摘要:
A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize render molecules to more efficiently render objects. A render molecule is an object that defines the rest of the attribute settings for the geometries it contains. The attribute settings can include settings such as materials settings, the composite transform from the root of the scene graph to the objects contained in the render molecule.
摘要:
An editing application may allow a user to change a literal property value of an object in a conventional manner. The functionality of the editing application may be expanded to allow a user to access non-literal values for property values, by allowing the user to define a calculation based on one or more sources. To indicate that an associated property value of an object is a non-literal value, a non-literal cue may be presented to the user, such as through the display of the object, the associated property indicator, and/or the associated property value. To reduce the learning curve of the expanded functionality, the user interface for literal values of a property may remain minimally impacted, while, alternative gestures associated with the object, property indicator, and/or property value may be used to allow access to the non-literal value controls or information.
摘要:
A three dimensional adorner may be displayed with a corresponding three dimensional object when the object is created or inserted into a display and also at any subsequent time that the object is selected. Additionally, if any portions of the adorner are obscured, the adorner may be reoriented such that the obscured portions are made accessible. Distortion of the adorner in a perspective view may be reduced by removing the adorner from the perspective view, regenerating the adorner in an orthographic view, and then merging the orthographic view of the regenerated adorner with the perspective view of the corresponding object.
摘要:
A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a parallel structure including a plurality of data structures and corresponding threads that manage the data originally received as part of the scene graph. The data structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures.
摘要:
A system and method for performing visible object determination based upon a dual search of a cone hierarchy and a bounding (e.g. hull) hierarchy. Visualization software running on a host processor represents space with a hierarchy of cones constructed by recursive refinement, and represents a collection of objects with a hierarchy of bounding hulls. The visualization software searches the cone and hull hierarchies starting with the root cone and the root hull. Before exploring a given cone-hull pair, a cone-restricted minimum distance between the cone and the hull is measured and compared to the visibility distance value of the cone. Only when the former is smaller than the latter will the cone be searched against the hull.
摘要:
A system and method for performing visible object determination based upon a dual search of a cone hierarchy and a bounding (e.g. hull) hierarchy. Visualization software running on a host processor represents space with a hierarchy of cones constructed by recursive refinement, and generates a hierarchy of bounding hulls from a given collection of objects by recursively grouping clusters of objects. Hull nodes in the hull hierarchy reflect cluster membership. Each hull node stores parameters which characterize a bounding hull for the corresponding cluster or object. The visualization software searches the cone and hull hierarchies starting with the root cone and the root hull. Each leaf-cone is assigned a visibility distance value which represents the distance to its closest known object. The visibility distance value of a non-leaf cone is set equal to the maximum of the visibility distance values for its subcone children. Before exploring a given cone-hull pair, a cone-restricted minimum distance between the cone and the hull is measured and compared to the visibility distance value of the cone. Only when the former is smaller than the latter will the cone be searched against the hull. Assuming the search condition is satisfied, subhulls of the given hull are again conditionally explored against the given cone (or its subcones) in ascending order of their cone-hull distances from the cone (or its subcones). When the recursive search of the two trees is completed, visible objects will have been assigned to each leaf-cone.
摘要:
A method of converting between color spaces where color components are cached when they are well-defined after color space conversion. When the components become undefined after conversion, the cached values are used instead of using an arbitrary default value. The resulting color editing system is “robust” in that it matches users' expectations, shielding them from Surprising glitches introduced by the user of the arbitrary values for undefined color components.
摘要:
A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and thread that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures.
摘要:
A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and threads that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures. A master control thread may be utilized to manage the allocation of resources and the timing of thread execution.
摘要:
A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and thread that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures.