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    • 3. 发明授权
    • System and method for combining parametric texture maps
    • 用于组合参数纹理贴图的系统和方法
    • US07009620B2
    • 2006-03-07
    • US10630107
    • 2003-07-30
    • Noah HortonBradford A. Ritter
    • Noah HortonBradford A. Ritter
    • G09G5/00
    • G06T15/04
    • A texture mapping system comprises memory and a texture map manager. The memory stores a first texture map and a parametric texture map. The texture map manager is configured to combine at least a portion of the first texture map and at least a portion of the parametric texture map, and the texture map manager is configured to determine a texture map type for the first texture map and a texture map type for the parametric texture map and to perform a prioritization of the texture map portions based on the determined texture map types. The texture map manager is further configured to select, for conversion, one of the texture map portions based on the prioritization and to convert the selected texture map portion into a form corresponding to a form of the non-selected texture map portion.
    • 纹理映射系统包括存储器和纹理映射管理器。 存储器存储第一纹理贴图和参数纹理贴图。 纹理图管理器被配置为组合第一纹理图的至少一部分和参数纹理图的至少一部分,并且纹理图管理器被配置为确定第一纹理贴图和纹理贴图的纹理贴图类型 对于参数纹理图类型,并且基于所确定的纹理图类型来执行纹理映射部分的优先级。 纹理图管理器还被配置为基于优先级来选择纹理映射部分中的一个,并且将所选择的纹理映射部分转换成与未选择的纹理映射部分的形式相对应的形式。
    • 6. 发明授权
    • System and method for rendering a texture map utilizing an illumination modulation value
    • 使用照明调制值渲染纹理图的系统和方法
    • US06753875B2
    • 2004-06-22
    • US09921477
    • 2001-08-03
    • Bradford A. Ritter
    • Bradford A. Ritter
    • G09G500
    • G06T15/04G06T15/506
    • In one embodiment, the present invention is directed to a system for rendering a pixel of a digital image. The system may comprise a texture map data structure representing a texture map of a plurality of texels; the texture map structure comprising a plurality of coefficients for each texel of the texture map; the plurality of coefficients defining lighting characteristics of the respective texel in response to illumination in a plane. The system may further comprise a modulation data structure; the modulation data structure defining a range of values associated with an illumination vector. Additionally, the system may comprise a rendering algorithm; the rendering algorithm operable to calculate a texel display value using the texture map data structure; the rendering algorithm operable to determine an illumination modulation value from the modulation data structure; and the rendering algorithm being operable to multiply the texel display value by the illumination modulation value to render a pixel.
    • 在一个实施例中,本发明涉及用于渲染数字图像的像素的系统。 该系统可以包括表示多个纹素的纹理图的纹理映射数据结构; 所述纹理图结构包括用于纹理图的每个纹素的多个系数; 所述多个系数响应于平面中的照明来定义相应纹素的照明特性。 该系统还可以包括调制数据结构; 所述调制数据结构定义与照明矢量相关联的值的范围。 另外,该系统可以包括渲染算法; 所述渲染算法可用于使用所述纹理图数据结构来计算纹理显示值; 所述渲染算法可操作以从所述调制数据结构确定照明调制值; 并且所述渲染算法可操作以将纹理像素显示值乘以照明调制值以渲染像素。
    • 7. 发明授权
    • Method and apparatus for performing H-space bump mapping suitable for implementation with H-space lighting in a graphics pipeline of a computer graphics display system
    • 用于在计算机图形显示系统的图形管线中执行适于实施H空间照明的H空间凹凸贴图的方法和装置
    • US06518968B1
    • 2003-02-11
    • US09573059
    • 2000-05-17
    • Bradford A. RitterRoss Cunniff
    • Bradford A. RitterRoss Cunniff
    • G06T1706
    • G06T15/04
    • The present invention provides a method and apparatus for performing H-space bump mapping. The apparatus of the present invention is a fragment processor of a computer graphics display system. The method of the present invention is performed by the fragment processor. In accordance with the method of the present invention, for each vertex of each polygon being processed, the fragment processor calculates both diffuse and specular lighting terms. Then, for each fragment within the polygon defined by the vertices, the fragment processor interpolates the specular and diffuse lighting terms to obtain diffuse and specular lighting terms for each fragment. If bump mapping has been enabled, the fragment processor adds perturbations to the diffuse and specular lighting terms to generate the bump mapping. Preferably, prior to performing the H-space bump mapping algorithm, texture coordinate gradient vectors are calculated for the image to be rendered. During the H-space bump mapping algorithm of the present invention, the H-space reference vectors are aligned with the texture coordinate gradient vectors. The specular and diffuse lighting terms are calculated using the H-space reference vectors. Since the H-space reference vectors are aligned with the texture coordinate vectors, it is not necessary to transform the specular and diffuse lighting terms into the coordinate system associated with the texture coordinates of the bump map on a per fragment (i.e., per pixel basis). Once the H-space reference vectors have been aligned with the texture coordinate gradient vectors, the algorithm proceeds in the aforementioned manner.
    • 本发明提供一种用于执行H空间凹凸映射的方法和装置。 本发明的装置是计算机图形显示系统的片段处理器。 本发明的方法由片段处理器执行。 根据本发明的方法,对于正在处理的每个多边形的每个顶点,片段处理器计算漫反射和镜面光照项。 然后,对于由顶点定义的多边形内的每个片段,片段处理器内插镜面和漫射照明项,以获得每个片段的漫反射和镜面照明术语。 如果已经启用了凹凸贴图,片段处理器将漫反射和镜面照明项添加到生成凹凸贴图中。 优选地,在执行H空间凹凸贴图算法之前,为要渲染的图像计算纹理坐标梯度向量。 在本发明的H空间凸点映射算法期间,H空间参考矢量与纹理坐标梯度矢量对齐。 使用H空间参考矢量计算镜面和漫射照明项。 由于H空间参考向量与纹理坐标向量对齐,因此不需要在每个片段(即,每像素基础上)将镜面和漫射照明项变换成与凹凸贴图的纹理坐标相关联的坐标系 )。 一旦H空间参考向量已经与纹理坐标梯度向量对齐,则算法以上述方式进行。
    • 9. 发明授权
    • System and method for synthesis of parametric texture map textures
    • 用于合成参数纹理贴图纹理的系统和方法
    • US06947055B2
    • 2005-09-20
    • US10683196
    • 2003-10-10
    • Bradford A. Ritter
    • Bradford A. Ritter
    • G06T11/00G09G5/00
    • G06T11/001
    • In one embodiment, the present invention is directed to method for assigning coefficients to a texel of a parametric texture map (PTM) texture. The method may comprise the steps of: generating a random PTM matrix of a desired size, the random PTM matrix comprising texels possessing random valued coefficients; selecting a texel from the random PTM matrix; determining a first neighborhood of the texel from the random PTM matrix; comparing the first neighborhood to neighborhoods of a sample PTM texture to determine an optimal texel of the sample PTM texture; and assigning PTM coefficients of the optimal texel to the texel from the random PTM matrix.
    • 在一个实施例中,本发明涉及用于将参数分配给参数纹理图(PTM)纹理的纹素的方法。 该方法可以包括以下步骤:产生所需大小的随机PTM矩阵,所述随机PTM矩阵包含具有随机值系数的纹素; 从随机PTM矩阵中选择一个纹素; 从所述随机PTM矩阵确定所述纹素的第一邻域; 将第一邻域与样本PTM纹理的邻域进行比较,以确定样本PTM纹理的最优纹理; 并且从随机PTM矩阵将最佳纹素的PTM系数分配给纹理。