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    • 1. 发明申请
    • Firewall penetration system and method for real time media communications
    • 防火墙渗透系统和实时媒体通信方法
    • US20050033985A1
    • 2005-02-10
    • US10627594
    • 2003-07-26
    • Chen XuHuang PanShih-An ChengJing-Yao Huang
    • Chen XuHuang PanShih-An ChengJing-Yao Huang
    • H04L9/00H04L29/06
    • H04L63/0236H04L63/029
    • A system for initiating and maintaining a real time audio or video media session between two clients, at least one of which has a private network IP address and is supported by a NAT firewall, comprises a proxy server serving each client and a relay server. The first proxy server may receive an invite message from a caller client to initiate a media session with a callee client. The invite message will identify the IP address and media port number of the caller client. The proxy server queries the relay server to obtain a port number of the relay server that may be used for relaying the media session between the caller client and the callee client. The proxy server will replace the IP address and port number of the caller client with the IP address and port number of the relay server in the invite message before forwarding to the callee client. When the callee client generates a response message that includes the IP address and media port number of the callee client, the proxy server will replace the IP address and media port number of the callee client in the response message before forwarding the response message to the caller client.
    • 一种用于在两个客户端之间启动和维护实时音频或视频媒体会话的系统,其中至少一个具有专用网络IP地址并由NAT防火墙支持,该系统包括为每个客户端和中继服务器提供服务的代理服务器。 第一代理服务器可以从呼叫者客户端接收邀请消息以发起与被叫方客户端的媒体会话。 邀请消息将标识呼叫者客户端的IP地址和媒体端口号。 代理服务器查询中继服务器以获取中继服务器的端口号,该端口号可用于在呼叫者客户端和被叫客户端之间中继媒体会话。 代理服务器将在转发给被叫方客户端之前,将邀请消息中的中继服务器的IP地址和端口号替换为主叫方客户端的IP地址和端口号。 当被叫客户端生成包含被叫方客户端的IP地址和媒体端口号的响应消息时,代理服务器将在响应消息中替换被叫方客户端的IP地址和媒体端口号,然后将响应消息转发给呼叫方 客户。
    • 2. 发明授权
    • Graphics system using clip bits to decide acceptance, rejection, clipping
    • 图形系统使用剪辑位来决定接受,拒绝,裁剪
    • US06359630B1
    • 2002-03-19
    • US09332734
    • 1999-06-14
    • Wayne MorseMichael F. DeeringMike LavelleEwa KubalskaHuang PanScott R. Nelson
    • Wayne MorseMichael F. DeeringMike LavelleEwa KubalskaHuang PanScott R. Nelson
    • G06T1530
    • G06T15/30G09G5/393
    • A method and computer graphics system for clip testing using clip bits stored in a general-purpose register for each vertex of a geometric primitive. In one embodiment, a rendering unit or other processor sets bits in a clip bits register for each vertex of a geometric primitive. Each bit indicates whether the vertex is inside or outside of a clipping boundary with respect to a particular clipping plane. A frame buffer controller or other graphics processor performs clip testing on the entire geometric primitive by performing Boolean operations on the clip bits. The frame buffer controller may trivially accept or trivially reject the primitive based on the clip testing. If the primitive cannot be trivially rejected or trivially accepted, then the frame buffer controller sends an interrupt to the rendering unit. The rendering unit reads an exception register to determine that the reason for the interrupt is the need to clip the primitive. The rendering unit reads the vertices from the frame buffer controller, clips the primitive, and sends the new vertices to the frame buffer controller. The frame buffer controller clears the interrupt and resumes its graphics processing.
    • 一种方法和计算机图形系统,用于使用存储在通用寄存器中的剪辑位来进行几何图元的每个顶点的剪辑测试。 在一个实施例中,渲染单元或其他处理器针对几何图元的每个顶点设置剪辑位寄存器中的位。 每个位指示顶点是否相对于特定剪切平面在剪切边界内部或外部。 帧缓冲控制器或其他图形处理器通过对剪辑位执行布尔运算来对整个几何图元执行剪辑测试。 帧缓冲控制器可以基于剪辑测试轻易地接受或简单地拒绝原语。 如果不能简单地拒绝或简单地接受原语,则帧缓冲控制器向渲染单元发送中断。 渲染单元读取一个异常寄存器,以确定中断的原因是需要剪切图元。 渲染单元从帧缓冲器控制器读取顶点,剪切原始图像,并将新顶点发送到帧缓冲控制器。 帧缓冲控制器清除中断并恢复其图形处理。
    • 5. 发明授权
    • Vertex assembly buffer and primitive launch buffer
    • 顶点汇编缓冲区和原始启动缓冲区
    • US06816161B2
    • 2004-11-09
    • US10060969
    • 2002-01-30
    • Michael G. LavelleHuang PanAnthony S. Ramirez
    • Michael G. LavelleHuang PanAnthony S. Ramirez
    • G06F1300
    • G06T15/005
    • A graphics system and method for processing geometry compressed, three-dimensional graphics data are disclosed. After transforming and lighting each vertex, a vertex data stream is decompressed using connectivity information, and vertexes are reassembled into geometric primitives. The connectivity information may include mesh buffer references, vertex tags, or other types of information. Independent buffers, queues, and/or caches are used to simultaneously store: (a) vertex data for the next several primitives, (b) vertex data that will be reused, (c) vertex tags, (d) control tags, (e) vertex data being assembled into a primitive, and (f) an assembled primitive ready to be launched. The assembled primitive may be clip tested for visibility in a defined viewport, before investing time to have the primitive processed into pixel data for display. The independent buffers, queues, and/or caches may also enable the vertex processing steps to be performed in parallel and at different rates.
    • 公开了用于处理几何压缩的三维图形数据的图形系统和方法。 在对每个顶点进行变换和点亮之后,使用连通性信息解压缩顶点数据流,并将顶点重新组合成几何图元。 连接信息可以包括网格缓冲器引用,顶点标签或其他类型的信息。 独立缓冲区,队列和/或高速缓存用于同时存储:(a)下一个原语的顶点数据,(b)将被重用的顶点数据,(c)顶点标签,(d)控制标签,(e )顶点数据被组装成原始图形,(f)准备启动的组合原始图形。 在投入时间以将原始图像处理成像素数据进行显示之前,组合的原始图像可以在定义的视口中进行剪辑测试。 独立缓冲器,队列和/或高速缓存也可以使顶点处理步骤以并行且不同的速率执行。