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    • 2. 发明授权
    • Intelligent caching data structure for immediate mode graphics
    • 用于即时模式图形的智能缓存数据结构
    • US07808506B2
    • 2010-10-05
    • US12549253
    • 2009-08-27
    • Joseph S. BedaAdam M. SmithGerhard A. SchneiderKevin T. GalloAshraf A. Michail
    • Joseph S. BedaAdam M. SmithGerhard A. SchneiderKevin T. GalloAshraf A. Michail
    • G09G5/36G06T1/20G06T15/00
    • G06T15/005
    • An intelligent caching data structure and mechanisms for storing visual information via objects and data representing graphics information. The data structure is generally associated with mechanisms that intelligently control how the visual information therein is populated and used. The cache data structure can be traversed for direct rendering, or traversed for pre-processing the visual information into an instruction stream for another entity. Much of the data typically has no external reference to it, thereby enabling more of the information stored in the data structure to be processed to conserve resources. A transaction/batching-like model for updating the data structure enables external modifications to the data structure without interrupting reading from the data structure, and such that changes received are atomically implemented. A method and mechanism are provided to call back to an application program in order to create or re-create portions of the data structure as needed, to conserve resources.
    • 智能缓存数据结构和机制,通过对象和表示图形信息的数据存储视觉信息。 数据结构通常与智能地控制如何填充和使用其中的视觉信息的机制相关联。 可以遍历高速缓存数据结构以进行直接呈现,或者遍历以将视觉信息预处理成另一个实体的指令流。 许多数据通常没有对其的外部参考,从而使得能够处理存储在数据结构中的更多信息以节省资源。 用于更新数据结构的交易/批量化模型使得能够对数据结构进行外部修改,而不会中断从数据结构的读取,并且使得接收的变化被原子地实现。 提供了一种方法和机制来回调应用程序,以便根据需要创建或重新创建数据结构的一部分,以节省资源。
    • 4. 发明授权
    • Markup language and object model for vector graphics
    • 矢量图形的标记语言和对象模型
    • US07417645B2
    • 2008-08-26
    • US10693633
    • 2003-10-23
    • Joseph S. BedaKevin T. GalloAdam M. SmithGilman K. WongSriram Subramanian
    • Joseph S. BedaKevin T. GalloAdam M. SmithGilman K. WongSriram Subramanian
    • G09G5/00G06T13/00G06F3/00
    • G06T17/005G06T11/20G06T11/60G06T2210/61
    • An element object model and a vector graphics markup language for using that element object model in a manner that allows program code developers to consistently interface with a scene graph data structure to produce graphics. The vector graphics element object model generally corresponds to shape elements and other elements including image and video elements that correlate with a scene graph object model of the scene graph. Markup may be parsed into data including elements in an element tree that is translated into the objects of a scene graph data structure. Other markup may be translated directly into data and calls that create the scene graph objects. The markup language provides distinct ways to describe an element, including a simple string format or complex property syntax, which may be named, enabling reuse in other locations in the markup.
    • 一种元素对象模型和矢量图形标记语言,用于以允许程序代码开发人员始终与场景图形数据结构接口以产生图形的方式使用该元素对象模型。 矢量图形元素对象模型通常对应于形状元素和其他元素,包括与场景图的场景图形对象模型相关联的图像和视频元素。 标记可以被分析成数据,包括元素树中被转换成场景图数据结构的对象的元素。 其他标记可以直接转换成创建场景图对象的数据和调用。 标记语言提供了描述元素的不同方法,包括可以命名的简单字符串格式或复杂属性语法,可以在标记中的其他位置重复使用。
    • 5. 发明授权
    • Generic parameterization for a scene graph
    • 场景图的通用参数化
    • US07265756B2
    • 2007-09-04
    • US11165756
    • 2005-06-23
    • Gerhard A. SchneiderJoseph S. BedaAdam M. SmithKevin T. GalloAshraf A. Michail
    • Gerhard A. SchneiderJoseph S. BedaAdam M. SmithKevin T. GalloAshraf A. Michail
    • G06T11/20
    • G06T17/005G06T2210/61
    • A parameterized scene graph provides mutable (animated) values and parameterized graph containers such that an application program or the like can selectively change certain aspects of the scene graph description while leaving other aspects intact, and also reuse portions of the scene graph with different parameters. To this end, mutable values are provided, which provide the higher level code with hooks into the scene graph enabling the scene description to be changed. The mutable values may be varied over time to provide animation. A parameterized graph container is also described that enables a scene graph portion to be templatized for reuse throughout a scene in a generic way. In this manner, a single parameterized graph container may be efficiently reused in a scene graph, with different values for its parameters.
    • 参数化场景图提供可变(动画)值和参数化图形容器,使得应用程序等可以选择性地改变场景图描述的某些方面,同时使其他方面保持不变,并且还重用具有不同参数的场景图的部分。 为此,提供了可变值,其将较高级代码提供到场景图中的钩子,使得能够改变场景描述。 可变值可随时间而变化以提供动画。 还描述了参数化图形容器,其使场景图形部分被模板化以便以通用方式在整个场景中重用。 以这种方式,单个参数化图形容器可以在场景图中有效地重新使用,其参数具有不同的值。
    • 7. 发明授权
    • Integration of media playback components with an independent timing specification
    • 集成媒体播放组件与独立的时序规范
    • US07665115B2
    • 2010-02-16
    • US09776375
    • 2001-02-02
    • Kevin T. GalloPaul C. DavidDorin O. UngureanuDebbie A. Newman
    • Kevin T. GalloPaul C. DavidDorin O. UngureanuDebbie A. Newman
    • H04N7/173G06F15/16G06F3/00G06F9/44G06F9/46G06F13/00
    • G06F17/30905
    • A software framework that allows seamless integration of generic media players into a web browser. A media player is a software module that implements specific interfaces; defines a playing state, such as playing, paused, or stopped; and associates with the playing state a current playback time. A generic media player implements interfaces, including timing interfaces and playback synchronization interfaces for exchanging timing and synchronization information with a web browser. A player-hosting peer, which is a software component built into the browser, manages generic player hosting by a web browser. The player-hosting peer negotiates playback state and rendering status between the browser and the media player. Both the media player and the player-hosting peer maintain playing state and current playback time. The relationship between the peer and the player is a master slave relationship, with the peer being the master. The peer issues commands to the player, and the player notifies the peer of any state changes. A proxy layer allows external media players to integrate seamlessly into a browser.
