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    • 1. 发明申请
    • Strategies for Compressing Textures
    • 压缩纹理的策略
    • US20080002895A1
    • 2008-01-03
    • US11627171
    • 2007-01-25
    • Andrew C. FlavellYan LuWen SunFeng WuShipeng Li
    • Andrew C. FlavellYan LuWen SunFeng WuShipeng Li
    • G06K9/36G06K9/46
    • G06T9/005H04N19/186
    • A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.
    • 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。
    • 2. 发明授权
    • Strategies for compressing textures
    • 压缩纹理的策略
    • US07714873B2
    • 2010-05-11
    • US11627171
    • 2007-01-25
    • Andrew C. FlavellYan LuWen SunFeng WuShipeng Li
    • Andrew C. FlavellYan LuWen SunFeng WuShipeng Li
    • G06K9/36G06K9/00G09G5/02G06T17/20G06T17/00H04B1/66H04B14/06
    • G06T9/005H04N19/186
    • A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.
    • 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。
    • 3. 发明授权
    • Strategies for lossy compression of textures
    • 纹理有损压缩的策略
    • US07683910B2
    • 2010-03-23
    • US11627228
    • 2007-01-25
    • Yan LuWen SunAndrew C. FlavellFeng WuShipeng Li
    • Yan LuWen SunAndrew C. FlavellFeng WuShipeng Li
    • G06K9/36G06T17/20G06T17/00G06T9/00G09G5/02G06K9/00
    • G06T9/005G06T15/04H04N19/186
    • A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.
    • 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。
    • 4. 发明申请
    • Strategies For Lossy Compression Of Textures
    • 有损压缩纹理的策略
    • US20080002896A1
    • 2008-01-03
    • US11627228
    • 2007-01-25
    • Yan LuWen SunAndrew C. FlavellFeng WuShipeng Li
    • Yan LuWen SunAndrew C. FlavellFeng WuShipeng Li
    • G06K9/36G06K9/46
    • G06T9/005G06T15/04H04N19/186
    • A technique is described for compressing textures for use in a graphics application, such as a 3D game application. The technique includes parsing first-compressed texture information (e.g., S3TC texture information) into respective components of the first-compressed texture information (such as main color information, color index information, main alpha information, and alpha index information). The technique then further compresses the respective components to yield second-compressed texture information (referred to as modified compressed texture information or MCT texture information). The MCT texture information can be stored and then decoded to reconstruct the original S3TC texture information for use in the graphics application. Compared to the use of unmodified S3TC texture information, the technique allows more economical storage of texture information, as well as more efficient loading of the texture information from storage to memory.
    • 描述了一种用于压缩纹理以用于诸如3D游戏应用的图形应用中的技术。 该技术包括将第一压缩纹理信息(例如,S3TC纹理信息)解析成第一压缩纹理信息(诸如主色信息,颜色索引信息,主阿尔法信息和阿尔法索引信息)的各个分量。 然后,该技术进一步压缩各个组件以产生第二压缩纹理信息(称为修改的压缩纹理信息或MCT纹理信息)。 MCT纹理信息可以被存储然后被解码以重建用于图形应用中的原始S3TC纹理信息。 与使用未修改的S3TC纹理信息相比,该技术允许更经济地存储纹理信息,以及更有效地将纹理信息从存储器加载到存储器。
    • 5. 发明授权
    • High dynamic range texture compression
    • 高动态范围纹理压缩
    • US08498476B2
    • 2013-07-30
    • US13429208
    • 2012-03-23
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G06K9/00
    • G06T9/00
    • A method for compressing a high dynamic range (HDR) texture. A first block of texels of the HDR texture in a red-green-blue (RGB) space may be transformed to a second block of texels in a luminance-chrominance space. The first block may have red values, green values and blue values. The second block may have luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The luminance values and the chrominance values may be converted to an 8-bit integer format. The luminance values may be modified to restore a local linearity property to the second block. The second block may be compressed.
    • 一种用于压缩高动态范围(HDR)纹理的方法。 红 - 绿 - 蓝(RGB)空间中的HDR纹理的纹素的第一块可以被变换为亮度 - 色度空间中的第二纹理纹理块。 第一个块可能具有红色值,绿色值和蓝色值。 第二块可以具有亮度值和色度值。 色度值可以基于红色值的总和,绿色值的和与蓝色值的和。 亮度值和色度值可以被转换成8位整数格式。 可以修改亮度值以恢复与第二块的局部线性特性。 第二个块可能被压缩。
    • 7. 发明申请
    • HIGH DYNAMIC RANGE TEXTURE COMPRESSION
    • 高动态范围压缩
    • US20120242674A1
    • 2012-09-27
    • US13429208
    • 2012-03-23
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G09G5/00
    • G06T9/00
    • A method for compressing a high dynamic range (HDR) texture. A first block of texels of the HDR texture in a red-green-blue (RGB) space may be transformed to a second block of texels in a luminance-chrominance space. The first block may have red values, green values and blue values. The second block may have luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The luminance values and the chrominance values may be converted to an 8-bit integer format. The luminance values may be modified to restore a local linearity property to the second block. The second block may be compressed.
