会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 5. 发明申请
    • OCCLUSION-REDUCED 3D ROUTING FOR 3D CITY MAPS
    • OCCLUSION减少3D路线3D城市MAPS
    • WO2016033280A1
    • 2016-03-03
    • PCT/US2015/047096
    • 2015-08-27
    • ROBERT BOSCH GMBHREN, LiuZOU, Lincan
    • REN, LiuZOU, Lincan
    • G01C21/36G06T15/00
    • G01C21/3638
    • In one embodiment, a method for rendering a route in a 3D virtual environment includes generating with a processor a 3D virtual environment including a plurality of 3D objects, the 3D virtual environment corresponding to a physical region, identifying with the processor a route for navigation through the 3D virtual environment corresponding to a route of travel through the physical region, generating with the processor and a display device a graphical rendering of the 3D virtual environment and the route with a height of the route being increased in regions of the 3D virtual environment where one or more of the plurality of 3D objects occludes a view of route, rendering of the route with partial transparency to provide visibility of objects occluded by the route and/or with navigation information, e.g. animated direction arrow, street names.
    • 在一个实施例中,用于在3D虚拟环境中渲染路线的方法包括:用处理器生成包括多个3D对象的3D虚拟环境,对应于物理区域的3D虚拟环境,用处理器识别用于导航的路线 对应于通过物理区域的行进路线的3D虚拟环境,与处理器和显示设备一起生成3D虚拟环境的图形呈现,并且具有路线高度的路线在3D虚拟环境的区域中增加,其中 多个3D对象中的一个或多个遮挡了路线的视图,渲染具有部分透明度的路线,以提供由路线遮盖的物体和/或导航信息的可见性,例如 动画方向箭头,街道名称。
    • 7. 发明申请
    • SYSTEM AND METHOD FOR GENERATION OF SHADOW EFFECTS IN THREE-DIMENSIONAL GRAPHICS
    • 用于生成三维图形中的阴影效应的系统和方法
    • WO2014159285A1
    • 2014-10-02
    • PCT/US2014/022839
    • 2014-03-10
    • ROBERT BOSCH GMBHREN, LiuZOU, Lincan
    • REN, LiuZOU, Lincan
    • G06T15/60
    • G06T15/60
    • Methods for generating ground shadow and lighting effects for three-dimensional models include identifying polygon data for a three-dimensional model, generating a convex polygon around a base of the model, generating hard and soft shadow meshes in and around the base of the model, and rendering the model with the shadow meshes with a display device. Methods for generating wall shadows and lighting effects for the three dimensional models further include identifying an orientation and height of a polygon in the model that extends from a ground surface in a virtual environment, and rendering the model with a lighting texture applied to either the full polygon if the polygon height is less than a threshold height or to only a portion of the polygon below the threshold height if the polygon exceeds the threshold height.
    • 用于生成三维模型的地面阴影和照明效果的方法包括识别用于三维模型的多边形数据,在模型的基底周围产生凸多边形,在模型的基部内和周围产生硬和软阴影网格, 并使用阴影网格化渲染模型与显示设备。 用于生成用于三维模型的墙体阴影和照明效果的方法还包括识别在虚拟环境中从地面延伸的模型中的多边形的取向和高度,以及将具有应用于完整的照明纹理的模型呈现 如果多边形超过阈值高度,则多边形高度小于阈值高度,或仅限于低于阈值高度的多边形的一部分。
    • 9. 发明申请
    • SYSTEM AND METHOD FOR DISPLAY OF A REPEATING TEXTURE STORED IN A TEXTURE ATLAS
    • 用于显示存在于纹理图中的重复纹理的系统和方法
    • WO2014151796A1
    • 2014-09-25
    • PCT/US2014/026463
    • 2014-03-13
    • ROBERT BOSCH GMBHREN, LiuZOU, Lincan
    • REN, LiuZOU, Lincan
    • G06T15/04G06T17/00
    • G06T15/04G06T2210/36
    • In one embodiment, a method for generating textured graphics includes identifying border colors of pixels around two texture images and generating arrangements of border texels from the border colors that are positioned next to the two images in a texture atlas. The method includes generating mip-maps of the texture atlas with texels in the jump level assigned with the border color of the corresponding textures in the full-resolution texture atlas instead of the averaged color of the textures that would be assigned using a traditional mip-map process. The method includes storing the texture atlas including the two texture images and the border texels in a memory for use in generating repeated textures on an object in a virtual environment using at least one of the texture images with a mip-map without seam artifacts between the repeated textures.
    • 在一个实施例中,用于生成纹理图形的方法包括识别两个纹理图像周围的像素的边界颜色,并且从位于纹理图集中的两个图像旁边的边界颜色生成边界纹理的布置。 该方法包括使用分解为全分辨率纹理图集中相应纹理的边界颜色的跳跃级别中的纹素图生成mip映射,而不是使用传统的mip-格式分配的纹理的平均颜色, 地图过程。 该方法包括将包括两个纹理图像和边界纹理的纹理图集存储在存储器中,用于在虚拟环境中的物体上生成重复的纹理,使用至少一个纹理图像与mip-map,其间没有缝隙伪影 反复纹理。