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    • 3. 发明授权
    • Primitive composition
    • 原始组成
    • US08872838B2
    • 2014-10-28
    • US13229342
    • 2011-09-09
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • G09G5/00
    • G09G5/00G06F9/451
    • Performing primitive composition within a user interface thread, enhancing the ability to scale a user interface framework to computing devices having limited resources. In one or more embodiments, a user interface thread walks a user interface hierarchy that describes elements of a program's user interface and directly generates static Graphics Processing Unit (GPU) data structures representing at least a portion of the user interface hierarchy. The user interface thread passes the static GPU data structures to a composition thread, which uses these static GPU data structures during generation of a plurality of video frames. This includes the composition thread, based on the static GPU data structures, sending GPU data and GPU commands for the plurality of video frames to a GPU for rendering.
    • 在用户界面线程内执行原始组合,增强将用户界面框架扩展到具有有限资源的计算设备的能力。 在一个或多个实施例中,用户界面线程移动描述程序的用户界面的元素的用户界面层次,并直接生成表示用户界面层次结构的至少一部分的静态图形处理单元(GPU)数据结构。 用户界面线程将静态GPU数据结构传递给组合线程,该线程在生成多个视频帧期间使用这些静态GPU数据结构。 这包括基于静态GPU数据结构的合成线程,将用于多个视频帧的GPU数据和GPU命令发送到GPU进行渲染。
    • 4. 发明授权
    • Layer combination in a surface composition system
    • 表面组成系统中的层组合
    • US08629886B2
    • 2014-01-14
    • US12961501
    • 2010-12-07
    • Ashraf MichailAlan Liu
    • Ashraf MichailAlan Liu
    • G06T11/60G06T15/40
    • G06T15/503G06T2210/62
    • A system and method for processing and rendering multiple layers of a two-dimensional scene. A system provides a mechanism to determine a number of scene surfaces and a mapping between scene layers and scene surfaces. The mechanisms may include combining and aggregating areas of layers to create one opaque surface, aggregating non-overlapping semi-transparent opaque areas of layers, or creating surfaces from overlapping semi-transparent surfaces. Moving objects are accommodated, so that layers below a moving object may be rendered properly in frames where the moving object is above the layer and frames where the moving object is not above the layer, for each pixel.
    • 一种用于处理和渲染二维场景的多层的系统和方法。 系统提供了确定场景表面数量和场景层与场景表面之间的映射的机制。 机构可以包括组合和聚集层的区域以产生一个不透明表面,聚集不重叠的半透明不透明区域的层,或者从重叠的半透明表面产生表面。 容纳移动物体,使得移动物体下方的层可以在移动物体在层之上的帧中被适当地渲染,并且对于每个像素可以在移动物体不在层之上的帧上呈现。
    • 5. 发明申请
    • GPU BEZIER PATH RASTERIZATION
    • US20100013854A1
    • 2010-01-21
    • US12175454
    • 2008-07-18
    • Ashraf Michail
    • Ashraf Michail
    • G09G5/00
    • G06T11/40G06T11/203
    • Hybrid architecture of supersampling and computing distance from a feature edge or Bezier evaluation to address thin feature support in graphics systems. To avoid missing some features the technique creates a supersampling of a small number of supersamples to pick up the thin features. By supersampling, samples can be produced on both sides of a thin feature, which causes thin features to be detectable by some pixel. Now that the thin features hit some pixel, the quality is achieved by a distance-from-edge approach. For example, the technique can supersample four times in combination with the distance-from-edge approach, produce another four samples there resulting in a 16-sample result.
    • 混合架构的超采样和计算距离特征边缘或Bezier评估,以解决图形系统中的薄功能支持。 为了避免丢失一些功能,该技术创建了少量超采样的超级采样来拾取薄特征。 通过超级采样,可以在薄特征的两面产生样品,这导致薄特征可被一些像素检测。 现在,薄的特征击中了一些像素,质量通过距离边缘的方法来实现。 例如,该技术可以与距离边缘方法组合四次重复采样,产生另外四个样本,得到16个样本结果。