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
    • 21. 发明授权
    • Integrated interactive software visualization environment
    • 集成的交互式软件可视化环境
    • US07174536B1
    • 2007-02-06
    • US09781638
    • 2001-02-12
    • Suraj C. KothariAravind KrishnaswamyYogy NamaraYunbo Deng
    • Suraj C. KothariAravind KrishnaswamyYogy NamaraYunbo Deng
    • G06F9/44G06F9/45
    • G06F11/3664
    • A method, system, apparatus, and program product for displaying a program slice diagram, which represents source code. The program slice diagram includes a directed graph that has multiple nodes and arcs connecting the nodes. Nodes can correspond to statements within a selected subroutine of the source code, variable references outside the subroutine, or calls made to other subroutines that are considered part of the program slice. Arcs represent data flow dependencies between the nodes. In another aspect, the invention encompasses a software environment for visualizing source code that includes a code browser, a block-level abstract syntax tree viewer, a program slice browser, and a template viewer. This software visualization environment is integrated, allows cross-referencing between its components, and is coupled with a performance visualization environment.
    • 一种用于显示代表源代码的程序片图的方法,系统,装置和程序产品。 程序片图包括具有连接节点的多个节点和弧的有向图。 节点可以对应于源代码的选定子例程中的语句,子程序外的变量引用,或者被认为是被认为是程序片段的一部分的其他子程序的调用。 弧表示节点之间的数据流依赖关系。 在另一方面,本发明包括用于可视化源代码的软件环境,其包括代码浏览器,块级抽象语法树查看器,程序切片浏览器和模板查看器。 该软件可视化环境是集成的,允许其组件之间进行交叉引用,并与性能可视化环境相结合。
    • 24. 发明授权
    • Separating water from pigment in procedural painting algorithms
    • 在程序绘画算法中分离水与颜料
    • US08917282B2
    • 2014-12-23
    • US13219453
    • 2011-08-26
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • G09G5/00G06T11/20
    • G06T11/203
    • Techniques for improving the performance of vector-based, fluid motion simulation techniques. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic, serendipitous behaviors of painting at good interactive rates even on relatively low-powered devices. Instead of employing polygons in a procedural painting algorithm that are combinations of pigment and water, a technique may be employed in which the polygons are separated into pigment polygons and water polygons. The water polygons are not rendered; only the pigment polygons are rendered. To improve the performance of the wetness determination at vertices of the pigment polygons, a technique may be used that first rasterizes all of the water polygons into a buffer, which may be referred to as a wetness layer or wetmap; the wetness at a vertex is then determined by sampling this buffer or layer at the vertex's position.
    • 提高基于矢量,流体运动模拟技术的性能的技术。 这些技术可以在使用基于矢量的流体运动模拟技术的程序绘画算法中实现,以帮助即使在相对低功率的设备上以良好的交互速率实现绘画的动态,偶然的行为。 代替在作为颜料和水的组合的程序绘画算法中使用多边形,可以采用其中将多边形分离成颜色多边形和水多边形的技术。 水多边形没有渲染; 只有颜色多边形被渲染。 为了提高颜色多边形的顶点处的湿度确定的性能,可以使用首先将所有水多边形光栅化成缓冲器的技术,其可以被称为湿度层或湿图; 然后通过在顶点的位置对该缓冲区或层进行采样来确定顶点处的湿度。
    • 26. 发明授权
    • System and method for simulating paint brush strokes using configurable wetness, drying, and mixing parameters
    • 使用可配置的湿度,干燥和混合参数来模拟油漆刷冲程的系统和方法
    • US08599213B2
    • 2013-12-03
    • US12862902
    • 2010-08-25
    • Stephen J. DiVerdiAravind KrishnaswamyJerry G. HarrisSunil HadapWalter Michael Shaw
    • Stephen J. DiVerdiAravind KrishnaswamyJerry G. HarrisSunil HadapWalter Michael Shaw
    • G09G5/02G09G5/00
    • G06T11/40
    • Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) may more accurately simulate real world painting techniques than conventional painting simulation applications. The digital painting application (or simulation module) may provide a small set of physically meaningful parameters (e.g., canvas wetness, drying rate, and pickup mix ratio). By setting the values of these parameters (or overriding default values for a selected paint type), the user may better control the appearance of brush strokes made by a virtual paint brush on a digital canvas. For example, the length of a brush stroke, the amount of streaking caused by paint picked up during the brush stroke, and/or the mix of paint deposited from a pickup buffer and a reservoir buffer of a brush model may be affected by changing the values of these parameters, thus allowing users to create different realistic painting effects.
