Abstracting transform representations in a graphics API
    2.
    发明申请
    Abstracting transform representations in a graphics API 审中-公开
    图形API中的抽象变换表示

    公开(公告)号:US20070216711A1

    公开(公告)日:2007-09-20

    申请号:US11374770

    申请日:2006-03-14

    CPC classification number: G06T9/001 G06T3/60

    Abstract: Various technologies and techniques are disclosed that improve the process of working with 3D rotations. Rotations are treated as a separate abstract entity from general transforms. By having rotations separate from general transforms, the user can perform the various operations on any “rotation” regardless of its encoding. An abstract 3D transform class is provided that represents a transform that can be applied to 3D a mesh or scene node, and an abstract 3D rotation class is provided which is exposed separately from other general transforms. A concrete implementation of the 3D transform class uses a 3D rotation class to apply a rotation to a 3D mesh or scene node. One or more concrete implementations of the 3D rotation class are provided which represent a separate rotation encoding.

    Abstract translation: 公开了改进3D旋转工作过程的各种技术和技术。 旋转被视为与一般转换不同的抽象实体。 通过使旋转与一般变换分开,用户可以对任何“旋转”执行各种操作,而不管其编码。 提供了一个抽象3D变换类,其表示可以应用于3D网格或场景节点的变换,并且提供与其他一般变换分开暴露的抽象3D旋转类。 3D变换类的具体实现使用3D旋转类将旋转应用于3D网格或场景节点。 提供了3D旋转类的一个或多个具体实现,其表示单独的旋转编码。

    Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision
    4.
    发明授权
    Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision 有权
    自动为3D场景生成适当的近距离剪切平面,同时保证最小的Z缓冲区精度

    公开(公告)号:US07525542B2

    公开(公告)日:2009-04-28

    申请号:US11376050

    申请日:2006-03-15

    CPC classification number: G06T15/30

    Abstract: Various technologies and techniques are disclosed that improve the automatic generation of near and far clipping planes for a 3D scene. The viewing frustum is intersected with the scene to determine the range of depth that a particular scene occupies in the viewing frustum. The ratio of the near clipping plane to far clipping plane is adjusted as appropriate to ensure a desired minimum level of Z-buffer precision is achieved. The clipping planes are set sufficiently far outside of the object bounds to prevent triangles which are parallel to the clip planes from being accidentally clipped. An API is provided to allow other programs to retrieve the near and far clipping plane values with the desired minimum Z-buffer precision for a particular scene without having to interact with the Z-buffer.

    Abstract translation: 公开了各种技术和技术,其改进了用于3D场景的近和近剪切平面的自动生成。 观察平截头体与场景相交,以确定特定场景在观察平截头体中占据的深度范围。 适当地调整近剪取平面与远剪切平面的比例,以确保实现所需的最小Z-缓冲精度水平。 裁剪平面设置在对象边界之外的足够远,以防止平行于夹子平面的三角形被意外剪切。 提供API以允许其他程序以特定场景的期望的最小Z缓冲器精度来检索近和近剪辑平面值,而不必与Z缓冲器交互。

    Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision
    5.
    发明申请
    Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision 有权
    自动为3D场景生成适当的近距离剪切平面,同时保证最小的Z缓冲区精度

    公开(公告)号:US20070216710A1

    公开(公告)日:2007-09-20

    申请号:US11376050

    申请日:2006-03-15

    CPC classification number: G06T15/30

    Abstract: Various technologies and techniques are disclosed that improve the automatic generation of near and far clipping planes for a 3D scene. The viewing frustum is intersected with the scene to determine the range of depth that a particular scene occupies in the viewing frustum. The ratio of the near clipping plane to far clipping plane is adjusted as appropriate to ensure a desired minimum level of Z-buffer precision is achieved. The clipping planes are set sufficiently far outside of the object bounds to prevent triangles which are parallel to the clip planes from being accidentally clipped. An API is provided to allow other programs to retrieve the near and far clipping plane values with the desired minimum Z-buffer precision for a particular scene without having to interact with the Z-buffer.

    Abstract translation: 公开了各种技术和技术,其改进了用于3D场景的近和近剪切平面的自动生成。 观察平截头体与场景相交,以确定特定场景在观察平截头体中占据的深度范围。 适当地调整近剪取平面与远剪切平面的比例,以确保实现所需的最小Z-缓冲精度水平。 裁剪平面设置在对象边界之外的足够远,以防止平行于夹子平面的三角形被意外剪切。 提供API以允许其他程序以特定场景的期望的最小Z缓冲器精度来检索近和近剪辑平面值,而不必与Z缓冲器交互。

    Anti-aliasing content using opacity blending

    公开(公告)号:US20060250415A1

    公开(公告)日:2006-11-09

    申请号:US11124661

    申请日:2005-05-09

    CPC classification number: G06T11/001 G06T11/40 G06T15/503

    Abstract: An anti-aliasing mechanism. In one aspect, one or more opacities are determined to apply to layers used to render an image. An order in which to render the layers is also determined. This order may correspond to an order in which points within the image are sampled. The first layer to render is set to an opacity that applies to it and rendered. The second layer to render is set at an opacity that applies to it and rendered on top of the first layer. In rendering the second layer, the opacities of the first and second layers are blended.

