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    • 4. 发明授权
    • Patch picking methods and apparatus
    • 补片方法和装置
    • US07057618B2
    • 2006-06-06
    • US10846493
    • 2004-05-14
    • Robert RussKaron A. WeberMaxwell O. DrukmanTom HahnMarco da SilvaChristopher King
    • Robert RussKaron A. WeberMaxwell O. DrukmanTom HahnMarco da SilvaChristopher King
    • G06T13/00
    • G06T13/40G06T19/20G06T2200/24G06T2219/2012
    • A computer program product for a computer system includes code that directs a processor to display a two-dimensional representation of a three-dimensional object on a display, wherein the two-dimensional representation comprises a plurality of two-dimensional regions, wherein the three-dimensional object is associated with a plurality of components in a component hierarchy, and wherein each two-dimensional region is associated with at least one component from the plurality of components, code that directs the processor to receive a selection of a two-dimensional region from the user on the display, code that directs the processor to determine a component from the plurality of components associated with the two-dimensional region, code that directs the processor to receive a value for an animation variable associated with the component, and code that directs the processor to set the animation variable associated with the component to the value, wherein the codes reside on a tangible media.
    • 用于计算机系统的计算机程序产品包括指示处理器在显示器上显示三维对象的二维表示的代码,其中所述二维表示包括多个二维区域,其中, 维度对象与组件层级中的多个组件相关联,并且其中每个二维区域与来自多个组件的至少一个组件相关联,代码指示处理器从二维区域中选择一个二维区域 所述显示器上的用户指示所述处理器从所述与所述二维区域相关联的所述多个组件中确定组件的代码,所述代码指示所述处理器接收与所述组件关联的动画变量的值,以及指示所述代码 处理器将与组件相关联的动画变量设置为值,其中代码驻留在有形医学上 ia
    • 5. 发明授权
    • Pickwalking methods and apparatus
    • 扒手方法和装置
    • US07486295B2
    • 2009-02-03
    • US10846155
    • 2004-05-14
    • Robert RussChristopher KingMaxwell O. DrukmanMalcolm BlanchardMarco Da SilvaTom HahnKaron A. Weber
    • Robert RussChristopher KingMaxwell O. DrukmanMalcolm BlanchardMarco Da SilvaTom HahnKaron A. Weber
    • G06T13/00
    • G06T19/00G06T13/40G06T17/005
    • A method for an animation environment includes displaying a first geometric object on a display, wherein the first geometric object comprises a plurality of geometric components, wherein the plurality of geometric components are coupled according to a geometric hierarchy, wherein the plurality of geometric components includes a first geometric component and a second geometric component, and wherein the first geometric component and the second geometric component are not adjacent within the geometric hierarchy, receiving a selection signal from a user, selecting the first geometric component in response to the selection signal, receiving a navigation signal from the user, and selecting the second geometric component in response to the navigation signal by traversing an animation hierarchy, wherein the first geometric component and the second geometric component are adjacent within the animation hierarchy.
    • 一种用于动画环境的方法包括在显示器上显示第一几何对象,其中所述第一几何对象包括多个几何分量,其中所述多个几何分量根据几何层次结合,其中所述多个几何分量包括 第一几何分量和第二几何分量,并且其中所述第一几何分量和所述第二几何分量在所述几何层次中不相邻,接收来自用户的选择信号,响应于所述选择信号选择所述第一几何分量, 来自用户的导航信号,以及通过遍历动画层次来响应于导航信号选择第二几何分量,其中第一几何分量和第二几何分量在动画层次结构内相邻。
    • 8. 发明授权
    • Systems and methods for creating and using modeless animation manipulation rigs
    • 用于创建和使用无模式动画操纵台的系统和方法
    • US08253745B1
    • 2012-08-28
    • US12050740
    • 2008-03-18
    • Tom HahnRobert RussSteven Clay Hunter
    • Tom HahnRobert RussSteven Clay Hunter
    • G06T13/00
    • G06T13/40
    • Systems and methods for custom designing modeless rigs or sets of object control elements that can be used when manipulating one or more objects. Users define object control rigs that can be used to perform specific object manipulation tasks for the user when manipulating objects in a scene. Different rigs can be constructed for the same set of animation objects to perform different tasks. A rig is modeless in that a rig may include an arbitrary user-selected mixture of object control elements that are typically used in different modes of manipulation. When a user selects a rig, all of the visual representations of the object control elements specified for that rig are enabled to be displayed proximal the object(s) with which the control elements are associated. No additional selection of object parts is necessarily required to determine which control elements are associated with the object(s). The user may manipulate the object(s) using a displayed visual representation of an object control element.
