Abstract:
A data coder prepares a frame of data for transmission over a data channel. The frame is first broken into a series of non-overlapping blocks. The blocks are analyzed to determine if they are a “picture” block or a “non-picture” block. Picture blocks are compressed to produce one or more layers of data, including a base layer and, optionally, one or more enhanced layers. Non-picture blocks are similarly compressed, but according to different compression procedures. Prior to sending the compressed layers of data to a scheduler for transmission on the data channel, the blocks are checked to see if they have changed more than a threshold amount from the last time they were sent. If the block has changed more than the threshold, the changed block is sent to the scheduler, in compressed form. If the block has not changed more than the threshold, only an indication of the block, and not the block itself, is sent to the scheduler.
Abstract:
Compressing and decompressing techniques for transformation matrices 3D computer graphics systems use to animate objects achieve high compression ratios by taking advantage of common characteristics of homogenous 3D transformation matrices. The techniques use a bitmap to encode information on locations of ones and zeros of the matrix—bypassing the penchant of compilers to represent such information as high-precision numbers. Since most video game processors and display hardware are constrained by their resolutions and since an original transformation matrix often stores data that is more accurate than necessary, the techniques convert some real numbers in the matrix (e.g., those within the range of −1 and 1) into integers by scaling them by a constant. The resulting compressed matrices occupy much less storage space than their non-compressed counterparts, and can be efficiently decompressed in real time for use in interactive real time 3D animations.
Abstract:
Loss-less data compression/decompression especially useful in a limited resource environment such as a handheld portable video game system allows graphics and/or attribute data to be efficiently and quickly decompressed on an as-needed basis in real time response to interactive user inputs. A two-level run-length-encoding is used to encode redundant patterns and redundant symbols. A common sentinel field format encodes whether data following the field is non-redundant data, a symbol run, or a pattern run. Compression ratios of 60% for representative symbol-mapped video display graphics/attribute files can be achieved.
Abstract:
Disclosed are a catalyst suitable for the conversion of carbon monoxide with steam into carbon dioxide and hydrogen, and a process therewith for said conversion. Said catalyst comprises Co, Ni, Mo and/or W active components, TiO.sub.2 -containing carrier and non-alkali metal element promoter(s). Said process comprises reacting carbon monoxide feed gas containing 0.01% or more of H.sub.2 S by volume with steam in the presence of said catalyst at a temperature between 230 to 500.degree. C. under a pressure between 0 to 10 MPa (absolute) with a relatively high yield, whereby heavy fuel can be used as a source of carbon monoxide feed gas for such a process.