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    • 1. 发明授权
    • Image expression method and program used therefor
    • 图像表达方法和程序
    • US06803911B2
    • 2004-10-12
    • US10079976
    • 2002-02-20
    • Shigeo Okajima
    • Shigeo Okajima
    • G06T1560
    • G06T15/506A63F2300/66G06T15/50
    • At respective positions spaced from each other on an optic axis of illumination light, a plurality of polygons, each of which corresponds to the shape of a transverse cross section at each position of a virtual region gradually expanded as the illumination light advances from a light source 1 in an optic axis direction are disposed so that the normal of each polygon orients toward a view point in a virtual three-dimensional space. The position of each polygon on the optic axis is set so that at least adjacent polygons are partially superimposed. A texture expressing divergence of illumination light is mapped to each polygon. The size in a direction orthogonal to the optic axis of a virtual region is changed based on a distance from the view point to the light source. The magnification of the virtual region to the distance from the light source is differentiated based on a relationship between an optic axis direction and a direction in which the light source is viewed from the view point.
    • 在照明光的光轴上彼此间隔开的各个位置处,多个多边形对应于随着照明光从光源前进而逐渐扩大的虚拟区域的横截面的形状 在光轴方向上设置1,使得每个多边形的法线朝向虚拟三维空间中的视点。 每个多边形在光轴上的位置被设置为使得至少相邻的多边形被部分地叠加。 表示照明光发散的纹理被映射到每个多边形。 基于从视点到光源的距离,在与虚拟区域的光轴正交的方向上的尺寸被改变。 基于光轴方向和从观察点观察光源的方向之间的关系,将虚拟区域的距离与光源的距离区分开。
    • 3. 发明授权
    • Lighting effect computation circuit and method therefore
    • 照明效果计算电路和方法因此
    • US06567084B1
    • 2003-05-20
    • US09626657
    • 2000-07-27
    • Michael Andrew MangMichael Mantor
    • Michael Andrew MangMichael Mantor
    • G06T1560
    • G06T15/506G06T15/005
    • A lighting effect computation block and method therefore is presented. The lighting effect computation block separates lighting effect calculations for video graphics primitives into a number of simpler calculations that are performed in parallel but accumulated in an order-dependent manner. Each of the individual calculations is managed by a separate thread controller, where lighting effect calculations for a vertex of a primitive may be performed using a single parent light thread controller and a number of sub-light thread controllers. Each thread controller manages a thread of operation codes related to determination of the lighting parameters for the particular vertex. The thread controllers submit operation codes to an arbitration module based on the expected latency and interdependency between the various operation codes. The arbitration module determines which operation code is executed during a particular cycle, and provides that operation code to a computation engine. The computation engine performs calculations based on the operation code and stores results either in a memory or in an accumulation buffer corresponding to the particular vertex lighting effect block. In order to ensure that the order-dependent operations are properly performed, each of the sub-light thread controllers determines whether or not the accumulation operations for the preceding threads have been initiated before it submits its own final operation code that results in the performance of a subsequent accumulation operation.
    • 因此提出了一种照明效果计算块和方法。 照明效果计算块将视频图形原语的照明效果计算分解成并行执行但以依次顺序累积的多个简单计算。 每个单独的计算由单独的线程控制器管理,其中可以使用单个父光线控制器和多个子光线程控制器来执行对基元顶点的照明效果计算。 每个线程控制器管理与确定特定顶点的照明参数相关的操作码线程。 线程控制器根据各种操作代码之间的预期等待时间和相互依赖关系,向仲裁模块提交操作代码。 仲裁模块确定在特定周期内执行哪个操作代码,并将该操作代码提供给计算引擎。 计算引擎根据操作代码执行计算,并将结果存储在对应于特定顶点照明效果块的存储器或累加缓冲器中。 为了确保顺序执行顺序相关的操作,每个子光线程控制器确定先前线程的累加操作是否在提交其自己的最终操作代码之前已经被启动,从而导致执行 随后的积累操作。
    • 5. 发明授权
    • Pseudo area lights
    • 伪区域灯
    • US06441820B2
    • 2002-08-27
    • US09012674
    • 1998-01-23
    • Mitch Prater
    • Mitch Prater
    • G06T1560
    • G06T15/506G06T15/55
    • Computer animators have, till now, largely relegated themselves to using point light sources when simulating directional light sources in computer graphics and animation. The illumination achieved is computationally feasible but not totally realistic. While it is possible to use a finite light source of given size and shape to achieve a more realistic effect, the radiosity analysis required to calculate the illumination effect of such a light source is so cumbersome that it cannot be used for real-time computer animation. The described invention allows the animator to approximate the illumination effect of a finite light source by using a point source of varying location and intensity. Another embodiment of the invention allows the animator to realistically simulate ambient light by a similar method. The resulting illumination effects are comparable to those achieved with full radiosity analyses at much lower computational loads.
