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    • 1. 发明授权
    • Identifying silhouette edges of objects to apply anti-aliasing
    • 识别对象的轮廓边缘以应用抗锯齿
    • US06529207B1
    • 2003-03-04
    • US09584463
    • 2000-05-31
    • Edouard LandauAdrian SfartiAdam MalamyMei-Chi LiuRobert LakerPaolo Sabella
    • Edouard LandauAdrian SfartiAdam MalamyMei-Chi LiuRobert LakerPaolo Sabella
    • G09A500
    • G06T15/503
    • A graphics rendering system creates an image based on objects constructed of polygonal primitives, which can generate the perception of three-dimensional objects displayed on a two-dimensional display device. An anti-aliasing operation is applied to silhouette edges of the objects, which are the edges of primitives which are displayed at the perimeter of an object. A silhouette edge can be identified by determining how many times an edge is rendered, with each instance of the rendering of an edge corresponding to the rendering of a primitive that adjoins the edge. An edge that is rendered exactly once is interpreted as a silhouette edge. An example of a silhouette edge is an edge that adjoins one triangular primitive that is viewable and another triangular primitive that is hidden from view by other primitives. Another technique for identifying a silhouette edge can be applied to closed objects by determining whether a first primitive adjoining an edge is hidden from view by other primitives and a second primitive also adjoining the edge is viewable. Once the silhouette edges are identified, the anti-aliasing operation is applied thereto.
    • 图形渲染系统基于由多边形基元构成的对象创建图像,其可以产生在二维显示设备上显示的三维对象的感知。 反锯齿操作被应用于对象的轮廓边缘,对象的边缘是在对象的周边显示的图元的边缘。 可以通过确定渲染边缘的次数来确定轮廓边缘,每个边缘的渲染实例与邻接边缘的原始图像的渲染相对应。 渲染一次的边被解释为剪影边缘。 剪影边缘的一个例子是毗邻可见的一个三角形原语的边缘,另一个三角形原语被其他图元隐藏。 用于识别轮廓边缘的另一种技术可以通过确定邻接边缘的第一图元是否被其他图元隐藏而不被视图所覆盖,并且还可以看到与边缘相邻的第二图元,将其应用于闭合对象。 一旦确定了轮廓边缘,则对其进行抗混叠操作。
    • 7. 发明授权
    • System and method for adjusting pixel parameters by subpixel positioning
    • 通过子像素定位来调整像素参数的系统和方法
    • US06219070B1
    • 2001-04-17
    • US09164003
    • 1998-09-30
    • Nick BakerAdam MalamyAdrian SfartiPaul PaternosterPadma Parthasarathy
    • Nick BakerAdam MalamyAdrian SfartiPaul PaternosterPadma Parthasarathy
    • G06T1570
    • G06T13/00
    • A method and system for simulating motion of a polygon on a display screen. The polygon may be included in a set of polygons used to model a three-dimensional object. The position of the polygon is defined by vertices tracked in a subpixel coordinate system existing in a computer-readable medium. The subpixel coordinates of the vertices are used to identify the pixels on the display screen having coordinates that correspond to subpixel coordinates lying within or, optionally, at the boundary of the polygon. The identified pixels are those that are to be lighted on the display screen to generate the image of the polygon. The display properties of the lighted pixels are selected by interpolation based on defined pixel display parameters assigned to the vertices of the triangle. As motion of the polygon is tracked in the subpixel coordinate system, the corresponding display on the display screen is repeatedly adjusted. The method of identifying and interpolating the display parameters of the pixels using the subpixel coordinate system provides the appearance of smooth polygon motion.
