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    • 55. 发明授权
    • Shape and animation methods and systems using examples
    • 形状和动画方法和系统使用示例
    • US07420564B2
    • 2008-09-02
    • US11118687
    • 2005-04-29
    • Michael F. CohenCharles F. Rose, IIIPeter-Pike Sloan
    • Michael F. CohenCharles F. Rose, IIIPeter-Pike Sloan
    • G06T15/70
    • G06T13/40Y10S345/949Y10S345/956
    • Shape animation is described. In one aspect, examples that pertain to a shape or motion that is to be animated are provided. The examples are placed within a multi-dimensional abstract space. Each dimension of the abstract space is defined by at least one of an adjective and an adverb. A point within the multi-dimensional abstract space is selected. The selected point does not coincide with a point that is associated with any of the examples. The selected point corresponds to a shape or motion within the abstract space. A single weight value for each of the examples is computed. The single weight values for each of the examples are combined in a manner that defines an interpolated shape or motion that is a blended combination of each of the examples of the set of examples.
    • 描述形状动画。 在一个方面,提供了关于要被动画的形状或运动的示例。 这些示例放置在多维抽象空间中。 抽象空间的每个维度都由形容词和副词中的至少一个定义。 选择多维抽象空间内的一个点。 所选点与与任何示例相关联的点不一致。 所选点对应于抽象空间内的形状或运动。 计算每个示例的单个权重值。 每个示例的单个权重值以限定作为该组示例的每个示例的混合组合的内插形状或运动的方式组合。
    • 56. 发明申请
    • Visual summarization of activity data of a computing session
    • 计算会话的活动数据的视觉摘要
    • US20080046218A1
    • 2008-02-21
    • US11504834
    • 2006-08-16
    • Lubomira A. DontchevaSteven M. DruckerMichael F. Cohen
    • Lubomira A. DontchevaSteven M. DruckerMichael F. Cohen
    • G06F17/00G06F17/40
    • G06F11/32
    • Architecture for tracking, capturing, and visually summarizing information related to user activities and interactions of a network or web computing session. Documents or pages accessed during the session are tracked and presented graphically as miniature images that illustrate a history of the session of documents deemed important by the user. Activities tracked can be related to the dwell time at a web page, scrolling event(s) in the page, click-through activity, impression activity, referencing information of that page to other pages, the information sought, user intentions, goals, etc. The history of session documents are illustrated as a set of reduced images which can be manually and automatically filtered to graphically emphasize one subset of images more than another subset of images based on user criteria.
    • 用于跟踪,捕获和可视地总结与用户活动和网络或Web计算会话的交互相关的信息的架构。 在会话期间访问的文档或页面以图形方式被跟踪和呈现为示出用户认为重要的文档的历史的微型图像。 跟踪的活动可以与网页上的停留时间,页面中的滚动事件,点击活动,展示活动,将该页面的信息引用到其他页面,所寻求的信息,用户意图,目标等有关 会话文档的历史被示为一组缩减图像,可以手动和自动过滤,以图形方式强调图像的一个子集,而不是基于用户标准的另一个图像子集。
    • 58. 发明授权
    • Interactive horizon mapping
    • 交互式水平映射
    • US07170527B2
    • 2007-01-30
    • US10982336
    • 2004-11-05
    • Peter-Pike SloanMichael F. Cohen
    • Peter-Pike SloanMichael F. Cohen
    • G09G5/00
    • G06T15/60
    • Shadows, which play an important role in perceiving the shape and texture of an object, are simulated interactively in a real time, self-shadowing of a bump mapped surface for a computer rendered object. A computer graphics textured object function defines a horizon map over an orientation in a tangent space of the object using different textures or basis functions. The implementation can be performed using commodity graphics hardware by precomputing the horizon map for limited visibility for each point on the bump mapped surface given light in each of a plurality of radial directions. The horizon map is used to produce self-shadowing of the bump mapped surface of the object.
