
    • 2002-08-06
    • US09142658
    • 1998-09-14
    • Katsuhiro Miura
    • Katsuhiro Miura
    • G06T1140
    • G06T15/00
    • It is an object to provide an image generating apparatus and method which can perform a high-quality translucence process with reduction of the hardware scale and processing load. The translucence process is performed according to a first translucence information OPt used for performing the translucence control with respect to the respective portions of an object and a second translucence information OPm used for performing the translucence control with respect to the entire object. The translucence control according to OPm is invalidated with respect to a portion of the object that is judged to be opaque according to OPt, that is, to be OPt=1. For example, the translucence control may normally be carried out according to the relational expression of OPp=OPm×OPt. On the other hand, when a switching flag SFL is 0, OPp is fixed at 1 or the translucence process is omitted, with respect to the opaque portion. Thus, both portions to be subjected to the translucence control according to OPt and OPm and that to be opaque irrespectively of the value of OPm, can coexist on the same object.
    • 本发明的一个目的是提供一种图像生成装置和方法,该图像生成装置和方法可以通过降低硬件规模和处理负荷来执行高质量的半透明处理。 根据用于对物体的各个部分执行半透明控制的第一半透明信息OPt和用于对整个物体执行半透明控制的第二半透明信息OPm进行半透明处理。 根据OPt的半透明控制对于根据OPt被判定为不透明的部分,即OPt = 1而无效。 例如,半透明控制通常可以根据OPp = OPmxOPt的关系表达式进行。 另一方面,当切换标志SFL为0时,相对于不透明部分,OPp固定为1或忽略半透明处理。 因此,根据OPt和OPm进行半透明控制的两个部分和与OPm的值无关的是不透明的,可以共存在同一个对象上。