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    • 1. 发明授权
    • Method and apparatus for constructing virtual sloped landscapes in computer graphics and animation
    • 在计算机图形和动画中构建虚拟倾斜景观的方法和装置
    • US08982143B2
    • 2015-03-17
    • US13160305
    • 2011-06-14
    • Rory JohnstonBrian McNeelyKunitake Aoki
    • Rory JohnstonBrian McNeelyKunitake Aoki
    • G09G5/00G06T11/40
    • G06T11/40
    • There are both flat and sloped ground surfaces on which the game characters traverse. In areas where a sloped surface changes angle (i.e. where a sloped surface connects to a flat surface), a transitional method has been created to make the adjoining textures on the top surface area of the ground blend together seamlessly. A unique texture is used for this purpose. This texture uses the same material as the flat “ground trim” texture seen on the top of every surface. The texture has a diagonally drawn alpha mask that blends from completely transparent to completely opaque from the bottom right corner of the texture to the top left corner. When this texture is drawn at the ends of each sloped surface where they change angle, the combination of the color channels and the alpha mask line up with adjoining textures to blend them together and create a seamless visual transition.
    • 游戏角色穿过的平面和倾斜的地面都有。 在倾斜表面改变角度的区域(即,倾斜表面连接到平坦表面的地方),已经创建了一种过渡方法,以使地面的顶部表面区域上的相邻纹理无缝地组合在一起。 为此目的使用独特的纹理。 这种纹理使用与每个表面顶部看到的平坦的“地面修剪”纹理相同的材料。 纹理具有对角线绘制的阿尔法面具,从完全透明到完全不透明,从纹理的右下角到左上角。 当这种纹理在每个倾斜表面的端部处被绘制时,它们改变角度,颜色通道和α掩模的组合与相邻的纹理相配合,将它们融合在一起并创建无缝的视觉转换。
    • 3. 发明申请
    • METHOD AND APPARATUS FOR CONSTRUCTING VIRTUAL SLOPED LANDSCAPES IN COMPUTER GRAPHICS AND ANIMATION
    • 在计算机图形和动画中构建虚拟坡度景观的方法和装置
    • US20110304638A1
    • 2011-12-15
    • US13160305
    • 2011-06-14
    • Rory JohnstonBrian McNeelyKunitake Aoki
    • Rory JohnstonBrian McNeelyKunitake Aoki
    • G06T11/40
    • G06T11/40
    • There are both flat and sloped ground surfaces on which the game characters traverse. In areas where a sloped surface changes angle (i.e. where a sloped surface connects to a flat surface), a transitional method has been created to make the adjoining textures on the top surface area of the ground blend together seamlessly. A unique texture is used for this purpose. This texture uses the same material as the flat “ground trim” texture seen on the top of every surface. The texture has a diagonally drawn alpha mask that blends from completely transparent to completely opaque from the bottom right corner of the texture to the top left corner. When this texture is drawn at the ends of each sloped surface where they change angle, the combination of the color channels and the alpha mask line up with adjoining textures to blend them together and create a seamless visual transition.
    • 游戏角色穿过的平面和倾斜的地面都有。 在倾斜表面改变角度的区域(即,倾斜表面连接到平坦表面的地方),已经创建了一种过渡方法,以使地面的顶部表面区域上的相邻纹理无缝地组合在一起。 为此目的使用独特的纹理。 这种纹理使用与每个表面顶部看到的平坦的“地面修剪”纹理相同的材料。 纹理具有对角线绘制的阿尔法面具,从完全透明到完全不透明,从纹理的右下角到左上角。 当这种纹理在每个倾斜表面的端部处被绘制时,它们改变角度,颜色通道和alpha掩模的组合与相邻的纹理对齐,以将它们融合在一起并创建无缝的视觉转换。
    • 4. 发明申请
    • REAL-TIME TERRAIN ANIMATION SELECTION
    • 实时地形动画选择
    • US20110304630A1
    • 2011-12-15
    • US13160372
    • 2011-06-14
    • Brian McNeelyDean Russell
    • Brian McNeelyDean Russell
    • G06T13/00
    • G06T13/20A63F2300/1075A63F2300/6607
    • In-game characters select the proper animation to use depending on the state of the terrain on which they are currently moving. In this specific case the character chooses an animation depending on the angle of the ground on which it is walking. The method involves real-time determination of the ground angle which is then used to choose the most desirable animation from a closed set of pre-created animations. The animation set consists of animations rendered with the character moving on flat terrain, as well as animations rendered of the character moving uphill and downhill (separately) at pre-determined angles. In this game an animation set consisted of the following animations: 0 degrees, 15 degrees uphill, 30 degrees uphill, 45 degrees uphill, 15 degrees downhill, 30 degrees downhill, 45 degrees downhill). Drawing of the animation is offset to give the best appearance relative to the ground angle.
    • 游戏中的角色根据他们当前正在移动的地形的状态选择正确的动画。 在这种特殊情况下,角色根据行走的地面的角度来选择动画。 该方法包括实时确定地面角度,然后将其用于从一组封闭的预先创建的动画中选择最理想的动画。 动画集包括在平坦地形上移动的角色呈现的动画,以及以预定角度上下坡(单独)移动的角色的动画。 在这个游戏中,动画集包括以下动画:0度,15度上坡,30度上坡,45度上坡,15度下坡,30度下坡,45度下坡)。 动画的绘制被偏移以给出相对于地面角度的最佳外观。
    • 5. 发明授权
    • Real-time terrain animation selection
    • 实时地形动画选择
    • US08913064B2
    • 2014-12-16
    • US13160372
    • 2011-06-14
    • Brian McNeelyDean Russell
    • Brian McNeelyDean Russell
    • G06T13/00G06T13/20
    • G06T13/20A63F2300/1075A63F2300/6607
    • In-game characters select the proper animation to use depending on the state of the terrain on which they are currently moving. In this specific case the character chooses an animation depending on the angle of the ground on which it is walking. The method involves real-time determination of the ground angle which is then used to choose the most desirable animation from a closed set of pre-created animations. The animation set consists of animations rendered with the character moving on flat terrain, as well as animations rendered of the character moving uphill and downhill (separately) at pre-determined angles. In this game an animation set consisted of the following animations: 0 degrees, 15 degrees uphill, 30 degrees uphill, 45 degrees uphill, 15 degrees downhill, 30 degrees downhill, 45 degrees downhill). Drawing of the animation is offset to give the best appearance relative to the ground angle.
    • 游戏中的角色根据他们当前正在移动的地形的状态选择正确的动画。 在这种特殊情况下,角色根据行走的地面的角度来选择动画。 该方法包括实时确定地面角度,然后将其用于从一组封闭的预先创建的动画中选择最理想的动画。 动画集包括在平坦地形上移动的角色呈现的动画,以及以预定角度上下坡(单独)移动的角色的动画。 在这个游戏中,动画集包括以下动画:0度,15度上坡,30度上坡,45度上坡,15度下坡,30度下坡,45度下坡)。 动画的绘制被偏移以给出相对于地面角度的最佳外观。