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    • 2. 发明申请
    • Model 3D construction application program interface
    • 模型3D施工应用程序界面
    • US20050243085A1
    • 2005-11-03
    • US10838936
    • 2004-05-03
    • Greg SchechterGregory SwedbergJoseph BedaAdam Smith
    • Greg SchechterGregory SwedbergJoseph BedaAdam Smith
    • G06F9/44G06F19/00G06T20060101G06T13/00G06T15/00G06T15/70G06T17/00
    • G06T15/00G06T17/005
    • An application program interface may be used to construct a three-dimensional (3D) scene of 3D models defined by model 3D objects. The interface has one or more group objects and one or more leaf objects. The group objects contain or collect other group objects and/or leaf objects. The leaf objects may be drawing objects or an illumination object. The group objects may have transform operations to transform objects collected in their group. The drawing objects define instructions to draw 3D models of the 3D scene or instructions to draw 2D images on the 3D models. The illumination object defines the light type and direction illuminating the 3D models in the 3D scene. A method processes a tree hierarchy of computer program objects constructed with objects of the application program interface. The method traverses branches of a 3D scene tree hierarchy of objects to process group objects and leaf objects. The method detects whether the next unprocessed object is a group object of a leaf object. If it is a leaf object, the method detects whether the leaf object is a light object or a drawing 3D object. If the leaf object is a light object, the illumination of the 3D scene is set. If a drawing 3D object is detected, a 3D model is drawn as illuminated by the illumination. The method may also performs a group operation on the group of objects collected by a group object.
    • 应用程序界面可用于构建由模型3D对象定义的3D模型的三维(3D)场景。 界面具有一个或多个组对象和一个或多个叶对象。 组对象包含或收集其他组对象和/或叶对象。 叶子对象可以是绘制对象或照明对象。 组对象可能具有转换操作来转换在其组中收集的对象。 绘图对象定义绘制3D场景的3D模型的指令或在3D模型上绘制2D图像的指令。 照明对象定义照亮3D场景中的3D模型的光类型和方向。 一种方法处理由应用程序接口的对象构成的计算机程序对象的树层次结构。 该方法遍历对象的3D场景树层次结构的分支,以处理组对象和叶对象。 该方法检测下一个未处理对象是否为叶对象的组对象。 如果是叶子对象,则该方法检测叶子对象是轻型对象还是绘制3D对象。 如果叶子对象是轻物体,则设置3D场景的照明。 如果检测到绘图3D对象,则照亮照亮的3D模型。 该方法还可以对由组对象收集的对象组执行组操作。
    • 3. 发明申请
    • MULTIPLE-LEVEL GRAPHICS PROCESSING SYSTEM AND METHOD
    • 多级图形处理系统和方法
    • US20070057943A1
    • 2007-03-15
    • US11555040
    • 2006-10-31
    • Joseph BedaGregory SwedbergOreste UngureanuKevin GalloPaul DavidMatthew Calkins
    • Joseph BedaGregory SwedbergOreste UngureanuKevin GalloPaul DavidMatthew Calkins
    • G06T15/00
    • G06T13/00G06T1/20G06T15/005G06T2213/04
    • A multiple-level graphics processing system and method (e.g., of an operating system) for providing improved graphics output including, for example, smooth animation. One such multiple-level graphics processing system comprises two components, including a tick-on-demand or slow-tick high-level component, and a fast-tick (e.g., at the graphics hardware frame refresh rate) low-level component. In general, the high-level, less frequent component performs computationally intensive aspects of updating animation parameters and traversing scene data structures, in order to pass simplified data structures to the low-level component. The low-level component operates at a higher frequency, such as the frame refresh rate of the graphics subsystem, to process the data structures into constant output data for the graphics subsystem. The low-level processing includes interpolating any parameter intervals as necessary to obtain instantaneous values to render the scene for each frame of animation.
    • 用于提供改进的图形输出的多级图形处理系统和方法(例如,操作系统的方法),包括例如平滑动画。 一个这样的多级图形处理系统包括两个组件,包括按需点选或慢勾号高级组件,以及快速勾选(例如,在图形硬件帧刷新率)低级组件。 一般来说,高级别,较不频繁的组件执行更新动画参数和遍历场景数据结构的计算密集方面,以便将简化的数据结构传递到低级组件。 低级组件以更高的频率工作,例如图形子系统的帧刷新率,以将数据结构处理为图形子系统的恒定输出数据。 低级处理包括根据需要插入任何参数间隔,以获得每帧动画渲染场景的瞬时值。
    • 7. 发明申请
    • Generic parameterization for a scene graph
    • 场景图的通用参数化
    • US20050243090A1
    • 2005-11-03
    • US11165756
    • 2005-06-23
    • Gerhard SchneiderJoseph BedaAdam SmithKevin GalloAshraf Michail
    • Gerhard SchneiderJoseph BedaAdam SmithKevin GalloAshraf Michail
    • G06T13/00G06T17/00G06T11/20G06T15/00
    • G06T17/005G06T2210/61
    • A parameterized scene graph provides mutable (animated) values and parameterized graph containers such that an application program or the like can selectively change certain aspects of the scene graph description while leaving other aspects intact, and also reuse portions of the scene graph with different parameters. To this end, mutable values are provided, which provide the higher level code with hooks into the scene graph enabling the scene description to be changed. The mutable values may be varied over time to provide animation. A parameterized graph container is also described that enables a scene graph portion to be templatized for reuse throughout a scene in a generic way. In this manner, a single parameterized graph container may be efficiently reused in a scene graph, with different values for its parameters.
