Entity Agnostic Animation Tool
    13.
    发明申请
    Entity Agnostic Animation Tool 审中-公开
    实体不可知论动画工具

    公开(公告)号:US20160358366A1

    公开(公告)日:2016-12-08

    申请号:US14732736

    申请日:2015-06-07

    Applicant: Apple Inc.

    CPC classification number: G06T13/00 G06T2200/24 G06T2213/08 G06T2213/12

    Abstract: This disclosure relates generally to the field of image processing and, more particularly, to various techniques and animation tools for allowing 2D and 3D graphics rendering and animation infrastructures to be able to dynamically render customized animations—without the need for the customized animations to be explicitly tied to any particular graphical entity. These so-called entity agnostic animations may then be integrated into “mixed” graphical scenes (i.e., scenes with both two-dimensional and three-dimensional components), where they may be: applied to any suitable graphical entity; visualized in real-time by the programmer; edited dynamically by the programmer; and shared across various computing platforms and environments that support the entity agnostic animation tools described herein. The entity agnostic animations created by the techniques described herein may be output directly to the current scene file that a programmer is working on, or they may be output to standalone, reusable entity agnostic animation object files.

    Abstract translation: 本公开一般涉及图像处理领域,更具体地,涉及用于允许2D和3D图形渲染和动画基础设施能够动态地呈现定制的动画的各种技术和动画工具,而不需要明确地定制定制的动画 绑定到任何特定的图形实体。 然后可以将这些所谓的实体不可知动画集成到“混合”图形场景(即,具有二维和三维组件的场景)中,其中它们可以被应用于任何合适的图形实体; 由程序员实时可视化; 由程序员动态编辑; 并在各种支持本文所述实体不可知动画工具的计算平台和环境之间共享。 通过本文描述的技术创建的实体不可知动画可以直接输出到程序员正在处理的当前场景文件,或者它们可以被输出到独立的,可重复使用的实体不可知动画对象文件。

    Dynamic generation of texture atlases
    14.
    发明授权
    Dynamic generation of texture atlases 有权
    动态生成纹理地图集

    公开(公告)号:US09355464B2

    公开(公告)日:2016-05-31

    申请号:US14292742

    申请日:2014-05-30

    Applicant: Apple Inc.

    CPC classification number: G06T7/40 G06T1/60 G06T11/40

    Abstract: Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to analyze input images to a texture atlas and determine how each texture should be modified before being stored in the texture atlas to prevent undesirable drawing artifacts. For example, “tileable” images may be identified on a per-edge basis (e.g., by determining whether each edge pixel is above a certain opacity threshold). The tileable images may then be modified, e.g., by extruding a 1-pixel border identical to the outer row of pixels, before being stored in the texture atlas. “Character”-type sprites may also be identified on a per-edge basis (e.g., by determining whether each edge pixel is below the opacity threshold). The character-type sprites may then by modified by adding a single pixel transparent border around the outer rows of pixels before being stored in the texture atlas.

    Abstract translation: 公开了系统,方法和程序存储设备,其包括使一个或多个处理单元将输入图像分析到纹理图集的指令,并且确定在存储在纹理图集中之前应如何修改每个纹理以防止不期望的绘图伪像。 例如,可以在每个边缘基础上(例如,通过确定每个边缘像素是否高于某一不透明度阈值)来识别“瓦片”图像。 然后可以修改瓦片图像,例如通过在存储在纹理图集中之前挤出与外部像素行相同的1像素边界。 也可以在每个边缘基础上(例如,通过确定每个边缘像素是否低于不透明度阈值)来识别“字符”型精灵。 然后可以通过在存储在纹理图集中之前在像素的外部行周围添加单个像素透明边界来修改字符型精灵。

    SYSTEMS AND METHODS FOR GENERATING REFINED, HIGH FIDELITY NORMAL MAPS FOR 2D AND 3D TEXTURES
    15.
    发明申请
    SYSTEMS AND METHODS FOR GENERATING REFINED, HIGH FIDELITY NORMAL MAPS FOR 2D AND 3D TEXTURES 有权
    用于生成二维和三维纹理的精制高分辨率正常图像的系统和方法

    公开(公告)号:US20150348285A1

    公开(公告)日:2015-12-03

    申请号:US14292731

    申请日:2014-05-30

    Applicant: Apple Inc.

    Abstract: Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to dynamically generate refined normal maps for 2D texture maps, e.g., supplied by a programmer or artist. Generally speaking, there are two pertinent properties to keep in balance when generating normal vectors comprising a normal map: “smoothness” and “bumpiness.” The smoothness of the normal vectors is influenced by how many neighboring pixels are involved in the “smoothening” calculation. Incorporating the influence of a greater number of neighboring pixels' values reduces the overall bumpiness of the normal map, as each pixel's value takes weight from those neighboring pixels. Thus, the techniques described herein iteratively: downsample height maps; generate normal maps; scale the normal maps to maintain bumpiness; and blend the generated scaled normal maps with generated normal maps from previous iterations—until the smoothness of the resultant normal map has reached desired levels.

    Abstract translation: 公开了系统,方法和程序存储设备,其包括使一个或多个处理单元动态地生成2D纹理贴图的精细法线贴图的指令,例如由程序员或艺术家提供。 一般来说,当产生包含法线贴图的法向矢量时,有两个相关的属性保持平衡:“平滑度”和“颠簸”。法向矢量的平滑度受“平滑”计算中涉及的相邻像素数量的影响 。 结合更多数量的相邻像素值的影响可减少法线贴图的整体颠簸,因为每个像素的值从这些相邻像素获取权重。 因此,本文描述的技术迭代地:下采样高度图; 生成法线贴图; 缩放法线贴图以保持颠簸; 并将生成的缩放法线图与先前迭代中生成的法线贴图混合,直到得到的法线贴图的平滑度达到期望水平。

    Collision Avoidance Of Arbitrary Polygonal Obstacles
    20.
    发明申请
    Collision Avoidance Of Arbitrary Polygonal Obstacles 有权
    碰撞避免任意多边形障碍物

    公开(公告)号:US20160358485A1

    公开(公告)日:2016-12-08

    申请号:US14732746

    申请日:2015-06-07

    Applicant: Apple Inc.

    CPC classification number: G08G9/02 B60W30/09 G01C21/00 G05D1/0212

    Abstract: Systems, methods, and computer readable media to improve the operation of graphics systems are described. In general, collision avoidance techniques are disclosed that operate even when the agent lacks a priori knowledge of its environment and is, further, agnostic as to whether the environment is two-dimensional (2D) or three-dimensional (3D), whether the obstacles are convex or concave, or whether the obstacles are moving or stationary. More particularly, techniques disclosed herein use simple geometry to identify which edges of which obstacles an agent is most likely to collide. With this known, the direction of an avoidance force is also known. The magnitude of the force may be fixed, based on the agent's maximum acceleration, and modulated by weighting agents

    Abstract translation: 描述了用于改进图形系统的操作的系统,方法和计算机可读介质。 通常,公开了避免碰撞的技术,即使在代理人缺乏对其环境的先验知识的情况下也可以进行操作,而且还不知道环境是二维的还是三维的(3D) 是凸的还是凹的,还是障碍物是移动还是静止。 更具体地,本文公开的技术使用简单的几何来识别代理最可能发生碰撞的障碍物的哪些边缘。 就此而言,避免力的方向也是已知的。 力的大小可以基于代理的最大加速度而被固定,并由加权代理进行调制

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