Managing multi-modal rendering of application content

    公开(公告)号:US11195323B2

    公开(公告)日:2021-12-07

    申请号:US17010762

    申请日:2020-09-02

    申请人: Apple Inc.

    摘要: A device implementing a system for managing multi-modal rendering of application content includes at least one processor configured to receive content, provided by an application running on a device, for displaying in a three-dimensional display mode. The at least one processor is further configured to determine that the content corresponds to two-dimensional content. The at least one processor is further configured to identify a portion of the two-dimensional content for enhancement by a three-dimensional render. The at least one processor is further configured to enhance, in response to the determining, the portion of the two-dimensional content by the three-dimensional renderer. The at least one processor is further configured to provide for display of the enhanced portion of the two-dimensional content on a display of the device in the three-dimensional display mode.

    Location-Based Virtual Element Modality in Three-Dimensional Content

    公开(公告)号:US20200082632A1

    公开(公告)日:2020-03-12

    申请号:US16549483

    申请日:2019-08-23

    申请人: Apple Inc.

    IPC分类号: G06T19/00 G06T19/20 G02B27/01

    摘要: Various implementations disclosed herein include devices, systems, and methods that enable a device to provide a view of virtual elements and a physical environment where the presentation of the virtual elements is based on positioning relative to the physical environment. In one example, a device is configured to detect a change in positioning of a virtual element, for example, when a virtual element is added, moved, or the physical environment around the virtual element is changed. The location of the virtual element in the physical environment is used to detect an attribute of the physical environment upon which the presentation of the virtual element depends. Thus, the device is further configured to detect an attribute (e.g., surface, table, mid-air, etc.) of the physical environment based on the placement of the virtual element and present the virtual element based on the detected attribute.

    Dynamic generation of texture atlases
    13.
    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

    申请人: Apple Inc.

    IPC分类号: G09G5/00 G06T7/40 G06T7/00

    CPC分类号: G06T7/40 G06T1/60 G06T11/40

    摘要: 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.

    摘要翻译: 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
    14.
    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

    申请人: Apple Inc.

    摘要: 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.

    摘要翻译: 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

    公开(公告)号:US09836980B2

    公开(公告)日:2017-12-05

    申请号:US14732746

    申请日:2015-06-07

    申请人: Apple Inc.

    摘要: 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.

    Graphics Engine And Environment For Encapsulating Graphics Libraries and Hardware
    20.
    发明申请
    Graphics Engine And Environment For Encapsulating Graphics Libraries and Hardware 审中-公开
    用于封装图形库和硬件的图形引擎和环境

    公开(公告)号:US20160357532A1

    公开(公告)日:2016-12-08

    申请号:US15081451

    申请日:2016-03-25

    申请人: Apple Inc.

    IPC分类号: G06F9/45 G06T1/20 G06T15/80

    摘要: The disclosure pertains to the operation of graphics systems and to a variety of architectures for design and/or operation of a graphics system spanning from the output of an application program and extending to the presentation of visual content in the form of pixels or otherwise. In general, many embodiments of the invention envision the processing of graphics programming according to an on-the-fly decision made regarding how best to use the specific available hardware and software. In some embodiments, a software arrangement may be used to evaluate the specific system hardware and software capabilities, then make a decision regarding what is the best graphics programming path to follow for any particular graphics request. The decision regarding the best path may be made after evaluating the hardware and software alternatives for the path in view of the particulars of the graphics program to be processed.

    摘要翻译: 本公开涉及图形系统的操作以及用于从应用程序的输出跨越到以像素或其他形式呈现视觉内容的图形系统的设计和/或操作的各种架构。 通常,本发明的许多实施例根据关于如何最好地使用特定的可用硬件和软件的即时决定来设想图形编程的处理。 在一些实施例中,可以使用软件布置来评估特定的系统硬件和软件能力,然后作出关于什么是用于任何特定图形请求的最佳图形编程路径的决定。 考虑到要处理的图形程序的细节,可以在评估路径的硬件和软件替代方案之后做出关于最佳路径的决定。