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    • 21. 发明授权
    • Accelerated screen codec
    • 加速屏幕编解码器
    • US08180165B2
    • 2012-05-15
    • US12340410
    • 2008-12-19
    • Yan LuHuifeng ShenFeng WuShipeng Li
    • Yan LuHuifeng ShenFeng WuShipeng Li
    • G06K9/36
    • H04N19/186H04N19/12H04N19/14H04N19/176H04N19/46H04N19/60
    • An accelerated screen codec technique is described that provides a general screen compression framework, which, in one embodiment, is Graphics Processor Unit (GPU) friendly. In one embodiment, in order to compress screen data, blocks in a compound screen image containing both images and text are segmented into text blocks and pictorial blocks using a simple gradient-based procedure. The text and pictorial blocks are then compressed respectively via different compression techniques. Additionally, a GPU acceleration architecture of one embodiment of the accelerated screen codec technique provides a screen codec that maximally exploits a GPU's high parallelism and reduces the download bandwidth from GPU to Computer Processing Unit (CPU).
    • 描述了一种加速的屏幕编解码技术,其提供了一般的屏幕压缩框架,在一个实施例中,它是图形处理器单元(GPU)友好的。 在一个实施例中,为了压缩屏幕数据,使用简单的基于梯度的程序将包含图像和文本的复合屏幕图像中的块分割成文本块和图形块。 然后通过不同的压缩技术分别压缩文本和图形块。 此外,加速屏幕编解码技术的一个实施例的GPU加速架构提供了最大限度地利用GPU的高并行性并且将下载带宽从GPU减少到计算机处理单元(CPU)的屏幕编解码器。
    • 22. 发明申请
    • Accelerated Screen Codec
    • 加速屏幕编解码器
    • US20100158400A1
    • 2010-06-24
    • US12340410
    • 2008-12-19
    • Yan LuHuifeng ShenFeng WuShipeng Li
    • Yan LuHuifeng ShenFeng WuShipeng Li
    • G06K9/36
    • H04N19/186H04N19/12H04N19/14H04N19/176H04N19/46H04N19/60
    • An accelerated screen codec technique is described that provides a general screen compression framework, which, in one embodiment, is Graphics Processor Unit (GPU) friendly. In one embodiment, in order to compress screen data, blocks in a compound screen image containing both images and text are segmented into text blocks and pictorial blocks using a simple gradient-based procedure. The text and pictorial blocks are then compressed respectively via different compression techniques. Additionally, a GPU acceleration architecture of one embodiment of the accelerated screen codec technique provides a screen codec that maximally exploits a GPU's high parallelism and reduces the download bandwidth from GPU to Computer Processing Unit (CPU).
    • 描述了一种加速的屏幕编解码技术,其提供了一般的屏幕压缩框架,在一个实施例中,它是图形处理器单元(GPU)友好的。 在一个实施例中,为了压缩屏幕数据,使用简单的基于梯度的程序将包含图像和文本的复合屏幕图像中的块分割成文本块和图形块。 然后通过不同的压缩技术分别压缩文本和图形块。 此外,加速屏幕编解码技术的一个实施例的GPU加速架构提供了最大限度地利用GPU的高并行性并且将下载带宽从GPU减少到计算机处理单元(CPU)的屏幕编解码器。
    • 23. 发明申请
    • UNIFIED TEXTURE COMPRESSION FRAMEWORK
    • 统一纹理压缩框架
    • US20090322777A1
    • 2009-12-31
    • US12146496
    • 2008-06-26
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G09G5/00
    • G06T15/04G06T9/00G06T2207/20208
    • A method for compressing textures. A first block of texels is transformed from a red-green-blue (RGB) space to a second block of texels in a luminance-chrominance space. The first block has red values, green values and blue values. The second block has luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The chrominance values may be sampled for a first subset of texels in the second block. The luminance values and the sampled chrominance values may be converted to an 8-bit integer format. The luminance values of the first subset may be modified to restore a local linearity property to the first subset. The second block may be compressed into a third block.
    • 一种压缩纹理的方法。 纹素的第一块从红 - 绿 - 蓝(RGB)空间转换为亮度 - 色度空间中的纹素的第二块。 第一个块具有红色值,绿色值和蓝色值。 第二块具有亮度值和色度值。 色度值可以基于红色值的总和,绿色值的和与蓝色值的和。 可以对第二块中的纹素的第一子集对色度值进行采样。 亮度值和采样色度值可以被转换成8位整数格式。 可以修改第一子集的亮度值以恢复与第一子集的局部线性特性。 第二块可以被压缩成第三块。
    • 24. 发明申请
    • HIGH DYNAMIC RANGE TEXTURE COMPRESSION
    • 高动态范围压缩
    • US20090304298A1
    • 2009-12-10
    • US12133369
    • 2008-06-05
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G06K9/00
    • G06T9/00
    • A method for compressing a high dynamic range (HDR) texture. A first block of texels of the HDR texture in a red-green-blue (RGB) space may be transformed to a second block of texels in a luminance-chrominance space. The first block may have red values, green values and blue values. The second block may have luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The luminance values and the chrominance values may be converted to an 8-bit integer format. The luminance values may be modified to restore a local linearity property to the second block. The second block may be compressed.
    • 一种用于压缩高动态范围(HDR)纹理的方法。 红 - 绿 - 蓝(RGB)空间中的HDR纹理的纹素的第一块可以被变换为亮度 - 色度空间中的第二纹理纹理块。 第一个块可能具有红色值,绿色值和蓝色值。 第二块可以具有亮度值和色度值。 色度值可以基于红色值的总和,绿色值的和与蓝色值的和。 亮度值和色度值可以被转换成8位整数格式。 可以修改亮度值以恢复与第二块的局部线性特性。 第二个块可能被压缩。
    • 26. 发明申请
    • Strategies for Compressing Textures
    • 压缩纹理的策略
    • US20080002895A1
    • 2008-01-03
    • US11627171
    • 2007-01-25
    • Andrew C. FlavellYan LuWen SunFeng WuShipeng Li
    • Andrew C. FlavellYan LuWen SunFeng WuShipeng Li
    • G06K9/36G06K9/46
    • G06T9/005H04N19/186
    • A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.
    • 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。
    • 28. 发明授权
    • Resizing of digital images
    • 调整数字图像的大小
    • US08565554B2
    • 2013-10-22
    • US12684925
    • 2010-01-09
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G06K9/32
    • G06T3/4007G06F3/14G09G2320/0613G09G2320/0626G09G2340/0407
    • Digital images are resized according to a prescribed image scaling factor. An original image is re-sampled according to the scaling factor, resulting in an initial resized image. A probability of text (POT) map is generated for the initial resized image, where the POT map specifies a smoothed POT value for each pixel in the initial resized image. A weighting factor (WF) map is generated which maps each different smoothed POT value to a particular WF value. The WF map is used to calculate an adjusted luminance value for each pixel in the initial resized image, resulting in a final resized image.
    • 数字图像根据规定的图像缩放因子调整大小。 根据缩放因子重新采样原始图像,导致初始调整大小的图像。 为初始调整大小的图像生成文本(POT)图的概率,其中POT映射指定初始调整大小的图像中每个像素的平滑POT值。 生成加权因子(WF)图,其将每个不同的平滑POT值映射到特定的WF值。 WF图用于计算初始调整大小的图像中每个像素的调整亮度值,得到最终调整大小的图像。