Systems and methods for generating refined, high fidelity normal maps for 2D and 3D textures
    31.
    发明授权
    Systems and methods for generating refined, high fidelity normal maps for 2D and 3D textures 有权
    用于生成2D和3D纹理的精细,高保真法线贴图的系统和方法

    公开(公告)号:US09245358B2

    公开(公告)日:2016-01-26

    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。

    Dynamic Display Refresh Rate Based On Device Motion
    32.
    发明申请
    Dynamic Display Refresh Rate Based On Device Motion 审中-公开
    基于设备运动的动态显示刷新率

    公开(公告)号:US20150348511A1

    公开(公告)日:2015-12-03

    申请号:US14291464

    申请日:2014-05-30

    Applicant: Apple Inc.

    Abstract: The refresh rate of a display of a portable display device is dependent on the degree of device motion detected by one or more motion sensors included in the portable display device, according to an embodiment of the invention. In an embodiment, when no device motion is detected by the one or more sensors, the display of the portable display device is refreshed at an initial refresh rate. When the one or more motion sensors detects a degree of device motion above a motion threshold, the refresh rate of the display is decreased to a motion-based refresh rate, according to an embodiment. In an embodiment, the degree of motion of moving content on the display is also taken into account when determining the display refresh rate.

    Abstract translation: 根据本发明的实施例,便携式显示设备的显示器的刷新率取决于由便携式显示设备中包括的一个或多个运动传感器检测到的设备运动的程度。 在一个实施例中,当一个或多个传感器没有检测到装置运动时,以初始刷新率刷新便携式显示装置的显示。 当一个或多个运动传感器检测到高于运动阈值的装置运动程度时,根据实施例,显示器的刷新率被降低到基于运动的刷新率。 在一个实施例中,当确定显示刷新率时也考虑移动内容在显示器上的运动程度。

    Equivalent Lighting For Mixed 2D and 3D Scenes
    33.
    发明申请
    Equivalent Lighting For Mixed 2D and 3D Scenes 审中-公开
    混合2D和3D场景的等效照明

    公开(公告)号:US20150348316A1

    公开(公告)日:2015-12-03

    申请号:US14292761

    申请日:2014-05-30

    Applicant: APPLE INC.

    CPC classification number: G06T1/20 G06K9/2027 G06K9/4661 G06T7/40 G06T15/04

    Abstract: Systems, methods and program storage devices are disclosed, which cause one or more processing units to: obtain one or more two-dimensional components and one or more three-dimensional components; convert the pixel color values of the two-dimensional components into luminance values; create height maps over the two-dimensional components using the converted luminance values; calculate a normal vector for each pixel in each of two-dimensional components; and cause one or more processing units to render three-dimensional lighting effects on the one or more two-dimensional components and one or more three-dimensional components in a mixed scene, wherein the calculated normal vectors are used as the normal maps for the two-dimensional components, the pixel color values are used as the texture maps for the two-dimensional components, and the one or more three-dimensional components are rendered in the scene according their respective depth values, textures, and/or vertices—along with the one or more two-dimensional components.

    Abstract translation: 公开了一种系统,方法和程序存储设备,其使一个或多个处理单元获得一个或多个二维分量和一个或多个三维分量; 将二维分量的像素颜色值转换为亮度值; 使用转换的亮度值在二维分量上创建高度图; 为每个二维分量中的每个像素计算法向量; 并且使一个或多个处理单元对混合场景中的一个或多个二维分量和一个或多个三维分量呈现三维照明效果,其中所计算的法向量用作两者的法线图 将像素颜色值用作二维分量的纹理图,并且根据其各自的深度值,纹理和/或顶点在场景中呈现一个或多个三维分量,以及 一个或多个二维组件。

    Sprite Graphics Rendering System
    34.
    发明申请
    Sprite Graphics Rendering System 有权
    雪碧图形渲染系统

    公开(公告)号:US20140184606A1

    公开(公告)日:2014-07-03

    申请号:US14063970

    申请日:2013-10-25

    Applicant: Apple Inc.

    Abstract: A set of tools, in the form of a software developers kit (SDK) for a graphics rendering system, is provided to improve overall graphics operations. In general, the tools are directed to analyzing a scene tree and optimizing its presentation to one or more graphics processing units (GPUs) so as to improve rendering operations. This overall goal is provided through a number of different capabilities, each of which is presented to software developers through a new applications programming interface (API).

    Abstract translation: 提供了一套用于图形渲染系统的软件开发工具包(SDK)的工具,以改善整体图形操作。 通常,这些工具旨在分析场景树并将其呈现优化到一个或多个图形处理单元(GPU),以便改进渲染操作。 这个总体目标是通过许多不同的功能提供的,每个功能都通过新的应用程序编程接口(API)提供给软件开发人员。

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