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    • 1. 发明申请
    • MULTITHREADING FRAMEWORK SUPPORTING DYNAMIC LOAD BALANCING AND MULTITHREAD PROCESSING METHOD USING THE SAME
    • 支持动态负载均衡和多步骤处理方法的多功能框架
    • US20090150898A1
    • 2009-06-11
    • US12266673
    • 2008-11-07
    • Kang Min SohnYong Nam ChungSeong Won RyuChang Joon ParkKwang Ho Yang
    • Kang Min SohnYong Nam ChungSeong Won RyuChang Joon ParkKwang Ho Yang
    • G06F9/46
    • G06F9/4881G06F9/5066
    • A multithreading framework supporting dynamic load balancing, the multithreading framework being used to perform multi-thread programming, the multithreading framework includes a job scheduler for performing parallel processing by redefining a processing order of one or more unit jobs, transmitted from a predetermined application, based on unit job information included in the respective unit jobs, and transmitting the unit jobs to a thread pool based on the redefined processing order, a device enumerator for detecting a device in which the predetermined application is executed and defining resources used inside the application, a resource manager for managing the resources related to the predetermined application executed using the job scheduler or the device enumerator, and a plug-in manager for managing a plurality of modules which performs various types of functions related to the predetermined application in a plug-in manner, and providing such plug-in modules to the job scheduler.
    • 一种支持动态负载平衡的多线程框架,多线程框架用于执行多线程编程,多线程框架包括作业调度器,用于通过重新定义从预定应用程序发送的一个或多个单元作业的处理顺序来执行并行处理 在单元作业中包括的单元作业信息,以及基于重新定义的处理顺序将单元作业发送到线程池;设备枚举器,用于检测其中执行预定应用的设备并且定义应用内部使用的资源; 用于管理与使用作业调度器或设备枚举器执行的预定应用相关的资源的资源管理器,以及用于管理以插件方式执行与预定应用相关的各种功能的多个模块的插件管理器 并且向作业调度器提供这样的插件模块。
    • 5. 发明申请
    • Character animation system and method
    • 角色动画系统和方法
    • US20090135189A1
    • 2009-05-28
    • US12232919
    • 2008-09-26
    • Hang Kee KimChang Joon ParkKwang Ho Yang
    • Hang Kee KimChang Joon ParkKwang Ho Yang
    • G06T13/00
    • G06T13/40G06T19/20G06T2219/2021
    • A character animation system includes a data generating unit for generating a character skin mesh and an internal reference mesh, a character bone value, and a character solid-body value, a skin distortion representing unit for representing skin distortion using the generated character skin mesh and the internal reference mesh when an external shock is applied to a character, and a solid-body simulation engine for applying the generated character bone value and the character solid-body value to a real-time physical simulation library and representing character solid-body simulation. The system further includes a skin distortion and solid-body simulation processing unit for processing to return to a key frame to be newly applied after the skin distortion and the solid-body simulation are represented.
    • 字符动画系统包括用于生成角色皮肤网格和内部参考网格,字符骨骼值和角色固体值的数据生成单元,使用所生成的角色皮肤网格来表示皮肤变形的皮肤失真表示单元,以及 当对字符施加外部冲击时的内部参考网格以及用于将生成的角色骨值和字符实体值应用于实时物理模拟库并且表示字符实体模拟的实体模拟引擎 。 该系统还包括皮肤变形和固体模拟处理单元,用于在表示皮肤变形和实体模拟之后返回到新应用的关键帧。