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    • 4. 发明授权
    • Shoe soles for enhancing gripping with a smooth hard surface
    • 鞋底用于增强柔软表面的抓地力
    • US08800174B2
    • 2014-08-12
    • US13178778
    • 2011-07-08
    • Timothy Edward BanachLucas James TuckerMark French
    • Timothy Edward BanachLucas James TuckerMark French
    • A43C15/00A43B5/00A43B13/12A43B13/22
    • A43B13/14A43B13/223A43B13/24A43C15/02A43C15/04
    • Shoe soles with and without removable/replaceable gripping pods for athletic or sport shoes are provided with enhanced traction. The sole portions or gripping pods may be provided with a supply of a substance that exhibits a tackiness for enhancing friction between the shoe sole and the any hard floor. The tackiness-enhancing substance may be time-released or discharged from within the shoe sole onto the lower surface(s) of the sole that make(s) contact with the smooth hard playing surface or may be in response to compression or shear forces acting on the sole during play to prolong the tacky properties and reduce slippage. A visual indicator may be provided for notifying the player that it is time to replace the worn or used pod and insert a fresh pod or insert into the pod(s) to maintain high levels of gripping.
    • 具有和不具有可移动/可替换的用于运动或运动鞋的夹紧荚的鞋底具有增强的牵引力。 鞋底部分或夹持物可以设置有显示出用于增强鞋底和任何硬质地板之间的摩擦的粘性的物质的供应。 粘性增强物质可以在鞋底内被时间释放或排出到鞋底的下表面上,使其与光滑的硬游戏表面接触,或者可以响应于作用的压缩或剪切力 在鞋底上,延长粘性,减少滑脱。 可以提供视觉指示器以通知玩家现在是更换磨损或使用的荚的时间,并将新的荚或插入物插入荚中以保持高水平的抓握。
    • 6. 发明申请
    • Optimizing a graphics rendering pipeline using early Z-mode
    • 使用早期Z模式优化图形渲染管道
    • US20070257905A1
    • 2007-11-08
    • US11430635
    • 2006-05-08
    • Mark FrenchEmmett KilgariffSteven MolnarWalter SteinerDouglas VoorhiesAdam Weitkemper
    • Mark FrenchEmmett KilgariffSteven MolnarWalter SteinerDouglas VoorhiesAdam Weitkemper
    • G06T15/00
    • G06T15/405G06T15/005
    • One embodiment of the present invention sets forth an architecture for optimizing graphics rendering efficiency by advancing the Z-test operation prior to pixel shading whenever possible. The current rendering state, as maintained by the setup engine, determines whether advancing the Z-test function above the shader engine for “early” Z-testing is possible or whether the Z-test function should be deferred until after shading operations for “late” Z-testing. Data is dynamically routed to each processing engine in the pipeline, so that the appropriate data flow for either early Z or late Z is dynamically constructed, as determined by the current rendering state. Efficiency is gained by relieving the shader engine of unnecessary work whenever possible by discarding pixels before they enter the shader engine. The same functional units are utilized in both early Z and late Z configurations, minimizing any additional hardware required for implementation.
    • 本发明的一个实施例提出了一种用于通过在可能的情况下在像素着色之前推进Z检验操作来优化图形渲染效率的架构。 由设置引擎维护的当前呈现状态确定是否可以在着色引擎之上前进Z检验功能以进行“早期”Z检验,或者Z检验功能是否应该延迟到“晚期”的阴影操作之后 “Z测试。 数据在流水线中动态地路由到每个处理引擎,以便由当前呈现状态确定的早期Z或后期Z的适当数据流是动态构造的。 通过在进入着色引擎之前丢弃像素,尽可能地减轻不必要的工作的着色引擎来获得效率。 早期Z和晚Z配置都使用相同的功能单元,从而最大限度地减少了实施所需的任何其他硬件。