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    • 1. 发明授权
    • Apparatus and method for managing the assignment of display attribute
identification values and multiple hardware color look-up tables
    • 用于管理显示属性识别值和多个硬件颜色查找表的分配的装置和方法
    • US5430465A
    • 1995-07-04
    • US221279
    • 1994-03-29
    • Paolo SabellaJerald R. EvansDeron Johnson
    • Paolo SabellaJerald R. EvansDeron Johnson
    • G06F3/033G06F3/048G09G5/06G09G5/14G09G5/30
    • G09G5/06G06F3/0481G09G5/14
    • In a bit mapped display environment which has n hardware color look-up tables (CLUTs) where n=1 or more, which also has a limited number of Display Attribute Identification Values, and which may operate under various window systems, such as the X Window System protocol, an apparatus and a method for installing and uninstalling hardware colormaps under the constraint of a finite number of Display Attribute Identification Values, whereby the most recently installed (MRI) policy of the X Window System is followed. The invention provides a scheme which gracefully degenerates to some "color flashing" when Display Attribute Identification Values are exhausted; which allows Display Attribute Identification Values to be uncoupled from colormap management and used for more graphics intensive functions when needed; and which dynamically regenerates when display attributes again become available. The invention also minimizes the rendering of the Display Attribute Planes when a new colormap is installed in a system containing multiple hardware color look-up tables.
    • 在具有n = 1或更大的n个硬件颜色查找表(CLUT)的位映射显示环境中,其还具有有限数量的显示属性标识值,并且其可以在各种窗口系统(例如X 窗口系统协议,一种在有限数量的显示属性标识值的约束下安装和卸载硬件色彩映射的装置和方法,由此遵循X Window系统的最近安装(MRI)策略。 本发明提供了当显示属性识别值被耗尽时优雅地退化为一些“彩色闪烁”的方案; 这允许显示属性标识值与色彩映射管理分离,并在需要时用于更多图形密集型功能; 并且当显示属性再次变为可用时动态地再生。 当在包含多个硬件颜色查找表的系统中安装新的色彩映射时,本发明还使显示属性平面的渲染最小化。
    • 5. 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。