    • 一种用于压缩高动态范围(HDR)纹理的方法。 红 - 绿 - 蓝(RGB)空间中的HDR纹理的纹素的第一块可以被变换为亮度 - 色度空间中的第二纹理纹理块。 第一个块可能具有红色值,绿色值和蓝色值。 第二块可以具有亮度值和色度值。 色度值可以基于红色值的总和,绿色值的和与蓝色值的和。 亮度值和色度值可以被转换成8位整数格式。 可以修改亮度值以恢复与第二块的局部线性特性。 第二个块可能被压缩。
    • 8. 发明授权
    • High dynamic range texture compression
    • 高动态范围纹理压缩
    • US08165393B2
    • 2012-04-24
    • US12133369
    • 2008-06-05
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G06K9/36
    • G06T9/00
    • A method for compressing a high dynamic range (HDR) texture. A first block of texels of the HDR texture in a red-green-blue (RGB) space may be transformed to a second block of texels in a luminance-chrominance space. The first block may have red values, green values and blue values. The second block may have luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The luminance values and the chrominance values may be converted to an 8-bit integer format. The luminance values may be modified to restore a local linearity property to the second block. The second block may be compressed.
    • 一种用于压缩高动态范围(HDR)纹理的方法。 红 - 绿 - 蓝(RGB)空间中的HDR纹理的纹素的第一块可以被变换为亮度 - 色度空间中的第二纹理纹理块。 第一个块可能具有红色值,绿色值和蓝色值。 第二块可以具有亮度值和色度值。 色度值可以基于红色值的总和,绿色值的和与蓝色值的和。 亮度值和色度值可以被转换成8位整数格式。 可以修改亮度值以恢复与第二块的局部线性特性。 第二个块可能被压缩。
    • 9. 发明授权
    • Bitstream switching in multiple bit-rate video streaming environments
    • 在多个比特率视频流环境中的比特流切换
    • US08311102B2
    • 2012-11-13
    • US11460217
    • 2006-07-26
    • Yan LuFeng WuWen SunShipeng Li
    • Yan LuFeng WuWen SunShipeng Li
    • H04N7/12
    • H04N21/44016H04N21/23424H04N21/23439H04N21/235H04N21/2402H04N21/2662H04N21/435
    • Bitstream switching for multiple bit rate video streaming uses a first algorithm to generate multiple encoded bitstreams of a piece of video at different bit rates. A different algorithm is used to generate multiple side bitstreams of the video. Each side stream is generated at respective ones of the different bit rates. The side bitstreams comprise switching frames to switch from a first bitstream encoded with the first algorithm at a first bit rate to a second bitstream encoded with the first algorithm at a different bit rate. At non-bitstream switching points, frames from respective ones of bitstreams generated with the first algorithm are streamed for presentation. At a bitstream switching point, a switching frame from a respective side bitstream is transmitted to a decoder to transition streaming from a first of the respective ones of the bitstreams to a second of the respective ones of the bitstreams.
    • 用于多比特率视频流的比特流切换使用第一算法以不同比特率生成一段视频的多个编码比特流。 使用不同的算法来生成视频的多边比特流。 每个侧流以不同比特率的相应的一个生成。 侧比特流包括切换帧,以从第一比特流编码的第一比特流以第一比特率切换到以不同比特率编码的第一比特率的第二比特流。 在非比特流切换点,利用第一算法生成的来自相应比特流的帧被流传输以便呈现。 在比特流切换点,来自相应侧比特流的切换帧被发送到解码器,以将流从各个比特流中的第一个流转换到相应比特流中的第二个。
    • 10. 发明申请
    • UNIFIED TEXTURE COMPRESSION FRAMEWORK
    • 统一纹理压缩框架
    • US20090322777A1
    • 2009-12-31
    • US12146496
    • 2008-06-26
    • Yan LuWen SunFeng WuShipeng Li
    • Yan LuWen SunFeng WuShipeng Li
    • G09G5/00
    • G06T15/04G06T9/00G06T2207/20208
    • A method for compressing textures. A first block of texels is transformed from a red-green-blue (RGB) space to a second block of texels in a luminance-chrominance space. The first block has red values, green values and blue values. The second block has luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The chrominance values may be sampled for a first subset of texels in the second block. The luminance values and the sampled chrominance values may be converted to an 8-bit integer format. The luminance values of the first subset may be modified to restore a local linearity property to the first subset. The second block may be compressed into a third block.
    • 一种压缩纹理的方法。 纹素的第一块从红 - 绿 - 蓝(RGB)空间转换为亮度 - 色度空间中的纹素的第二块。 第一个块具有红色值,绿色值和蓝色值。 第二块具有亮度值和色度值。 色度值可以基于红色值的总和,绿色值的和与蓝色值的和。 可以对第二块中的纹素的第一子集对色度值进行采样。 亮度值和采样色度值可以被转换成8位整数格式。 可以修改第一子集的亮度值以恢复与第一子集的局部线性特性。 第二块可以被压缩成第三块。