    • 参数化场景图提供可变(动画)值和参数化图形容器,使得应用程序等可以选择性地改变场景图描述的某些方面,同时使其他方面保持不变,并且还重用具有不同参数的场景图的部分。 为此,提供了可变值,其将较高级代码提供到场景图中的钩子,使得能够改变场景描述。 可变值可随时间而变化以提供动画。 还描述了参数化图形容器,其使场景图形部分被模板化以便以通用方式在整个场景中重用。 以这种方式,单个参数化图形容器可以在场景图中有效地重新使用,其参数具有不同的值。
    • 8. 发明申请
    • Changeable class and pattern to provide selective mutability in computer programming environments
    • 在计算机编程环境中提供可选择的可变性的可变类和模式
    • US20050091637A1
    • 2005-04-28
    • US10693438
    • 2003-10-23
    • Greg SchechterJoseph Beda
    • Greg SchechterJoseph Beda
    • G06F9/44
    • G06F8/31
    • A changeable pattern and implementation is presented in which types (used in programming environments and virtual machines) may be mutable as controlled by a programmer, and share many of the benefits of value types, without the drawbacks of value types. The changeable pattern provides flexibility for restricting the modifiability of the resultant uses of the values, as well as providing a means for providing notifications upon changes. In one implementation, a single set of changeable types is provided that derive from a common Changeable base class, and any type for which mutability is desired may derive from the Changeable class. Properties associated with the changeable define state that determines cloning and/or changeability characteristics on subsequent uses of the type. True mutability is provided via a status property of next use being set to a changeable reference state such that subsequent uses of the type do not cause a state change.
    • 介绍了一种可变的模式和实现方法,其中在编程环境和虚拟机中使用的类型可能是可变的,由程序员控制,并且共享价值类型的许多好处,而不存在价值类型的缺点。 可变模式提供了灵活性来限制所得值的可修改性,以及提供在更改时提供通知的方法。 在一个实现中,提供了一组可更改的类型,这些可变类型源自一个通用的可变基类,并且任何需要可变性的类型都可以从“可变类”派生。 与可更改定义状态相关联的属性,用于确定后续使用类型时的克隆和/或可变性特征。 通过将下一次使用的状态属性设置为可更改的参考状态来提供真正的可变性,使得该类型的后续使用不会导致状态改变。
    • 10. 发明申请
    • Integration of three dimensional scene hierarchy into two dimensional compositing system
    • 将三维场景层次结合到二维合成系统中
    • US20050243086A1
    • 2005-11-03
    • US10838935
    • 2004-05-03
    • Greg SchechterJoseph BedaGregory SwedbergAdam Smith
    • Greg SchechterJoseph BedaGregory SwedbergAdam Smith
    • G06T15/00G06T17/00
    • G06T17/005G06T15/00
    • A hierarchy of 2D visual objects and 3D scene objects are integrated for seamless processing to render 2D images including a 2D view of a 3D scene on a 2D computer display. The processing of the 3D model objects and 2D visual objects in the visual hierarchy is integrated so that the processing is readily handed off between 3D and 2D operations. Further the number of transitions between processing visual 2D objects and 3D model objects when creating a display image has no architectural limit. A data structure integrates computer program objects for creating 3D images and 2D images in a visual tree object hierarchy having visual 2D objects or 3D scene objects pointing to 3D model objects. The data structure comprises an object tree hierarchy, one or more visual 2D objects, and one or more 3D reference or scene objects pointing to 3D model objects. The visual 2D objects define operations drawing a 2D image. The 3D reference or scene objects define references pointing to objects with operations that together draw a two-dimensional view of a three-dimensional scene made up of one or more 3D models. The 3D reference or scene objects point to 3D model objects and a camera object. The camera object defines a two-dimensional view of the 3D scene. The 3D model objects draw the 3D models and define mesh information used in drawing contours of a model and material information used in drawing surface texture of a model. The material information for the surface texture of a model may be defined by a visual 2D object, a 3D reference or scene object or a tree hierarchy of visual 2D objects and/or 3D reference scene objects.
    • 集成2D视觉对象和3D场景对象的层次结构,用于无缝处理,以在2D计算机显示器上渲染包括3D场景的2D视图的2D图像。 在视觉层次中处理3D模型对象和2D视觉对象被集成,使得处理在3D和2D操作之间容易地切换。 此外,在创建显示图像时处理可视2D对象和3D模型对象之间的转换次数没有架构限制。 数据结构集成了用于在具有指向3D模型对象的视觉2D对象或3D场景对象的可视树对象层级中创建3D图像和2D图像的计算机程序对象。 数据结构包括对象树层次结构,一个或多个可视2D对象以及指向3D模型对象的一个​​或多个3D参考或场景对象。 可视化2D对象定义绘制2D图像的操作。 3D参考或场景对象定义了指向对象的引用,其中操作一起绘制由一个或多个3D模型组成的三维场景的二维视图。 3D参考或场景对象指向3D模型对象和相机对象。 相机对象定义3D场景的二维视图。 3D模型对象绘制3D模型并定义用于绘制模型轮廓的网格信息,以及用于绘制模型表面纹理的材料信息。 用于模型的表面纹理的材料信息可以由视觉2D对象,3D参考或场景对象或视觉2D对象和/或3D参考场景对象的树层次来定义。