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    • 4. 发明授权
    • System for the reliable, fast, low-latency communication of object state
updates over a computer network by combining lossy and lossless
communications
    • 通过组合有损和无损通信在计算机网络上进行可靠,快速,低延迟的对象状态更新通信的系统
    • US6006254A
    • 1999-12-21
    • US920585
    • 1997-08-29
    • Richard C. WatersDavid Anderson
    • Richard C. WatersDavid Anderson
    • G06F13/00G06F9/52H04L12/18H04L29/06G06F15/16
    • H04L12/1868H04L67/38H04L69/164H04L69/16
    • A system for fast, efficient and reliable communication of object state irmation among a group of processes combines the use of a fast, but lossy and thus unreliable communications channel to the group of processes and a server coupled to the group for providing data which has been lost in the multicasting. In one embodiment, a central server supports reliability and rapid joining while using UDP multicast messaging to achieve rapid interaction and low bandwidth. Differential messages are sent over the lossy channel to compactly describe how to compute the new state of an object from any of several previous states. Such a description can be interpreted even if some number of prior descriptions were not received, greatly reducing the need for explicit, round-trip message repairs while also conserving bandwidth. In one embodiment, the central server communicates with each member of the group over a reliable channel to robustly detect and repair objects affected by lost messages.
    • 用于在一组进程之间快速,有效和可靠地传送对象状态信息的系统将使用快速但有损且因此不可靠的通信信道与该组进程组合,以及耦合到该组的服务器提供已经被 丢失在组播中。 在一个实施例中,中央服务器支持可靠性和快速加入,同时使用UDP多播消息传递来实现快速交互和低带宽。 差分消息通过有损通道发送以紧凑地描述如何从几个先前状态中的任一状态计算对象的新状态。 即使没有接收到一些先前的描述,也可以解释这样的描述,大大减少了显式的往返消息修复的需要,同时也节省了带宽。 在一个实施例中,中央服务器通过可靠信道与组中的每个成员进行通信,以鲁棒地检测和修复受丢失消息影响的对象。
    • 6. 发明授权
    • Method and apparatus for multi-phase rendering
    • 多相渲染方法和装置
    • US06359619B1
    • 2002-03-19
    • US09336387
    • 1999-06-18
    • Richard C. WatersThouis R. JonesRonald N. PerryLarry D. Seiler
    • Richard C. WatersThouis R. JonesRonald N. PerryLarry D. Seiler
    • G06F1500
    • G06T15/80
    • In a method for rendering an evolving three-dimensional scene description as a series of two-dimensional images (frames), the evolving scene description includes object geometries G and their associated shader procedures S. Each shader procedure S is factored into a static procedure Ss and a dynamic procedure Sd such that S(A,I)=Sd(Ss(A,R),I), where A denotes the appearance parameters required to shade objects, I denotes an instance of the control parameters, and R denotes a range of control parameters which include I. Similarly, the rendering procedure TSI (transform, sample, and interpolate) for object geometry is factored into a static procedure TSIs and a dynamic procedure TSId such that TSI(G,I)=TSId(TSIs(G,R),I). The factorization of both S and TSI is chosen to significantly reduce the overall rendering time for the evolving scene. Specifically, viewpoint independent or weakly viewpoint dependent computations Ss(A,R) and TSIs(G,R) are computed in the static phase of rendering and stored either as independent data structures or as a single combined data structure called the internal representation. This internal representation is then processed by the dynamic phase of rendering to produce each frame. Since the required dynamic computations to produce a frame are significantly reduced and the required static computations run infrequently both as a result of a clever factorization and an efficient internal representation, the overall rendering time is reduced.
    • 在用于将演进的三维场景描述呈现为一系列二维图像(帧)的方法中,演进场景描述包括对象几何G​​及其相关联的着色器过程S.每个着色器过程S被分解为静态过程Ss 以及S(A,I)= Sd(Ss(A,R),I))的动态过程Sd,其中A表示遮蔽对象所需的外观参数,I表示控制参数的实例,R表示 控制参数范围包括I.类似地,对象几何的渲染过程TSI(变换,采样和内插)被分解为静态过程TSI和动态过程TSId,使得TSI(G,I)= TSId(TSI G,R),I)。 选择S和TSI的因式分解以显着减少演进场景的整体渲染时间。 具体地说,在独立的数据结构或被称为内部表示的单一的组合数据结构中,在静态的渲染阶段计算出独立视点或弱视点的计算Ss(A,R)和TSI(G,R)。 然后通过渲染的动态阶段处理该内部表示以产生每个帧。 由于产生帧的所需动态计算显着减少,而由于智能因式分解和有效的内部表示,所需的静态计算不经常运行,因此总体渲染时间减少。
    • 9. 发明授权
    • System for designing a virtual environment utilizing locales
    • 用于设计使用区域设置的虚拟环境的系统
    • US5736990A
    • 1998-04-07
    • US520099
    • 1995-08-28
    • John W. BarrusRichard C. Waters
    • John W. BarrusRichard C. Waters
    • G06T1/00G06T11/00H04L29/06
    • G06T11/00H04L29/06A63F2300/8082H04L67/38
    • A system for virtual environments in which graphical objects are depicted in a space to achieve the required high accuracy regardless of location through establishing locales or subdivisions of the global coordinate system and establishing an origin for each locale, such that the specification of position and movement of a graphical object in the locale can be made with greater precision than using a global coordinate system, thus eliminating the need for high-precision floating point processors or emulation. The system permits designers of virtual environments to work independently on their locales, with overlap being controlled through specifying distance between locale origins as well as relative orientation between the locales. The system also permits ignoring information from non-relevant distant locales to, minimize processing and network bandwidth requirements.
    • 一种用于虚拟环境的系统,其中在空间中描绘图形对象,以通过建立全局坐标系的区域设置或细分来为每个区域设置原点,从而实现所需的高精度,无论位置如何,以便定位和移动 可以以比使用全局坐标系更精确的方式进行语言环境中的图形对象,从而消除对高精度浮点处理器或仿真的需要。 该系统允许虚拟环境的设计者在其区域中独立工作,通过指定区域起源之间的距离以及区域之间的相对定向来控制重叠。 该系统还允许忽略来自非相关远程区域的信息,从而最小化处理和网络带宽要求。