Dynamic Lighting Effects For Textures Without Normal Maps
    1.
    发明申请
    Dynamic Lighting Effects For Textures Without Normal Maps 审中-公开
    动态照明效果对于没有正常地图的纹理

    公开(公告)号:US20150348315A1

    公开(公告)日:2015-12-03

    申请号:US14292636

    申请日:2014-05-30

    Applicant: Apple Inc.

    CPC classification number: G06T1/20 G06K9/4652 G06T15/04

    Abstract: Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to dynamically render 3D lighting effects for a supplied 2D texture map—without the need for a programmer to supply a normal map along with the 2D texture map. According to some embodiments, an algorithm may inspect the pixel values (e.g., RGB values) of each individual pixel of the texture map, and, based on the pixel values, can accurately estimate where the lighting and shadow effects should be applied to the source 2D texture file to simulate 3D lighting. Further, because these effects are being rendered dynamically by the rendering and animation infrastructure, the techniques described herein work especially well for “dynamic content,” e.g., user-downloaded data, in-application user-created content, operating system (OS) icons, and other user interface (UI) elements for which programmers do not have access to normal maps a priori.

    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渲染所提供的2D纹理映射的3D照明效果的指令,而不需要编程人员与2D纹理贴图一起提供法线贴图 。 根据一些实施例,算法可以检查纹理贴图的每个单独像素的像素值(例如,RGB值),并且基于像素值可以精确地估计应该将光照和阴影效应应用于源 2D纹理文件来模拟3D照明。 此外,由于这些效果通过渲染和动画基础设施动态地呈现,所以本文所描述的技术特别适用于“动态内容”,例如用户下载的数据,应用内用户创建的内容,操作系统(OS)图标 ,以及程序员先前无法访问法线贴图的其他用户界面(UI)元素。

    Dynamic generation of texture atlases
    2.
    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

    Applicant: Apple Inc.

    CPC classification number: G06T7/40 G06T1/60 G06T11/40

    Abstract: 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.

    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
    3.
    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

    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 Generation Of Texture Atlases
    5.
    发明申请
    Dynamic Generation Of Texture Atlases 审中-公开
    动态生成纹理图集

    公开(公告)号:US20150348280A1

    公开(公告)日:2015-12-03

    申请号:US14292742

    申请日:2014-05-30

    Applicant: Apple Inc.

    CPC classification number: G06T7/40 G06T1/60 G06T11/40

    Abstract: 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.

    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。

    Graphics engine and environment for encapsulating graphics libraries and hardware

    公开(公告)号:US10719303B2

    公开(公告)日:2020-07-21

    申请号:US15081451

    申请日:2016-03-25

    Applicant: Apple Inc.

    Abstract: 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.

    Appearance for rotating user interface elements

    公开(公告)号:US10115183B1

    公开(公告)日:2018-10-30

    申请号:US14475387

    申请日:2014-09-02

    Applicant: Apple Inc.

    Abstract: Embodiments of the present disclosure are directed to methods and systems for displaying an image on a user interface. The methods and systems include components modules and so on for determining a minimum feature width of the image and determining and a distance field of each region associated with the image. The distance field of each region may be based on the minimum feature width. A filter threshold associated with the distance field is then determined and the image is output using the determined filter threshold.

    Unwrapping 3D Meshes Into Low-Distortion Texture Maps
    10.
    发明申请
    Unwrapping 3D Meshes Into Low-Distortion Texture Maps 有权
    将3D网格展开为低失真纹理贴图

    公开(公告)号:US20160358344A1

    公开(公告)日:2016-12-08

    申请号:US14732741

    申请日:2015-06-07

    Applicant: Apple Inc.

    Abstract: Techniques are disclosed for generating and using a conformal or UV mapping between an object's 3D representation (e.g., a polygonal mesh model) and a corresponding 2D representation (e.g., texture memory). More particularly, techniques disclosed herein generate a conformal mapping that allows the rapid identification of disparate locations in texture memory (e.g., those that span a seam) that are spatially similar at the corresponding 3D locations. The ability to perform 2D-to-3D-to-2D mappings quickly, grants the ability to filter across a conformal map's seams—an action that has previously been avoided due to its high computational cost.

    Abstract translation: 公开了用于生成和使用对象的3D表示(例如,多边形网格模型)和对应的2D表示(例如,纹理存储器)之间的共形或UV映射的技术。 更具体地,本文公开的技术生成保形映射,其允许快速识别在相应3D位置处在空间上类似的纹理存储器(例如,穿过接缝的纹理存储器)中的不同位置。 快速执行2D到3D映射的能力,允许过滤整个映射图的接缝,这是由于其高计算成本而先前避免的一个动作。

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