    • 用于自定义设计无模型钻机或对象控制元素集合的系统和方法,可在操作一个或多个对象时使用。 用户定义对象控制台,可以用于在操作场景中的对象时为用户执行特定的对象操作任务。 可以为同一组动画对象构建不同的钻机,以执行不同的任务。 钻机是无模式的,因为钻机可以包括通常用于不同操纵模式的对象控制元件的任意用户选择的混合物。 当用户选择钻机时,为该钻机指定的对象控制元件的所有可视表示能够被显示在与控制元件相关联的对象的近侧。 不一定需要额外的对象部分选择来确定哪些控制元素与对象相关联。 用户可以使用所显示的对象控制元素的可视表示来操纵对象。
    • 9. 发明授权
    • Systems and methods for creating and using modeless animation manipulation rigs
    • 用于创建和使用无模式动画操纵台的系统和方法
    • US08531467B1
    • 2013-09-10
    • US13589482
    • 2012-08-20
    • Tom HahnRobert RussSteven Clay Hunter
    • Tom HahnRobert RussSteven Clay Hunter
    • G06T13/00
    • G06T13/40
    • Users define object control rigs that can be used to perform specific object manipulation tasks for the user when manipulating objects in a scene. Different rigs can be constructed for the same set of animation objects to perform different tasks. A rig is modeless in that a rig may include an arbitrary user-selected mixture of object control elements that are typically used in different modes and scopes of manipulation. When a user selects a rig, all of the visual representations of the object control elements specified for that rig are enabled to be displayed proximal the object(s) with which the control elements are associated. No additional selection of object parts is necessarily required to determine which control elements are associated with the object(s). The user may manipulate the object(s) using a displayed visual representation of an object control element.
    • 用户定义对象控制台,可以用于在操作场景中的对象时为用户执行特定的对象操作任务。 可以为同一组动画对象构建不同的钻机,以执行不同的任务。 钻机是无模式的,因为钻机可以包括通常以不同模式和操作范围使用的任意用户选择的对象控制元件的混合物。 当用户选择钻机时,为该钻机指定的对象控制元件的所有可视表示能够被显示在与控制元件相关联的对象的近侧。 不一定需要额外的对象部分选择来确定哪些控制元素与对象相关联。 用户可以使用所显示的对象控制元素的可视表示来操纵对象。
    • 10. 发明申请
    • Patch picking methods and apparatus
    • 补片方法和装置
    • US20050253846A1
    • 2005-11-17
    • US10846493
    • 2004-05-14
    • Robert RussKaron WeberMaxwell DrukmanTom HahnMarco da SilvaChristopher King
    • Robert RussKaron WeberMaxwell DrukmanTom HahnMarco da SilvaChristopher King
    • G06T13/00G06T15/70G06T17/40G09G5/00
    • G06T13/40G06T19/20G06T2200/24G06T2219/2012
    • A computer program product for a computer system includes code that directs a processor to display a two-dimensional representation of a three-dimensional object on a display, wherein the two-dimensional representation comprises a plurality of two-dimensional regions, wherein the three-dimensional object is associated with a plurality of components in a component hierarchy, and wherein each two-dimensional region is associated with at least one component from the plurality of components, code that directs the processor to receive a selection of a two-dimensional region from the user on the display, code that directs the processor to determine a component from the plurality of components associated with the two-dimensional region, code that directs the processor to receive a value for an animation variable associated with the component, and code that directs the processor to set the animation variable associated with the component to the value, wherein the codes reside on a tangible media.
    • 用于计算机系统的计算机程序产品包括指示处理器在显示器上显示三维对象的二维表示的代码,其中所述二维表示包括多个二维区域,其中, 维度对象与组件层级中的多个组件相关联,并且其中每个二维区域与来自多个组件的至少一个组件相关联,代码指示处理器从二维区域中选择一个二维区域 所述显示器上的用户指示所述处理器从所述与所述二维区域相关联的所述多个组件中确定组件的代码,所述代码指示所述处理器接收与所述组件关联的动画变量的值,以及指示所述代码 处理器将与组件相关联的动画变量设置为值,其中代码驻留在有形医学上 ia