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    • 3. 发明授权
    • Applying multiple texture maps to objects in three-dimensional imaging processes
    • 在三维成像过程中应用多个纹理贴图到对象
    • US07095419B2
    • 2006-08-22
    • US11216251
    • 2005-08-31
    • Nicholas R. BakerJeffrey A. AndrewsMei-Chi M. Liu
    • Nicholas R. BakerJeffrey A. AndrewsMei-Chi M. Liu
    • G09G5/00
    • G06T15/04
    • Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline that includes (N) physical texture units and one or more associated buffers emulates a rendering pipeline containing more texture units (M) than are physically present (N). Multiple rendering passes are performed for each pixel. During each texture pass only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer. The N texture units of the rendering pipeline perform look-ups on a given pass for the corresponding N texture maps. The texture values obtained during the texture passes are blended by texture blenders to provide composite texture values. In successive passes, the buffers are used for temporary data and the most current composite texture values. The process is repeated until all desired texture maps are applied.
    • 用于提供三维物体的多遍渲染的系统和方法。 包括(N)个物理结构单元和一个或多个相关联的缓冲器的渲染管线模拟包含比物理存在(N)更多的纹理单位(M)的渲染管线。 对每个像素执行多个渲染遍。 在每个纹理过程中,只有N组纹理坐标传递给纹理单元。 通过流水线模拟M个纹理单元所需的通过次数为M / N,舍入到下一个整数。 渲染流水线的N个纹理单元在相应的N个纹理贴图的给定遍历上执行查找。 在纹理过程中获得的纹理值由纹理混合器混合以提供复合纹理值。 在连续遍中,缓冲区用于临时数据和最新的复合纹理值。 重复该过程,直到应用所有期望的纹理图。
    • 4. 发明授权
    • Applying multiple texture maps to objects in three-dimensional imaging processes
    • 在三维成像过程中应用多个纹理贴图到对象
    • US06741259B2
    • 2004-05-25
    • US09939130
    • 2001-08-24
    • Nicholas R. BakerJeffrey A. AndrewsMei-Chi M. Liu
    • Nicholas R. BakerJeffrey A. AndrewsMei-Chi M. Liu
    • G09G500
    • G06T15/04
    • Systems and methods for providing multi-pass rendering of three-dimensional objects. A rendering pipeline is used that includes one or more (N) physical texture units and one or more associated frame buffers to emulate a rendering pipeline containing more texture units (M) than are actually physically present (N). Multiple rendering passes are performed for each pixel of a frame. During each texture pass for each pixel of a frame, only N sets of texture coordinates are passed to the texture units. The number of passes required through the pipeline to emulate M texture units is M/N, rounded up to the next integer number of passes. The N texture units of the rendering pipeline perform the look-ups on a given pass for the correspondingly bound N texture maps. The texture values obtained during the texture passes for each pixel are blended by complementary texture blenders to provide composite texture values for each of the pixels of the frame. In successive passes, the frame buffers are used to support any necessary extra temporary data and to store the most current composite texture values for all of the pixels of the frame. The process is repeated until all desired texture maps are applied in order to render the desired three-dimensional object.
    • 用于提供三维物体的多遍渲染的系统和方法。 使用包括一个或多个(N)个物理纹理单元和一个或多个相关联的帧缓冲器的渲染管线来模拟包含比实际存在的(N)更多的纹理单位(M)的渲染管线。 对帧的每个像素执行多个渲染遍。 在帧的每个像素的每个纹理通过期间,只有N组纹理坐标被传递到纹理单元。 通过管道模拟M个纹理单元所需的通过次数为M / N,向上取整到下一个整数。 渲染流水线的N个纹理单元对相应的N个纹理贴图给定的遍历执行查找。 通过互补纹理混合器混合在每个像素的纹理通过期间获得的纹理值,以为帧的每个像素提供复合纹理值。 在连续的遍历中,帧缓冲器用于支持任何必要的额外的临时数据并存储帧的所有像素的最新的复合纹理值。 重复该过程,直到应用所有期望的纹理图以呈现所需的三维物体。