会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 1. 发明授权
    • System and method for performing non-affine deformations
    • 执行非仿射变形的系统和方法
    • US09275487B1
    • 2016-03-01
    • US12420726
    • 2009-04-08
    • Dirk Van GelderGeorge ElkouraAdam Woodbury
    • Dirk Van GelderGeorge ElkouraAdam Woodbury
    • G06T13/20G06T13/00
    • G06T13/00G06T17/005G06T19/00G06T2213/12
    • A method for performing non-affine deformations. The method includes receiving data representing mathematical vectors associated with elements defining an object. The elements are organized in a hierarchy, a different subset of mathematical vectors is associated with one or more elements, and the mathematical vectors within each subset are defined relative to a local coordinate space associated with each element. The method further includes determining that a first non-affine deformer is to be applied to a first set of the elements, and, for each element in the first set, applying the first non-affine deformer to world coordinate space values corresponding to the mathematical vectors within the subset of mathematical vectors associated with the element to generate modified world coordinate space values for the mathematical vectors.
    • 执行非仿射变形的方法。 该方法包括接收表示与定义对象的元素相关联的数学向量的数据。 元素以层次结构组织,数学向量的不同子集与一个或多个元素相关联,并且每个子集内的数学向量相对于与每个元素相关联的局部坐标空间来定义。 该方法还包括确定将第一非仿射变形器应用于第一组元件,并且对于第一组中的每个元件,将第一非仿射变形器应用于对应于数学的世界坐标空间值 与元素相关联的数学向量子集内的向量,以生成数学向量的修改后的世界坐标空间值。
    • 2. 发明授权
    • Stereo image convergence characterization and adjustment
    • 立体图像融合表征和调整
    • US08224067B1
    • 2012-07-17
    • US12175403
    • 2008-07-17
    • Rick SayreRod Bogart
    • Rick SayreRod Bogart
    • G06K9/00G06T15/00
    • H04N13/128
    • A system and method for characterizing and adjusting an offset between displayed stereo image pairs allows for calibration of the stereo image content for each display environment. The stereo image content is typically authored assuming a particular display image size. When the stereo image content is displayed in a display environment that does not conform to the particular display image size the offset between displayed stereo image pairs is increased or decreased, resulting in a viewing experience that is different than intended. In some cases, the viewer may experience discomfort due to eye strain or eye fatigue. Adjusting the offset during the playback of the stereo image content may improve the viewer experience.
    • 用于表征和调整显示的立体图像对之间的偏移的系统和方法允许校准每个显示环境的立体图像内容。 通常假定立体图像内容具有特定的显示图像尺寸。 当在不符合特定显示图像尺寸的显示环境中显示立体图像内容时,显示的立体图像对之间的偏移增加或减小,导致与预期不同的观看体验。 在某些情况下,由于眼睛疲劳或眼睛疲劳,观察者可能感到不适。 在立体声图像内容的回放期间调整偏移可以改善观看者体验。
    • 6. 发明申请
    • METHOD AND APPARATUS FOR USING VOXEL MIP MAPS AND BRICK MAPS AS GEOMETRIC PRIMITIVES IN IMAGE RENDERING PROCESS
    • 使用VOXEL MIP MAPS和BRICK MAPS作为图像渲染过程中的几何原理的方法和装置
    • US20070262988A1
    • 2007-11-15
    • US11743549
    • 2007-05-02
    • Per Christensen
    • Per Christensen
    • G06T17/00
    • G06T15/08G06T2210/36
    • A system, apparatus and method of rendering images for computer graphics or animation at multiple levels of detail or resolution. The invention uses a hierarchical data structure and provides methods of generating and using that structure for rendering images. The invention generates a data structure containing data elements representing multiple resolutions of data and then determines a desired resolution for the image. The data elements in the data structure corresponding to the desired resolution are accessed and each data element in the accessed data is associated with a renderable primitive. The image is then rendered by processing the renderable primitive associated with each data element.
    • 用于以多级细节或分辨率呈现计算机图形或动画的图像的系统,装置和方法。 本发明使用分层数据结构,并提供生成和使用该结构来渲染图像的方法。 本发明生成包含表示数据的多个分辨率的数据元素的数据结构,然后确定图像的期望分辨率。 访问与所需分辨率相对应的数据结构中的数据元素,并将访问的数据中的每个数据元素与可渲染图元相关联。 然后通过处理与每个数据元素相关联的可渲染图元来呈现图像。
    • 7. 发明申请
    • Statistical dynamic collisions method and apparatus
    • 统计动态碰撞方法和装置
    • US20040227760A1
    • 2004-11-18
    • US10438732
    • 2003-05-14
    • Pixar Animation Studios
    • John AndersonAdam Woodbury
    • G06T015/70
    • G06T13/40G06T17/00G06T2210/21
    • A method for animating soft body characters has a preparation phase followed by an animation phase. The preparation phase determines the skin deformation of a character model at skin contact points in response to impulse collisions. The skin deformation from impulse collisions are compactly represented in terms of the set of basis poses. In the animation phase, the skin impulse responses are used to create a final posed character. Regardless of the type of collision or the shape of the colliding object, the collision animation phase uses the same set of skin impulse responses. A subset of a set of skin points is selected as a set of skin collision points. A final collision response is determined from the skin collision points. The final collision response to the complete set of skin points.
    • 用于动画柔体身体角色的方法具有准备阶段,随后是动画阶段。 准备阶段响应脉冲碰撞确定皮肤接触点处人物模型的皮肤变形。 脉冲碰撞的皮肤变形以基础姿势的集合紧凑地表示。 在动画阶段,皮肤脉冲响应用于创建最终提出的角色。 碰撞动画阶段不考虑碰撞类型或碰撞对象的形状,使用相同的皮肤脉冲响应集。 选择一组皮肤点的子集作为一组皮肤碰撞点。 从皮肤碰撞点确定最终的碰撞响应。 最终的碰撞响应对完整的皮肤点集合。
    • 8. 发明申请
    • CIRCULAR SCRATCH SHADER
    • 圆形刮刀阴影
    • US20130141451A1
    • 2013-06-06
    • US13312905
    • 2011-12-06
    • Philip CHILD
    • Philip CHILD
    • G09G5/00
    • G06T15/83G06T15/04
    • A computer-implemented method for generating a circular scratch highlight. The method includes generating a plurality of texture planes, where each texture plane includes a plurality of copies of a scratch texture oriented in the same direction; generating a combined texture by combining the plurality of texture planes at different angles; applying the combined texture to a surface of an object; calculating a specular gradient vector based on a light vector and a reflectance vector, wherein the specular gradient vector points in a gradient direction of a specular highlight; and generating the circular scratch highlight by assigning, for each of a plurality of points on the surface of the object, a separate weight value corresponding to each texture plane in the combined texture based on how closely an orientation of the texture plane at the point corresponds to a scratch vector that is perpendicular to the specular gradient vector.
    • 一种计算机实现的方法,用于生成循环划痕高亮。 该方法包括生成多个纹理平面,其中每个纹理平面包括朝向相同方向的划痕纹理的多个拷贝; 通过以不同的角度组合多个纹理平面来产生组合纹理; 将组合的纹理应用于物体的表面; 基于光矢量和反射矢量计算镜面渐变矢量,其中所述镜面渐变矢量指向镜面高光的梯度方向; 以及通过针对所述对象的表面上的多个点中的每个点分配与所述组合纹理中的每个纹理平面相对应的单独的加权值,以基于所述纹理平面在该点处的取向相对于 到垂直于镜面梯度矢量的划痕矢量。