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.

    Color Treatment and Color Normalization for Digital Assets

    公开(公告)号:US20220383559A1

    公开(公告)日:2022-12-01

    申请号:US17657049

    申请日:2022-03-29

    Applicant: Apple Inc.

    Abstract: Devices, methods, and non-transitory program storage devices are disclosed to provide for the application of color treatments and/or color normalization operations to digital assets (DAs) in a set of DAs that are to be displayed as part of a multimedia presentation. The determination of the color treatment may be based on comparing one or more characteristics of an audio media item associated with the set of DAs to a corresponding one or more characteristics of a plurality of predetermined color treatments. Color normalization may be applied to the set of DAs prior to the determined color treatment. Techniques disclosed herein may also determine one or more parameters for a multimedia presentation of the set of DAs based on a characteristic of the associated audio media item. The parameters for the multimedia presentation may comprise one or more of: preferred DA sequences, portions, clusters, layouts, themes, transition types, or transition durations.

    Sprite Graphics rendering system
    8.
    发明授权
    Sprite Graphics rendering system 有权
    Sprite图形渲染系统

    公开(公告)号:US09582848B2

    公开(公告)日:2017-02-28

    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。

    Dynamic Generation Of Texture Atlases
    9.
    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。

    Entity agnostic animation tool
    10.
    发明授权

    公开(公告)号:US10210645B2

    公开(公告)日:2019-02-19

    申请号:US14732736

    申请日:2015-06-07

    Applicant: Apple Inc.

    Abstract: This disclosure relates generally to the field of image processing and, more particularly, to various techniques and animation tools for allowing 2D and 3D graphics rendering and animation infrastructures to be able to dynamically render customized animations—without the need for the customized animations to be explicitly tied to any particular graphical entity. These so-called entity agnostic animations may then be integrated into “mixed” graphical scenes (i.e., scenes with both two-dimensional and three-dimensional components), where they may be: applied to any suitable graphical entity; visualized in real-time by the programmer; edited dynamically by the programmer; and shared across various computing platforms and environments that support the entity agnostic animation tools described herein. The entity agnostic animations created by the techniques described herein may be output directly to the current scene file that a programmer is working on, or they may be output to standalone, reusable entity agnostic animation object files.

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