    • 一个允许将通用媒体播放器无缝集成到网络浏览器中的软件框架。 媒体播放器是一个实现特定接口的软件模块; 定义播放状态,如播放,暂停或停止; 并将播放状态与当前播放时间相关联。 通用媒体播放器实现接口,包括定时接口和播放同步接口,用于与网络浏览器交换时间和同步信息。 作为浏览器内置的软件组件的播放器托管对象通过网络浏览器管理通用播放器托管。 播放器托管对等体协商浏览器和媒体播放器之间的播放状态和呈现状态。 媒体播放器和播放器托管对象保持播放状态和当前播放时间。 对等体和玩家之间的关系是主从关系,对等体是主。 对等体向播放器发出命令,并且玩家通知对等体任何状态改变。 代理层允许外部媒体播放器无缝集成到浏览器中。
    • 8. 发明申请
    • INTELLIGENT CACHING DATA STRUCTURE FOR IMMEDIATE MODE GRAPHICS
    • 用于立即模式图形的智能缓存数据结构
    • US20090315902A1
    • 2009-12-24
    • US12549253
    • 2009-08-27
    • Joseph S. BedaAdam M. SmithGerhard A. SchneiderKevin T. GalloAshraf A. Michail
    • Joseph S. BedaAdam M. SmithGerhard A. SchneiderKevin T. GalloAshraf A. Michail
    • G06T1/00
    • G06T15/005
    • An intelligent caching data structure and mechanisms for storing visual information via objects and data representing graphics information. The data structure is generally associated with mechanisms that intelligently control how the visual information therein is populated and used. The cache data structure can be traversed for direct rendering, or traversed for pre-processing the visual information into an instruction stream for another entity. Much of the data typically has no external reference to it, thereby enabling more of the information stored in the data structure to be processed to conserve resources. A transaction/batching-like model for updating the data structure enables external modifications to the data structure without interrupting reading from the data structure, and such that changes received are atomically implemented. A method and mechanism are provided to call back to an application program in order to create or re-create portions of the data structure as needed, to conserve resources.
    • 智能缓存数据结构和机制,通过对象和表示图形信息的数据存储视觉信息。 数据结构通常与智能地控制如何填充和使用其中的视觉信息的机制相关联。 可以遍历高速缓存数据结构以进行直接呈现,或者遍历以将视觉信息预处理成另一个实体的指令流。 许多数据通常没有对其的外部参考,从而使得能够处理存储在数据结构中的更多信息以节省资源。 用于更新数据结构的交易/批量化模型使得能够对数据结构进行外部修改,而不会中断从数据结构的读取,并且使得接收的变化被原子地实现。 提供了一种方法和机制来回调应用程序,以便根据需要创建或重新创建数据结构的一部分,以节省资源。
    • 9. 发明授权
    • Multiple-level graphics processing system and method
    • 多级图形处理系统和方法
    • US07161599B2
    • 2007-01-09
    • US10184795
    • 2002-06-27
    • Joseph S. BedaGregory D. SwedbergOreste Dorin UngureanuKevin T. GalloPaul C. DavidMatthew W. Calkins
    • Joseph S. BedaGregory D. SwedbergOreste Dorin UngureanuKevin T. GalloPaul C. DavidMatthew W. Calkins
    • G06T13/00
    • G06T13/00G06T1/20G06T15/005G06T2213/04
    • A multiple-level graphics processing system and method (e.g., of an operating system) for providing improved graphics output including, for example, smooth animation. One such multiple-level graphics processing system comprises two components, including a tick-on-demand or slow-tick high-level component, and a fast-tick (e.g., at the graphics hardware frame refresh rate) low-level component. In general, the high-level, less frequent component performs computationally intensive aspects of updating animation parameters and traversing scene data structures, in order to pass simplified data structures to the low-level component. The low-level component operates at a higher frequency, such as the frame refresh rate of the graphics subsystem, to process the data structures into constant output data for the graphics subsystem. The low-level processing includes interpolating any parameter intervals as necessary to obtain instantaneous values to render the scene for each frame of animation.
    • 用于提供改进的图形输出的多级图形处理系统和方法(例如,操作系统的方法),包括例如平滑动画。 一个这样的多级图形处理系统包括两个组件,包括按需点选或慢勾选高级组件,以及快速勾选(例如,在图形硬件帧刷新率)低级组件。 一般来说,高级别,较不频繁的组件执行更新动画参数和遍历场景数据结构的计算密集方面,以便将简化的数据结构传递到低级组件。 低级组件以更高的频率工作,例如图形子系统的帧刷新率,以将数据结构处理为图形子系统的恒定输出数据。 低级处理包括根据需要插入任何参数间隔,以获得每帧动画渲染场景的瞬时值。