    • 在感知对象的形状和纹理方面发挥重要作用的阴影在实时中被模拟为计算机渲染对象的凹凸映射表面的自身阴影。 计算机图形纹理对象函数使用不同的纹理或基础函数来定义对象的切线空间中的取向上的水平映射。 可以使用商品图形硬件来执行实现,该方法是通过预先计算水平映射,以便在多个径向方向中的每个中给定光的凹凸映射表面上的每个点的受限可视性。 水平映射用于产生对象的凹凸映射表面的自我阴影。
    • 59. 发明授权
    • Method and system for virtual cinematography
    • 虚拟摄影的方法和系统
    • US6040841A
    • 2000-03-21
    • US691996
    • 1996-08-02
    • Michael F. CohenLi-wei HeDavid H. Salesin
    • Michael F. CohenLi-wei HeDavid H. Salesin
    • G06T15/00G06T15/70
    • G06T15/00A63F2300/6661A63F2300/6669A63F2300/6684
    • Communication in a three-dimensional virtual environment generated by a computer is achieved by automatically applying rules of cinematography typically used for motion pictures. The cinematographic rules are codified as a hierarchical finite state machine, which is executed in real-time by a computer in response to input stimulation from a user or other source. The finite state machine controls camera placements automatically for a virtual environment. The finite state machine also exerts subtle influences on the positions and actions of virtual actors, in the same way that a director might stage real actors to compose a better shot. An implementation of a real-time camera controller based on the finite state machine for automatic virtual cinematography, called the virtual cinematographic application module (VC) is presented. The VC is used in virtual reality and other interactive applications to improve upon the fixed point-of-view shots or ceiling mounted cameras that such applications typically employ today. VC also helps improve the next generation of "intelligent-agent" user interfaces, by allowing the users to see themselves with an agent at camera positions that appear natural.
    • 通过计算机生成的三维虚拟环境中的通信是通过自动应用通常用于运动图像的电影摄影规则来实现的。 电影规则被编排为层次有限状态机,其由计算机响应于来自用户或其他来源的输入刺激实时执行。 有限状态机自动控制虚拟环境中的摄像头位置。 有限状态机还对虚拟演员的位置和动作产生微妙的影响,就像导演可能会让真正的演员组合更好的镜头一样。 提出了一种基于有限状态机的实时摄像机控制器,用于自动虚拟摄影,被称为虚拟摄影应用模块(VC)。 VC用于虚拟现实和其他交互式应用程序,以改进这种应用程序今天通常采用的固定视点镜头或天花板安装的摄像机。 VC还可以帮助改善下一代“智能代理”用户界面,让用户可以看到自己与自己的相机位置的代理人。
    • 60. 发明授权
    • Generating optimized motion transitions for computer animated objects
    • 为计算机动画对象生成优化的运动转换
    • US5982389A
    • 1999-11-09
    • US669032
    • 1996-06-17
    • Brian K. GuenterCharles F. Rose, IIIMichael F. CohenRobert E. Bodenheimer, Jr.
    • Brian K. GuenterCharles F. Rose, IIIMichael F. CohenRobert E. Bodenheimer, Jr.
    • G06T13/40G06F15/00
    • G06T13/40
    • A method and system which simplifies the process of constructing new basis motions and transitions between them for animation of articulated figures with many degrees of freedom using existing basis motion data. The system uses an interpreter of a motion expression language called motion algebra to allow a user to manipulate basis motion data, break it into components, and reassemble it into new, more complex motions. The system provides two methods for generating motion: motion transition generation and cyclification. Motion transition generation uses a combination of space/time constraints and inverse kinematic constraints to generate transitions between basis motions. These transitions minimize the torque required while maintaining kinematic constraints. A fast dynamics formulation makes it possible to use spacetime constraints on systems with many degrees of freedom. Cyclification helps to eliminate discontinuities in cyclic motions and distributes the discontinuity error over an entire time interval.
    • 一种方法和系统,其使用现有的基础运动数据简化了用于具有许多自由度的关节数字的动画的新的基础运动和过渡的过程。 该系统使用称为运动代数的运动表达式语言的解释器,以允许用户操纵基础运动数据,将其分解为组件,并将其重新组装成新的更复杂的运动。 该系统提供了两种产生运动的方法:运动转换生成和循环。 运动转换生成使用空间/时间约束和反向运动约束的组合来产生运动之间的转换。 这些转换使得所需扭矩最小化,同时保持运动约束。 快速动力学公式使得可以在具有许多自由度的系统上使用时空约束。 循环有助于消除循环运动中的不连续性,并在整个时间间隔内分布不连续性误差。