    • 用于在数字绘画应用(或绘画模拟模块)中模拟自然媒体绘​​画的系统,方法和装置可以比常规绘画模拟应用更准确地模拟真实世界的绘画技术。 数字绘画应用(或模拟模块)可以提供一小组物理上有意义的参数(例如,画布湿度,干燥速率和拾取混合比)。 通过设置这些参数的值(或覆盖所选绘制类型的默认值),用户可以更好地控制由数字画布上的虚拟绘画画笔进行的画笔笔画的外观。 例如,画笔笔划的长度,在画笔冲程期间拾取的油漆引起的条纹数量和/或从拾取缓冲器和刷子模型的储存器缓冲器沉积的油漆混合物可能会受到影响, 这些参数的值,从而允许用户创建不同的逼真绘画效果。
    • 28. 发明申请
    • Polygon Processing Techniques in Procedural Painting Algorithms
    • 多边形处理技术在程序绘画算法中的应用
    • US20130127890A1
    • 2013-05-23
    • US13219457
    • 2011-08-26
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • Stephen J. DiVerdiAravind KrishnaswamyRadomir Mech
    • G09G5/00
    • G06T11/203
    • Techniques for improving the performance of vector-based, fluid motion simulation techniques in procedural painting algorithms. The techniques may be implemented in procedural painting algorithms that employ a vector-based, fluid motion simulation technique to help achieve dynamic and serendipitous behaviors of watercolor painting at good interactive rates even on relatively low-powered devices. The techniques may include resampling the vertices of pigment polygons after growth at least at some iterations of the algorithm to provide smoother, more uniform growth; rasterizing dried pigment polygons into a texture so that the dried polygons are not rendered at each iteration of the algorithm; and rendering only a subset of live pigment polygons at each iteration of the algorithm. Polygons used by the techniques may be separated into static water polygons and dynamic pigment polygons.
    • 在程序绘画算法中提高基于矢量的流体运动模拟技术的性能的技术。 这些技术可以在使用基于矢量的流体运动模拟技术的程序绘画算法中实现,以帮助即使在相对低功率的设备上以良好的交互速率实现水彩画的动态和偶然的行为。 这些技术可以包括至少在该算法的一些迭代之后对生长后的颜色多边形的顶点进行重采样以提供更平滑,更均匀的生长; 将干燥的颜料多边形光栅化成纹理,使得干燥的多边形在算法的每次迭代时不被渲染; 并在算法的每次迭代中仅渲染一个活动颜色多边形子集。 该技术使用的多边形可以分为静态水多边形和动态颜色多边形。
    • 29. 发明申请
    • System and Method for Simulation of Paint Deposition Using a Pickup and Reservoir Model
    • 使用拾取和储层模型模拟油漆沉积的系统和方法
    • US20130120427A1
    • 2013-05-16
    • US12862879
    • 2010-08-25
    • Stephen J. DiVerdiSunil HadapAravind Krishnaswamy
    • Stephen J. DiVerdiSunil HadapAravind Krishnaswamy
    • G09G5/02G06T11/20
    • G06T11/40
    • Systems, methods, and apparatus for simulating natural media painting in a digital painting application (or painting simulation module) using a two-layer model of a virtual paint brush may more accurately simulate real world painting techniques than conventional painting simulations. A two-layer brush model may include a reservoir buffer and a pickup buffer to separately represent the paint stored in the belly of a paint brush tip and paint that has been picked up on the surface of the brush tip during a brush stoke, respectively. The two-layer brush model may also include methods that automatically control how virtual paint moves between these layers and a digital canvas. In simulations that employ this two-layer brush model, virtual paint may be deposited on the digital canvas directly from both of the buffers. The amount of paint deposited from each buffer (and/or the ratio of the amounts) may be configurable by a user.
    • 使用虚拟油漆刷的两层模型在数字绘画应用(或绘画模拟模块)中模拟自然媒体绘​​画的系统,方法和装置可以比常规绘画模拟更准确地模拟真实世界的绘画技术。 双层刷子模型可以包括储存器缓冲器和拾取缓冲器,以分别表示在刷子刷头期间被存储在刷子尖端的腹部中的涂料和在刷头表面上被拾取的涂料。 双层刷子模型还可以包括自动控制虚拟绘图在这些层之间移动以及数字画布的方法。 在使用这种双层刷子模型的模拟中,虚拟油漆可以直接从两个缓冲器沉积在数字画布上。 从每个缓冲液沉积的油漆量(和/或量的比例)可由用户配置。