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    • 93. 发明申请
    • OBJECT INTERACTION SIMULATION
    • 对象交互模拟
    • WO2002069206A2
    • 2002-09-06
    • PCT/GB2002/000786
    • 2002-02-26
    • THE UNIVERSITY OF LEEDSWILLIAMS, Richard, AndrewJIA, Xiaodong
    • WILLIAMS, Richard, AndrewJIA, Xiaodong
    • G06F17/50
    • G06F17/5018G06F2217/10G06T19/20G06T2210/21G06T2219/2004G06T2219/2016
    • A computer implemented method for simulating interactions between relatively movable objects of arbitrary shapes and sizes wherein a space to be modelled is mapped to a grid of cells each of which is a basic spatial element; a first object is mapped to a first set of grid cells representing the shape of the first object and a second object is mapped to a second set of grid cells representing the shape of the second object, movement of at least one of the objects through the modelled space is simulated by mapping the moved object to an updated set of grid cells selected to represent the shape of the moved object after a predetermined stepwise movement of the object, and movements which would result in sets of cells representing different objects including a common cell are precluded. Each basic spatial element may be a pixel or a voxel.
    • 一种用于模拟任意形状和尺寸的相对可移动物体之间的相互作用的计算机实现的方法,其中待建模的空间被映射到每个都是基本空间元素的单元格格; 第一对象被映射到表示第一对象的形状的第一组网格单元,并且第二对象被映射到表示第二对象的形状的第二组网格单元,至少一个对象的移动通过 模拟空间通过将被移动的对象映射到在对象的预定的逐步移动之后被选择来表示移动的对象的形状的更新的网格单元组,以及将导致表示包括公共单元的不同对象的单元的集合的移动 被排除在外。 每个基本空间元素可以是像素或体素。
    • 94. 发明申请
    • POINT INPUTTING DEVICE AND METHOD FOR THREE-DIMENSIONAL IMAGES
    • 点输入装置和三维图像的方法
    • WO01097174A1
    • 2001-12-20
    • PCT/JP2001/005167
    • 2001-06-18
    • G06T19/20G06F3/033G06F3/048G06F19/00G06T15/08G06T19/00G06T17/40
    • G06T19/00G06F3/04845G06T2210/21G06T2219/008
    • Where an arbitrary point on an image is designated in the field of a medical image, it is generally designated on a sectional image, and an arbitrary point on a three-dimensional image cannot be designated. According to the invention the orientation of the three-dimensional image is controlled in a first direction corresponding to the operation of the user. When an arbitrary point of the three-dimensional image is designated by the user, a plane passing through that point and normal to a display screen is created and stored. Next, the three-dimensional image is oriented in a second direction, and an arbitrary point is designated in the second direction by the user. Then, there is created a straight line which passes through that point and which is normal to the display screen. Then, the coordinates of the intersection the stored screen and the straight line are determined, and the point having the coordinates of the intersection point is displayed on the three-dimensional image. As a result, an arbitrary point on the three-dimensional image can be designated by a simple operation.
    • 在医疗图像领域中指定图像上的任意点的情况下,通常以剖面图像表示,并且不能指定三维图像上的任意点。 根据本发明,三维图像的取向在与用户的操作相对应的第一方向上被控制。 当用户指定三维图像的任意点时,创建并存储通过该点并垂直于显示屏幕的平面。 接下来,三维图像朝向第二方向,用户在第二方向上指定任意点。 然后,创建一条直线穿过该点,与直线垂直于显示屏。 然后,确定存储屏幕和直线的交点的坐标,并且将具有交点的坐标的点显示在三维图像上。 结果,可以通过简单的操作来指定三维图像上的任意点。
    • 99. 发明申请
    • GRAPHICS PROCESSING SYSTEMS
    • 图形处理系统
    • WO2016135498A1
    • 2016-09-01
    • PCT/GB2016/050498
    • 2016-02-26
    • ARM LIMITED
    • LOPEZ MENDEZ, RobertoBALA, SylwesterLAYNTON, Samuel Paul
    • G06T15/06
    • G06T15/503G06T13/20G06T15/005G06T15/04G06T15/06G06T15/20G06T15/80G06T19/20G06T2210/12G06T2210/21G06T2210/62G06T2219/2012
    • In a graphics processing system, a bounding volume (20) representative of the volume of all or part of a scene to be rendered is defined. Then, when rendering an at least partially transparent object (21) that is within the bounding volume (20) in the scene, a rendering pass for part or all of the object (21) is performed in which the object (21) is rendered as if it were an opaque object. In the rendering pass, for at least one sampling position (23) on a surface of the object (21), the colour to be used to represent the part of the refracted scene that will be visible through the object (21) at the sampling position (23) is determined by using a view vector (24) from a viewpoint position (25) for the scene to determine a refracted view vector (26) for the sampling position (23), determining the position 28 on the bounding volume (20) intersected by the refracted view vector (26), using the intersection position (28) to determine a vector (29) to be used to sample a graphics texture that represents the colour of the surface of the bounding volume (20) in the scene, and using the determined vector (29) to sample the graphics texture to determine a colour for the sampling position (23) to be used to represent the part of the refracted scene that will be visible through the object (21) at the sampling position (23) and any other relevant information encoded in one or more channels of the texture.
    • 在图形处理系统中,定义表示要渲染的场景的全部或部分的体积的边界体积(20)。 然后,当渲染在场景中的边界体积(20)内的至少部分透明的物体(21)时,执行对象(21)的部分或全部的渲染遍历(21) 好像它是一个不透明的物体。 在渲染过程中,对于物体(21)表面上的至少一个采样位置(23),用于表示通过物体(21)在采样时可见的部分折射场景的颜色 通过使用来自用于场景的视点位置(25)的视图向量(24)来确定用于采样位置(23)的折射视图矢量(26)来确定位置(23),确定边界体积上的位置28( 20)与所述折射视图矢量(26)相交,使用所述交叉位置(28)来确定用于对表示所述边界体积(20)的表面的颜色的图形纹理进行采样的矢量(29),所述图形纹理 并且使用所确定的向量(29)来对图形纹理进行采样,以确定用于表示通过对象(21)在采样处可见的部分折射场景的采样位置(23)的颜色 位置(23)和以一个或多个编码的任何其他相关信息 渠道的纹理。