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    • 4. 发明申请
    • Data structure for texture data, computer program product, and texture mapping method
    • 纹理数据,计算机程序产品和纹理映射方法的数据结构
    • US20070139435A1
    • 2007-06-21
    • US11706993
    • 2007-02-16
    • Yuichi HiguchiNaohiro Warama
    • Yuichi HiguchiNaohiro Warama
    • G09G5/00
    • G06T15/04
    • The present invention has as an object to propose a texture mapping method which enables smooth shading, and is also appropriate for conserving memory resources. In order to achieve this object, in this invention, data regions with different color tones are set so as to form density gradients in the U coordinate direction and in the V coordinate direction of the texture data. If the brightness of the surface of the object to which texture mapping is performed is I, then among the coordinates to be read to access texture fdata, the U coordinate is calculated as U=a*I+b, and the V coordinate is determined from V=d. The value of the dynamic variable d can be set appropriately according to the application. Because the texture data is such that color tone density gradients are formed in two mutually orthogonal directions, smooth shading is possible, and a plurality of texture memory areas can be consolidated to conserve memory usage.
    • 本发明的目的是提出一种能够平滑着色的纹理映射方法,并且也适用于节省存储器资源。 为了实现该目的,在本发明中,设定具有不同色调的数据区域,以便在纹理数据的U坐标方向和V坐标方向上形成浓度梯度。 如果执行纹理映射的对象的表面的亮度为I,则在要读取的坐标中访问纹理fdata,则将U坐标计算为U = a * I + b,并且确定V坐标 从V = d。 可以根据应用适当地设置动态变量d的值。 由于纹理数据使得在两个相互正交的方向上形成色调浓度梯度,所以可以进行平滑阴影,并且可以合并多个纹理存储区域以节省存储器使用。
    • 5. 发明授权
    • Data structure for texture data, computer program product, and texture mapping method
    • 纹理数据,计算机程序产品和纹理映射方法的数据结构
    • US07193630B2
    • 2007-03-20
    • US10361565
    • 2003-02-11
    • Yuichi HiguchiNaohiro Warama
    • Yuichi HiguchiNaohiro Warama
    • G09G5/00
    • G06T15/04
    • The present invention has as an object to propose a texture mapping method which enables smooth shading, and is also appropriate for conserving memory resources. In order to achieve this object, in this invention, data regions with different color tones are set so as to form density gradients in the U coordinate direction and in the V coordinate direction of the texture data. If the brightness of the surface of the object to which texture mapping is performed is I, then among the coordinates to be read to access texture data, the U coordinate is calculated as U=a*I+b, and the V coordinate is determined from V=d. The value of the dynamic variable d can be set appropriately according to the application. Because the texture data is such that color tone density gradients are formed in two mutually orthogonal directions, smooth shading is possible, and a plurality of texture memory areas can be consolidated to conserve memory usage.
    • 本发明的目的是提出一种能够平滑着色的纹理映射方法,并且也适用于节省存储器资源。 为了实现该目的,在本发明中,设定具有不同色调的数据区域,以便在纹理数据的U坐标方向和V坐标方向上形成浓度梯度。 如果执行纹理映射的对象的表面的亮度为I,则在要读取的坐标中访问纹理数据,则U坐标被计算为U = a * I + b,并且确定V坐标 从V = d。 可以根据应用适当地设置动态变量d的值。 由于纹理数据使得在两个相互正交的方向上形成色调浓度梯度,所以可以进行平滑阴影,并且可以合并多个纹理存储区域以节省存储器使用。