    • 一种用于模拟多边形在显示屏上的运动的方法和系统。 多边形可以被包括在用于建模三维对象的一组多边形中。 多边形的位置由在计算机可读介质中存在的子像素坐标系中跟踪的顶点定义。 顶点的子像素坐标用于识别具有对应于位于多边形边界内的子像素坐标的坐标的显示屏幕上的像素。 所识别的像素是要在显示屏上点亮以产生多边形图像的像素。 通过基于分配给三角形的顶点的定义的像素显示参数进行插值来选择点亮像素的显示属性。 由于在子像素坐标系中跟踪多边形的运动,所以重复地调节显示屏上的对应显示。 使用子像素坐标系确定和内插像素的显示参数的方法提供平滑多边形运动的出现。
    • 8. 发明授权
    • Processor-based method for rasterizing polygons at an arbitrary precision
    • 以任意精度光栅化多边形的基于处理器的方法
    • US5528737A
    • 1996-06-18
    • US170071
    • 1993-12-14
    • Adrian Sfarti
    • Adrian Sfarti
    • G06T11/40
    • G06T11/40
    • An image processor is provided which rasterizes polygons with a minimum of computation. Pixels are tested for being inside a triangle by sorting the vertices by their values in one coordinate, rounding the vertices to the nearest pixels, and calculating two characteristic functions for pixels one scan line at a time, thereby identifying two end pixels for the scan line, where the particular functions used are edge characteristic functions for the two edges which bound pixels in the scan line within the triangle defined by the rounded vertices. To avoid ambiguity, pixels on one end of a scan line are deemed outside the triangle if they are exactly on the edge. Alternatively, only one function per pixel is used, the edge function for the nearest edge. The rasterization process is extensible to polygons of more than three sides, by taking into account that only two sides of the polygon need to be considered for a given scan line, and thus only two characteristic functions are needed at any one time. Using just the fractional part of an edge's intersection with a scan line to detect whether a pixel is inside or outside is also possible. Where a characteristic function is used, the value of the function can be used as an anti-aliasing value, which would be a measure of how much of the pixel lies inside the triangle.
    • 提供了一种图像处理器,其以最小的计算来对多边形进行光栅化。 通过将顶点排列在一个坐标中的值,将顶点四舍五入到最近的像素,并计算一次一个扫描线的像素的两个特征函数,从而确定扫描线的两个终点像素, 其中所使用的特定功能是边界特征函数,用于限定由圆角顶点限定的三角形内的扫描线中的像素的两个边缘。 为了避免歧义,如果扫描线的一端的像素正好位于边缘,则视为三角形之外的像素。 或者,每个像素只使用一个函数,最边缘的边缘函数。 通过考虑到给定扫描线仅考虑多边形的两侧,因此在任何一个时间只需要两个特征函数,光栅化过程可以扩展到三面多边形的多边形。 仅使用与扫描线的边缘交点的小数部分来检测像素是在内部还是外部也是可能的。 在使用特征函数的情况下,该函数的值可以用作抗锯齿值,它将是三角形内部多少像素的量度。
    • 9. 发明授权
    • Method and apparatus for rendering volumetric images
    • 用于渲染体积图像的方法和装置
    • US5515484A
    • 1996-05-07
    • US132395
    • 1993-10-06
    • Adrian SfartiGunawan Ali-Santosa
    • Adrian SfartiGunawan Ali-Santosa
    • G06T15/50G06F15/68
    • G06T15/503
    • A method for rendering a three dimensional graphic object in a two dimensional display space by segmenting the object into parallelepipeds and decomposing the parallelepipeds into rods of voxels that are parallel to the depth axis (Z) of the display and by projecting the rods of voxels onto the X-Y plane of the display as lines of pixels and a method for drawing antialiased volumetric images. An apparatus for implementing both methods includes an interpolator, having a set-up unit and an iterator unit, and a blender. The set-up unit determines various parameters of the image to be drawn, including the total number of voxels to be blended together into each pixel to be drawn, and selects a pixel pair adjacent to and straddling an idealized line representing a line to be drawn. The iterator unit determines the coverages of the pixel pair based on parameters output by the set-up unit. The blender determines the color intensity values of the pixel pair as a function of the coverages, and the opacity of voxels in the voxel rod corresponding to each pixel, and writes the color values into a memory that drives the display. The memory is split into at least four banks so that color values of the pair of pixel can be simultaneously stored in different memory banks. A method for resolving accumulation error in the derivation of each pixel's position and a method for accommodating for the effect of additional intersected pixels may be used in connection with the above-described methods.
    • 一种用于通过将对象分解为平行六面体并将平行六面体分解成与显示器的深度轴线(Z)平行的体素棒并且通过将体素棒投影到二维显示空间中的三维图形对象的方法 显示器的XY平面作为像素线,以及用于绘制抗锯齿的体积图像的方法。 用于实现两种方法的装置包括具有设置单元和迭代器单元的插值器和混合器。 设置单元确定要绘制的图像的各种参数,包括要混合到每个要绘制的像素中的体素的总数,并且选择邻近并跨越表示要绘制的线的理想线的像素对 。 迭代器单元基于由设置单元输出的参数来确定像素对的覆盖率。 搅拌器将像素对的颜色强度值确定为覆盖率的函数,以及与每个像素对应的体素棒中的体素的不透明度,并将颜色值写入驱动显示器的存储器中。 存储器被分成至少四个存储体,使得该对像素的颜色值可以同时存储在不同的存储体中。 可以结合上述方法使用用于解决每个像素位置的推导中的累积误差的方法和用于适应附加相交像素的效果的方法。