    Method and system for generating per-pixel error bounds for a rendered image
    7.
    发明申请
    Method and system for generating per-pixel error bounds for a rendered image 审中-公开
    用于生成渲染图像的每像素误差范围的方法和系统

    公开(公告)号:US20060066624A1

    公开(公告)日:2006-03-30

    申请号:US10956013

    申请日:2004-09-30

    CPC classification number: G06T15/005

    Abstract: A method and system measuring the correctness of rendered images. A reference renderer generates a reference image from data describing the image. A tolerance buffer is generated that includes a tolerance for a pixel representing a portion of the reference image. If a renderer renders the pixel outside the tolerance for the pixel, the renderer is deemed to have rendered the pixel incorrectly. If the renderer renders the pixel within the tolerance, the renderer is deemed to have rendered the pixel correctly.

    Abstract translation: 测量渲染图像正确性的方法和系统。 引用渲染器从描述图像的数据生成参考图像。 生成容差缓冲器,其包括表示参考图像的一部分的像素的公差。 如果渲染器将像素渲染在像素公差之外,则渲染器将被视为不正确地渲染像素。 如果渲染器将像素渲染在容差范围内,则渲染器被认为已正确渲染像素。

    Realistic transformation of 3D lighting models
    8.
    发明授权
    Realistic transformation of 3D lighting models 有权
    3D照明模型的现实转型

    公开(公告)号:US07952581B2

    公开(公告)日:2011-05-31

    申请号:US11728368

    申请日:2007-03-26

    CPC classification number: G06T15/506

    Abstract: A lighting model specified in light space may be transformed to a 3D scene, which may include numerous lights. When the lighting model is transformed to the 3D scene and is uniformly scaled or near-uniformly scaled, intensity or brightness of light at sample points, corresponding to points in the 3D scene, may be adjusted proportionately for a light source using a value based, at least partly, on a transform matrix. When the lighting model in the light space is scaled to non-uniformly stretch a lit area, the sample points may be transformed to the light space, using an inverse of a transform matrix. Distances from the light source to the transformed sample points in the light space may be used to determine attenuation and range with respect to the light source.

    Abstract translation: 在光空间中指定的照明模型可以被转换成3D场景,其可以包括许多灯。 当照明模型被转换为3D场景并且被均匀地缩放或近均匀地缩放时,对应于3D场景中的点的采样点处的光的强度或亮度可以使用基于值的光源成比例地调整, 至少部分地在变换矩阵上。 当光空间中的照明模型被缩放以不均匀地拉伸点亮区域时,可以使用变换矩阵的倒数将采样点变换到光空间。 从光源到光空间中的变换样本点的距离可以用于确定相对于光源的衰减和范围。

    Realistic transformation of 3D lighting models
    9.
    发明申请
    Realistic transformation of 3D lighting models 有权
    3D照明模型的现实转型

    公开(公告)号:US20080238921A1

    公开(公告)日:2008-10-02

    申请号:US11728368

    申请日:2007-03-26

    CPC classification number: G06T15/506

    Abstract: A lighting model specified in light space may be transformed to a 3D scene, which may include numerous lights. When the lighting model is transformed to the 3D scene and is uniformly scaled or near-uniformly scaled, intensity or brightness of light at sample points, corresponding to points in the 3D scene, may be adjusted proportionately for a light source using a value based, at least partly, on a transform matrix. When the lighting model in the light space is scaled to non-uniformly stretch a lit area, the sample points may be transformed to the light space, using an inverse of a transform matrix. Distances from the light source to the transformed sample points in the light space may be used to determine attenuation and range with respect to the light source.

    Abstract translation: 在光空间中指定的照明模型可以被转换成3D场景,其可以包括许多灯。 当照明模型被转换为3D场景并且被均匀地缩放或近均匀地缩放时,对应于3D场景中的点的采样点处的光的强度或亮度可以使用基于值的光源成比例地调整, 至少部分地在变换矩阵上。 当光空间中的照明模型被缩放以不均匀地拉伸点亮区域时,可以使用变换矩阵的倒数将采样点变换到光空间。 从光源到光空间中的变换样本点的距离可以用于确定相对于光源的衰减和范围。

    Anti-aliasing content using opacity blending
    10.
    发明授权
    Anti-aliasing content using opacity blending 有权
    使用不透明度混合的抗锯齿内容

    公开(公告)号:US07532222B2

    公开(公告)日:2009-05-12

    申请号:US11124661

    申请日:2005-05-09

    CPC classification number: G06T11/001 G06T11/40 G06T15/503

    Abstract: An anti-aliasing mechanism. In one aspect, one or more opacities are determined to apply to layers used to render an image. An order in which to render the layers is also determined. This order may correspond to an order in which points within the image are sampled. The first layer to render is set to an opacity that applies to it and rendered. The second layer to render is set at an opacity that applies to it and rendered on top of the first layer. In rendering the second layer, the opacities of the first and second layers are blended.

    Abstract translation: 反锯齿机制。 在一个方面,确定一个或多个不透明度以应用于用于渲染图像的层。 还确定了渲染图层的顺序。 该顺序可以对应于图像中的点被采样的顺序。 第一个渲染层被设置为适用于它并渲染的不透明度。 渲染的第二层被设置为适用于它并在第一层顶部渲染的不透明度。 在渲染第二层时,混合第一层和第二层的不透明度。

Patent Agency Ranking