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    • 12. 发明授权
    • Image synthesizing system having a field buffer unit that stores texture
coordinates
    • 具有存储纹理坐标的场缓冲单元的图像合成系统
    • US5553208A
    • 1996-09-03
    • US211395
    • 1994-04-01
    • Hiroyuki MurataTakashi Yokota
    • Hiroyuki MurataTakashi Yokota
    • G06T15/04G09B9/08
    • G06T15/04
    • An image synthesizing system is provided which can increase the speed of its hardware and reduce the scale of the same by using the subsampling/interpolation. A processor unit (80) determines coordinates of each dot and associated texture coordinates in polygons based on image data of vertices. A field buffer unit (40) stores the texture coordinates at its address specified by the coordinates of each dot. The texture coordinates are read out from the field buffer unit (40) and then used to read out rendering data from a texture data storage unit (42) to synthesize and output a pseudo 3-D image. In this case, the processor unit (30) includes a subsampling unit. Texture coordinates of the dots ignored by the subsampling unit are determined on the texture coordinates of dots adjacent to the ignored dots through interpolation circuits (180)-(186).
    • PCT No.PCT / JP93 / 01206 Sec。 371日期1994年04月1日 102(e)1994年4月1日PCT PCT 1993年8月26日PCT公布。 公开号WO94 / 04990 日期1994年3月3日提供一种图像合成系统,可以通过使用子采样/插值来提高其硬件速度并减小其尺寸。 处理器单元(80)基于顶点的图像数据来确定多边形中每个点的坐标和相关联的纹理坐标。 场缓冲器单元(40)将纹理坐标存储在由每个点的坐标指定的地址处。 从场缓冲器单元(40)读出纹理坐标,然后用于从纹理数据存储单元(42)读出绘制数据,以合成并输出伪3-D图像。 在这种情况下,处理器单元(30)包括子采样单元。 通过插值电路(180) - (186),通过子采样单元忽略的点的纹理坐标在与忽略点相邻的点的纹理坐标上确定。
    • 17. 发明授权
    • Image synthesizing system with texture mapping
    • 具有纹理映射的图像合成系统
    • US06333747B1
    • 2001-12-25
    • US09186370
    • 1998-11-05
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • G06T1140
    • G06T15/04
    • An image synthesizing system is provided which can output a high-quality image in real time through the texture mapping without preventing the hardware from being increased in speed and reduced in scale. A 3-D image is formed by a game space processing unit (13) and image supply unit (10) to perform a 3-D computation. At a processor unit (30), coordinates for each dot in a polygon and the corresponding texture coordinates are determined. A field buffer unit (40) stores the texture coordinates at an address specified by the coordinates for each dot. A texture data storage unit (42) has stored a rendering data. The texture coordinates are read out from the field buffer unit (40) and then used to read out the rendering data from the texture coordinate storage unit (42) to synthesize and output a pseudo 3-D image. By thus storing the texture coordinates in the field buffer unit (40), the subsampling/interpolation and the like may be carried out.
    • 提供一种图像合成系统,其可以通过纹理映射实时输出高质量的图像,而不会妨碍硬件的速度增加和规模缩小。 3D图像由游戏空间处理单元(13)和图像提供单元(10)形成,以执行3-D计算。 在处理器单元(30)处,确定多边形中每个点的坐标以及对应的纹理坐标。 场缓冲器单元(40)将纹理坐标存储在由每个点的坐标指定的地址处。 纹理数据存储单元(42)已经存储了渲染数据。 从场缓冲器单元(40)读出纹理坐标,然后用于从纹理坐标存储单元(42)读出渲染数据,以合成并输出伪3-D图像。 通过这样将纹理坐标存储在场缓冲器单元(40)中,可以执行子采样/内插等。
    • 18. 发明授权
    • Apparatus and method of image synthesization
    • 图像合成装置及方法
    • US6100895A
    • 2000-08-08
    • US255731
    • 1999-02-23
    • Katsuhiro MiuraTakashi YokotaMasaki TakedaKuniyuki Konishi
    • Katsuhiro MiuraTakashi YokotaMasaki TakedaKuniyuki Konishi
    • G06T15/50G06T15/80G06F15/00
    • G06T15/50G06T15/80A63F2300/66A63F2300/8017
    • A character screen information generating unit (34) has a function also serving as a spotlight information generating unit and outputs spotlight information for brightness toward a brightness information converting unit (30). The brightness information converting unit (30) uses this spotlight information for brightness to convert brightness information. A shading computation unit (24) uses the converted brightness information and color information of an object to determine color information to be displayed on a display at each pixel. A depth cueing computation unit (26) uses depth information to make a depth cueing computation relative to the determined color information. Thus, a pattern such as headlight can be displayed in the form of spotlight. Further, such a spotlight display can reflect by the depth information. There may further be provided a depth information converting unit for converting the depth information by the use of spotlight information for depth.
    • 字符画面信息生成部(34)具有作为聚光灯信息生成部的功能,向亮度信息变换部(30)输出亮度的聚光灯信息。 亮度信息转换单元(30)使用该聚光灯信息进行亮度转换亮度信息。 阴影计算单元(24)使用被转换的亮度信息和对象的颜色信息来确定要在每个像素的显示器上显示的颜色信息。 深度提示计算单元(26)使用深度信息来相对于所确定的颜色信息进行深度提示计算。 因此,可以以聚光灯的形式显示头灯等图案。 此外,这种聚光灯显示可以通过深度信息反映。 还可以提供一种深度信息转换单元,用于通过使用聚光灯信息深度来转换深度信息。
    • 20. 发明授权
    • Image synthesizing system with texture mapping
    • 具有纹理映射的图像合成系统
    • US5870101A
    • 1999-02-09
    • US774320
    • 1996-12-24
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • Hiroyuki MurataTakashi YokotaKatsuhiro Miura
    • G06T15/04G06T11/40
    • G06T15/04
    • An image synthesizing system is provided which can output a high-quality image in real time through the texture mapping without preventing the hardware from being increased in speed and reduced in scale. A 3-D image is formed by a game space processing unit (13) and image supply unit (10) to perform a 3-D computation. At a processor unit (30), coordinates for each dot in a polygon and the corresponding texture coordinates are determined. A field buffer unit (40) stores the texture coordinates at an address specified by the coordinates for each dot. A texture data storage unit (42) has stored a rendering data. The texture coordinates are read out from the field buffer unit (40) and then used to read out the rendering data from the texture coordinate storage unit (42) to synthesize and output a pseudo 3-D image. By thus storing the texture coordinates in the field buffer unit (40), the subsampling/interpolation and the like may be carried out.
    • 提供一种图像合成系统,其可以通过纹理映射实时输出高质量的图像,而不会妨碍硬件的速度增加和规模缩小。 3D图像由游戏空间处理单元(13)和图像提供单元(10)形成,以执行3-D计算。 在处理器单元(30)处,确定多边形中每个点的坐标以及对应的纹理坐标。 场缓冲器单元(40)将纹理坐标存储在由每个点的坐标指定的地址处。 纹理数据存储单元(42)已经存储了渲染数据。 从场缓冲器单元(40)读出纹理坐标,然后用于从纹理坐标存储单元(42)读出渲染数据,以合成并输出伪3-D图像。 通过这样将纹理坐标存储在场缓冲器单元(40)中,可以执行子采样/内插等。