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    • 10. 发明申请
    • Entity Agnostic Animation Tool
    • 实体不可知论动画工具
    • US20160358366A1
    • 2016-12-08
    • US14732736
    • 2015-06-07
    • Apple Inc.
    • Norman N. WangJacques P. Gasselin de RichebourgRoss R. DexterTyler L. Casella
    • G06T13/80
    • G06T13/00G06T2200/24G06T2213/08G06T2213/12
    • This disclosure relates generally to the field of image processing and, more particularly, to various techniques and animation tools for allowing 2D and 3D graphics rendering and animation infrastructures to be able to dynamically render customized animations—without the need for the customized animations to be explicitly tied to any particular graphical entity. These so-called entity agnostic animations may then be integrated into “mixed” graphical scenes (i.e., scenes with both two-dimensional and three-dimensional components), where they may be: applied to any suitable graphical entity; visualized in real-time by the programmer; edited dynamically by the programmer; and shared across various computing platforms and environments that support the entity agnostic animation tools described herein. The entity agnostic animations created by the techniques described herein may be output directly to the current scene file that a programmer is working on, or they may be output to standalone, reusable entity agnostic animation object files.
    • 本公开一般涉及图像处理领域,更具体地,涉及用于允许2D和3D图形渲染和动画基础设施能够动态地呈现定制的动画的各种技术和动画工具,而不需要明确地定制定制的动画 绑定到任何特定的图形实体。 然后可以将这些所谓的实体不可知动画集成到“混合”图形场景(即,具有二维和三维组件的场景)中,其中它们可以被应用于任何合适的图形实体; 由程序员实时可视化; 由程序员动态编辑; 并在各种支持本文所述实体不可知动画工具的计算平台和环境之间共享。 通过本文描述的技术创建的实体不可知动画可以直接输出到程序员正在处理的当前场景文件,或者它们可以被输出到独立的,可重复使用的实体不可知动画对象文件。