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    • 3. 发明申请
    • Early Z scoreboard tracking system and method
    • 早期Z记分牌跟踪系统和方法
    • US20080246764A1
    • 2008-10-09
    • US12002732
    • 2007-12-17
    • Brian CabralEdward A. HutchinsChristopher Donham
    • Brian CabralEdward A. HutchinsChristopher Donham
    • G06T15/40G06T1/20G09G5/36
    • G06T15/005G06T1/20G06T15/405
    • Early Z scoreboard tracking systems and methods in accordance with the present invention are described. Multiple pixels are received and a pixel depth raster operation is performed on the pixels. The pixel depth raster operation comprises discarding a pixel that is occluded. In one exemplary implementation, the depth raster operation is done at a faster rate than a color raster operation. Pixels that pass the depth raster operation are checked for screen coincidence. Pixels with screen coincidence are stalled and pixels without screen coincidence are forwarded to lower stages of the pipeline. The lower stages of the pipeline are programmable and pixel flight time can vary (e.g., can include multiple passes through the lower stages). Execution through the lower stages is directed by a program sequencer which also directs notification to the pixel flight tracking when a pixel is done processing.
    • 描述根据本发明的早期Z记分板跟踪系统和方法。 接收多个像素,并对像素执行像素深度光栅操作。 像素深度光栅操作包括丢弃被遮挡的像素。 在一个示例性实现中,深度光栅操作以比彩色光栅操作更快的速度完成。 检查通过深度光栅操作的像素的屏幕重合。 具有屏幕巧合的像素停止,而没有屏幕一致的像素被转发到流水线的较低阶段。 管道的较低级是可编程的,并且像素飞行时间可以变化(例如,可以包括通过下级的多次)。 较低阶段的执行由程序定序器执行,程序定序器还在像素完成处理时指示像素飞行跟踪。
    • 4. 发明授权
    • Early Z scoreboard tracking system and method
    • 早期Z记分牌跟踪系统和方法
    • US08860722B2
    • 2014-10-14
    • US12002732
    • 2007-12-17
    • Brian CabralEdward A. HutchinsChristopher Donham
    • Brian CabralEdward A. HutchinsChristopher Donham
    • G06T15/40G09G5/00G06T1/20G06T15/00
    • G06T15/005G06T1/20G06T15/405
    • Early Z scoreboard tracking systems and methods in accordance with the present invention are described. Multiple pixels are received and a pixel depth raster operation is performed on the pixels. The pixel depth raster operation comprises discarding a pixel that is occluded. In one exemplary implementation, the depth raster operation is done at a faster rate than a color raster operation. Pixels that pass the depth raster operation are checked for screen coincidence. Pixels with screen coincidence are stalled and pixels without screen coincidence are forwarded to lower stages of the pipeline. The lower stages of the pipeline are programmable and pixel flight time can vary (e.g., can include multiple passes through the lower stages). Execution through the lower stages is directed by a program sequencer which also directs notification to the pixel flight tracking when a pixel is done processing.
    • 描述根据本发明的早期Z记分板跟踪系统和方法。 接收多个像素,并对像素执行像素深度光栅操作。 像素深度光栅操作包括丢弃被遮挡的像素。 在一个示例性实现中,深度光栅操作以比彩色光栅操作更快的速度完成。 检查通过深度光栅操作的像素的屏幕重合。 具有屏幕巧合的像素停止,而没有屏幕一致的像素被转发到流水线的较低阶段。 管道的较低级是可编程的,并且像素飞行时间可以变化(例如,可以包括通过下级的多次)。 较低阶段的执行由程序定序器执行,程序定序器还在像素完成处理时指示像素飞行跟踪。
    • 5. 发明授权
    • Query controlled behavior models as components of intelligent agents
    • 查询控制行为模型作为智能代理的组成部分
    • US07636701B2
    • 2009-12-22
    • US11929170
    • 2007-10-30
    • John FungeRon MusickDaniel DobsonNigel DuffyMichael McNallyXiaoyuan TuIan WrightWei YenBrian Cabral
    • John FungeRon MusickDaniel DobsonNigel DuffyMichael McNallyXiaoyuan TuIan WrightWei YenBrian Cabral
    • G06N5/00
    • A63F13/67A63F13/10A63F2300/60A63F2300/6027G06N99/005
    • Providing dynamic learning for software agents in a simulation is described. The software agents with learners are capable of learning from examples. When a non-player character queries the learner, it can provide a next action similar to a player character. A game designer provides program code, from which compile-time steps determine a set of raw features. The code may identify a function (like computing distances). At compile-time steps, determining these raw features in response to a scripting language, so the designer can specify which code should be referenced. A set of derived features, responsive to the raw features, may be relatively simple, more complex, or determined in response to a learner. The set of such raw and derived features form a context for a learner. Learners might be responsive to (more basic) learners, to results of state machines, to calculated derived features, or to raw features. The learner includes a machine learning technique.
    • 描述了在仿真中为软件代理提供动态学习。 具有学习者的软件代理能够从示例中学习。 当非玩家角色询问学习者时,它可以提供类似于玩家角色的下一个动作。 游戏设计师提供程序代码,编译时步骤确定一组原始特征。 代码可以识别功能(如计算距离)。 在编译时步骤中,根据脚本语言确定这些原始特征,因此设计人员可以指定哪些代码应该被引用。 响应于原始特征的一组派生特征可能相对简单,更复杂或响应于学习者而确定。 这些原始和派生特征的集合形成了学习者的上下文。 学习者可以对(更基础的)学习者,状态机的结果,计算的导出特征或者原始特征进行响应。 学习者包括机器学习技术。
    • 6. 发明授权
    • System and method for lens shading image correction
    • 透镜阴影图像校正的系统和方法
    • US08749662B2
    • 2014-06-10
    • US12752878
    • 2010-04-01
    • Brian CabralHu HeElena IngSohei Takemoto
    • Brian CabralHu HeElena IngSohei Takemoto
    • H04N9/68
    • H04N17/00G06T17/30H04N5/3572
    • A system and method for correcting image data. Embodiments of the present invention provide calibration and image correction to overcome various lens effects including lens shading and lens imperfections. In one embodiment, the correction of image data is performed via utilization of a spline surface (e.g., Bezier surface). The use of spline surfaces facilitates efficient hardware implementation. The image correction may be performed on a per channel and illumination type basis. In another embodiment, the present invention provides a method for determine a spline surface to be used for calibrating an image signal processor to be used in correcting image data.
    • 一种用于校正图像数据的系统和方法。 本发明的实施例提供校准和图像校正以克服包括镜头遮蔽和镜头缺陷在内的各种镜头效果。 在一个实施例中,图像数据的校正是通过使用样条曲面(例如Bezier曲面)来执行的。 使用花键表面有助于高效的硬件实现。 可以在每个通道和照明类型的基础上执行图像校正。 在另一个实施例中,本发明提供一种用于确定用于校准要用于校正图像数据的图像信号处理器的样条曲面的方法。