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    • 4. 发明公开
    • Partition of a 3D scene into a plurality of zones processed by a computing resource
    • 分区的3D场景分为几个区域,由一个计算资源处理
    • EP2745892A1
    • 2014-06-25
    • EP12306654.0
    • 2012-12-21
    • Dassault Systèmes
    • Belmans, PhilippeBoulkenafed, Malika
    • A63F13/30
    • G06T15/08A63F13/12A63F13/25A63F2300/531A63F2300/534A63F2300/535
    • The invention is directed to a computer-implemented method for partitioning a three-dimensional scene into a plurality of zones, each zone being processed by a computing resource. The method comprises
      - providing a three-dimensional scene comprising one or more objects, each object generating a computing resource cost;
      - determining a set of locations in the three-dimensional scene;
      - filling each location with its maximum occupancy of objects that reaches the most expensive computing cost;
      - computing, for each location of the three-dimensional scene, the maximum computing cost density; and
      - grouping adjacent locations into one or more zones, each zone having a resulting computing cost density guarantying a real-time performance of the zone.
    • 本发明涉及一种计算机实现的方法用于划分一个三维场景成区的复数,每个区由一个计算资源处理。 该方法包括: - 提供一个三维场景包括一个或多个对象,每个对象生成的计算资源成本; - 确定开采一组在三维场景中的位置; - 使用对象的其最大占用填充每个位置确实达最昂贵的计算成本; - 计算,对于三维场景,最大计算成本密度的每个位置; 和 - 分组相邻的位置分成一个或多个区域中,具有所得到的计算成本密度中保证的区域的实时性能的每个区域。
    • 9. 发明公开
    • RESOURCE MANAGEMENT OF SERVER HOSTS IN ONLINE GAME ENVIRONMENT
    • 欧洲在线 - SPIELUMGEBUNG的RESSOURCENMANAGEMENT VON SERVERHOSTS
    • EP2629858A1
    • 2013-08-28
    • EP11835043.8
    • 2011-10-19
    • Sony Computer Entertainment America LLC
    • FERNANDES, Brian
    • A63F9/24
    • A63F13/358A63F2300/534A63F2300/535G06F9/5083G06F2209/5022H04L67/38
    • Managing resources of server hosts in an online game environment, including: monitoring metrics data of the online game environment including configurable thresholds and rules defined for a game title; processing and analyzing the metrics data; determining whether the metrics data indicates an over or under capacity of the server hosts in the online game environment; sending a first request to locate, deploy, connect, and register additional game servers to the online game environment to support increasing load, when the metrics data indicates the under capacity of the server hosts; and sending a second request to isolate, remove, disconnect, and un-register surplus game servers from the online game environment to make them available to support the player load in other game titles, when the metrics data indicates the over capacity of the server hosts. Keywords include resource management, online gaming, and server architecture.
    • 管理在线游戏环境中的服务器主机的资源,包括:监视在线游戏环境的指标数据,包括为游戏标题定义的可配置阈值和规则; 处理和分析指标数据; 确定所述度量数据是否指示所述在线游戏环境中的所述服务器主机的过度或过低的容量; 当度量数据指示服务器主机的容量不足时,发送第一请求以定位,部署,连接和注册额外的游戏服务器到在线游戏环境以支持增加的负载; 并且当所述度量数据指示所述服务器主机的容量过大时,发送第二请求以从所述在线游戏环境中分离,移除,断开和取消注册剩余游戏服务器以使其可用于支持所述玩家加载其他游戏标题 。 关键词包括资源管理,在线游戏和服务器架构。