Shading polygons from a three-dimensional model
    22.
    发明授权
    Shading polygons from a three-dimensional model 有权
    来自三维模型的着色多边形

    公开(公告)号:US07190374B2

    公开(公告)日:2007-03-13

    申请号:US09796331

    申请日:2001-02-28

    IPC分类号: G09G5/00

    CPC分类号: G06T15/80 G06T15/02

    摘要: Shading a polygon includes identifying points on edges of the polygon using shading values for vertices of the polygon, connecting the points to form at least two areas within the polygon, and shading the at least two areas differently. Vertices are assigned to at least two different bins. The bins correspond to different shades. The points may be identified by identifying points on edges of the polygon having vertices assigned to different bins.

    摘要翻译: 遮蔽多边形包括使用用于多边形的顶点的遮蔽值来确定多边形的边缘上的点,连接点以形成多边形内的至少两个区域,以及不同地遮蔽至少两个区域。 顶点分配给至少两个不同的仓。 箱子对应于不同的色调。 可以通过识别具有分配给不同仓的顶点的多边形的边缘上的点来识别点。

    Generating a shadow for a three-dimensional model
    23.
    发明授权
    Generating a shadow for a three-dimensional model 失效
    为三维模型生成阴影

    公开(公告)号:US06906724B2

    公开(公告)日:2005-06-14

    申请号:US09982475

    申请日:2001-10-17

    IPC分类号: G06T15/60 G09G5/02

    CPC分类号: G06T15/60

    摘要: A shadow for a three-dimensional model having an infrastructure that includes a bone is generated by projecting the bone onto a surface and generating the shadow on the surface based on a projection of the bone. Projecting the bone includes drawing lines from the virtual light source, through points on the bone, onto the surface and connecting points at which the lines intersect the surface.

    摘要翻译: 通过将骨投射到表面上并基于骨的投影而在表面上产生阴影,产生具有包括骨骼的基础设施的三维模型的阴影。 投射骨骼包括从虚拟光源,通过骨头上的点到表面上的线条,以及线路与表面相交的连接点。

    Rendering collisions of three-dimensional models
    24.
    发明授权
    Rendering collisions of three-dimensional models 失效
    渲染三维模型的碰撞

    公开(公告)号:US06798415B2

    公开(公告)日:2004-09-28

    申请号:US09887882

    申请日:2001-06-21

    IPC分类号: G06T1300

    摘要: Rendering a three-dimensional model comprised of three-dimensional data defining a bone includes obtaining a point at which the bone intersects a collision surface, determining a correction factor for use in rotating the bone from the point to a position in front of the collision surface, and rendering the three-dimensional model, including the bone, using the correction factor.

    摘要翻译: 渲染由定义骨骼的三维数据组成的三维模型包括获得骨骼与碰撞面相交的点,确定用于将骨骼从点移动到碰撞面前方的位置的校正因子 ,并使用校正因子渲染包括骨骼在内的三维模型。

    Subdividing Geometry Images in Graphics Hardware
    25.
    发明申请
    Subdividing Geometry Images in Graphics Hardware 有权
    在图形硬件中细分几何图像

    公开(公告)号:US20120262459A1

    公开(公告)日:2012-10-18

    申请号:US13533232

    申请日:2012-06-26

    IPC分类号: G06T11/00

    摘要: A system may include a graphics memory, a data bus, a processor, and a vertex shader. The data bus may be operatively connected to the graphics memory. The processor may send vertex data to the graphics memory via the data bus. The vertex shader may read the vertex data from the graphics memory and may subdivide the vertex data into subdivided vertex data. The vertex shader may also write the subdivided vertex data to the graphics memory.

    摘要翻译: 系统可以包括图形存储器,数据总线,处理器和顶点着色器。 数据总线可以可操作地连接到图形存储器。 处理器可以经由数据总线将顶点数据发送到图形存储器。 顶点着色器可以从图形存储器读取顶点数据,并可将顶点数据细分为细分顶点数据。 顶点着色器还可以将细分顶点数据写入图形存储器。

    Subdividing Geometry Images in Graphics Hardware
    26.
    发明申请
    Subdividing Geometry Images in Graphics Hardware 有权
    在图形硬件中细分几何图像

    公开(公告)号:US20100231591A1

    公开(公告)日:2010-09-16

    申请号:US12787520

    申请日:2010-05-26

    IPC分类号: G06T15/50 G09G5/00

    摘要: A system may include a graphics memory, a data bus, a processor, and a vertex shader. The data bus may be operatively connected to the graphics memory. The processor may send vertex data to the graphics memory via the data bus. The vertex shader may read the vertex data from the graphics memory and may subdivide the vertex data into subdivided vertex data. The vertex shader may also write the subdivided vertex data to the graphics memory.

    摘要翻译: 系统可以包括图形存储器,数据总线,处理器和顶点着色器。 数据总线可以可操作地连接到图形存储器。 处理器可以经由数据总线将顶点数据发送到图形存储器。 顶点着色器可以从图形存储器读取顶点数据,并可将顶点数据细分为细分顶点数据。 顶点着色器还可以将细分顶点数据写入图形存储器。

    Subdividing geometry images in graphics hardware
    27.
    发明授权
    Subdividing geometry images in graphics hardware 失效
    在图形硬件中细分几何图像

    公开(公告)号:US07750914B2

    公开(公告)日:2010-07-06

    申请号:US10926875

    申请日:2004-08-26

    IPC分类号: G09G5/39 G09G5/00 G06T17/00

    摘要: A system may include a graphics memory, a data bus, a processor, and a vertex shader. The data bus may be operatively connected to the graphics memory. The processor may send vertex data to the graphics memory via the data bus. The vertex shader may read the vertex data from the graphics memory and may subdivide the vertex data into subdivided vertex data. The vertex shader may also write the subdivided vertex data to the graphics memory.

    摘要翻译: 系统可以包括图形存储器,数据总线,处理器和顶点着色器。 数据总线可以可操作地连接到图形存储器。 处理器可以经由数据总线将顶点数据发送到图形存储器。 顶点着色器可以从图形存储器读取顶点数据,并可将顶点数据细分为细分顶点数据。 顶点着色器还可以将细分顶点数据写入图形存储器。

    Reducing the resolution of bones in a three-dimensional model
    30.
    发明授权
    Reducing the resolution of bones in a three-dimensional model 失效
    减少三维模型中骨骼的分辨率

    公开(公告)号:US06924804B2

    公开(公告)日:2005-08-02

    申请号:US09965515

    申请日:2001-09-25

    IPC分类号: G06T13/00 G06T17/20 G06T15/70

    CPC分类号: G06T17/20

    摘要: Modifying a three-dimensional model includes constructing a bones infrastructure for a polygon mesh, removing edges of polygons in the polygon mesh to reduce a resolution of the polygon mesh, receiving an instruction to reduce a number of bones in the bones infrastructure, reducing the number of bones in the bones infrastructure in response to the instruction, and associate the polygon mesh with the bones infrastructure having a reduced number of bones.

    摘要翻译: 修改三维模型包括为多边形网格构建骨骼基础设施,去除多边形网格中的多边形边缘以减少多边形网格的分辨率,接收减少骨骼基础设施中骨骼数量的指令,减少数量 的骨骼基础设施中的骨骼以响应于该指令,并且将多边形网格与具有减少的骨骼数量的骨骼基础结构相关联。