    • 到目前为止,计算机动画师在模拟计算机图形和动画中的定向光源时,已经大量降低了使用点光源。 实现的照明在计算上是可行的,但不完全实际。 虽然可以使用给定尺寸和形状的有限光源实现更逼真的效果,但是计算这种光源的照明效果所需的辐射度分析是非常麻烦的,因此它不能用于实时计算机动画 。 所描述的发明允许动画师通过使用不同位置和强度的点源来逼近有限光源的照明效果。 本发明的另一实施例允许动画师通过类似的方法实际模拟环境光。 所得到的照明效果与在较低计算量下完全辐射度分析所获得的效果相当。
    • 9. 发明授权
    • Method and apparatus for providing shading in a graphic display system
    • 在图形显示系统中提供阴影的方法和装置
    • US06624812B1
    • 2003-09-23
    • US09506303
    • 2000-02-17
    • David J. Collodi
    • David J. Collodi
    • G06T1560
    • G06T15/50G06T15/506G06T15/80
    • A method and apparatus for shading polygons in a graphics rendering system is provided. The method includes the step of providing, for each polygon to be shaded, a polygon coordinate system defined by three normalized vectors which represent the X, Y and Z axes. A light source defining a three dimensional light direction vector is further provided. The three dimensional light vector is rotated to correspond with the polygon direction vector. The rotated three dimensional light vector is converted into a two dimensional vector whose length is proportional to the angle between the polygon Z vector and the light direction vector. Another aspect of the present invention involves the interpolation of two dimensional vertex angle values, provided for each of the polygon's vertices, at each drawn pixel within the polygon surface. A bump map vector value is added to the interpolated vertex value forming a two dimensional composite surface angle vector. Light coefficients are then derived from the distance between the composite surface angle vector and the two dimensional light vectors.
    • 提供了一种用于在图形渲染系统中遮蔽多边形的方法和装置。 该方法包括对于要被阴影化的每个多边形提供由表示X,Y和Z轴的三个标准化向量定义的多边形坐标系的步骤。 进一步提供限定三维光方向矢量的光源。 旋转三维光矢量以对应于多边形方向矢量。 将旋转后的三维光矢量转换成长度与多边形Z矢量与光方向矢量之间的角度成比例的二维矢量。 本发明的另一方面涉及在多边形表面内的每个被绘制的像素处对每个多边形顶点提供的二维顶角值的插值。 凹凸贴图矢量值被添加到形成二维复合表面角矢量的内插顶点值。 然后从复合表面角矢量和二维光矢量之间的距离导出光系数。
    • 10. 发明授权
    • Method and system for efficiently implementing two sided vertex lighting in hardware
    • 在硬件中高效实现双面顶点照明的方法和系统
    • US06597357B1
    • 2003-07-22
    • US09467561
    • 1999-12-20
    • Jeff Thomas
    • Jeff Thomas
    • G06T1560
    • G06T15/50G06T15/005G06T2200/28
    • In a graphics subsystem of a computer system, a method for performing front-side and back-side vertex lighting of successive vertices in the graphics pipeline without incurring pipeline stalls. The method includes computing the dot product terms for a plurality of light sources with respect to a vertex to obtain a magnitude and a sign of the dot product terms, wherein a positive dot product term corresponds to a front-side color and a negative dot product term corresponds to a back-side color. For each of the plurality of light sources having a positive dot product term, a color value corresponding to the light source for the vertex is computed. The resulting color values are multiplied and accumulated in parallel to obtain a respective front-side vertex color and back-side vertex color. The geometric orientation of the polygon corresponding to the vertex is then determined to ascertain whether the polygon is front facing or back facing. If the corresponding polygon is front facing, the front-side vertex color is output. If the corresponding polygon is back facing, the back-side vertex color is output, thereby allowing front-side and back-side vertex lighting to precede efficiently without pipeline stalling.
    • 在计算机系统的图形子系统中,用于在图形管线中执行连续顶点的前侧和后侧顶点点亮的方法,而不会导致流水线停顿。 该方法包括计算相对于顶点的多个光源的点积项,以获得点积项的大小和符号,其中正点乘积项对应于前侧颜色和负点积 术语对应于背面颜色。 对于具有正点乘积项的多个光源中的每一个,计算与顶点的光源对应的颜色值。 所得到的颜色值被并行累积并获得相应的前侧顶点颜色和背面顶点颜色。 然后确定与顶点对应的多边形的几何取向以确定多边形是面向前还是朝后。 如果对应的多边形是正面,则输出前侧顶点颜色。 如果对应的多边形背面,则输出背面顶点颜色,从而允许前侧和后侧顶点照明在没有管道停滞的情况下有效。