Method and system for predicting optimal HTML structure without look-ahead
    1.
    发明授权
    Method and system for predicting optimal HTML structure without look-ahead 有权
    预测最佳HTML结构的方法和系统

    公开(公告)号:US07216294B2

    公开(公告)日:2007-05-08

    申请号:US09999565

    申请日:2001-11-01

    IPC分类号: G06F15/00 G06F17/21 G06F15/16

    CPC分类号: G06F17/2247 G06F17/211

    摘要: The present invention is directed towards providing a system and method for optimizing HTML output in a just-in-time compiling environment for devices such as mobile devices. A method is provided for optimizing the output in a single pass as device content is rendered. The method delays writing a closing tag until it is determined that a formatting or layout of the next control conflicts. Tags are emitted in a predefined order to minimize the number of tags that will need to be closed to accommodate a following control whose style differs. Object hierarchy is leveraged to predict the order in which tags should be written without looking ahead of the current control in the hierarchy.

    摘要翻译: 本发明旨在提供用于在诸如移动设备的设备的即时编译环境中优化HTML输出的系统和方法。 提供了一种用于在渲染设备内容时在一次通过中优化输出的方法。 该方法延迟编写结束标签,直到确定下一个控件的格式化或布局发生冲突。 标签以预定义的顺序发出,以最小化需要关闭的标签的数量,以容纳其风格不同的后续控件。 利用对象层次结构来预测标签应该写入的顺序,而不需要超前层次结构中的当前控件。

    Inserting devices specific content
    2.
    发明授权
    Inserting devices specific content 有权
    插入设备特定内容

    公开(公告)号:US07428725B2

    公开(公告)日:2008-09-23

    申请号:US09989562

    申请日:2001-11-20

    CPC分类号: G06F17/30905

    摘要: A server-based application includes at least one page file that identifies one or more server objects. The page file describes the particular layout and interaction of the server objects, such as controls, in such a way that a page of information may be transmitted to a target device. When designing the page file a developer may use declarative statement, so that certain properties of the specified controls may be altered based on the particular type of target device.

    摘要翻译: 基于服务器的应用程序至少包含一个标识一个或多个服务器对象的页面文件。 页面文件描述了服务器对象(例如控件)的特定布局和交互,使得可以将信息页传送到目标设备。 在设计页面文件时,开发人员可能会使用声明性语句,以便指定控件的某些属性可能会根据目标设备的特定类型进行更改。

    Translating two-dimensional user input on three-dimensional scene
    3.
    发明授权
    Translating two-dimensional user input on three-dimensional scene 有权
    在三维场景上翻译二维用户输入

    公开(公告)号:US08031190B2

    公开(公告)日:2011-10-04

    申请号:US10838931

    申请日:2004-05-03

    IPC分类号: G06T15/00

    CPC分类号: G06T17/005 G06T15/00

    摘要: A computing system translates two-dimensional (2D) graphical input by a user who is selecting one or more 2D images in a three-dimensional (3D) scene of 3D models created by model 3D objects. The computing system comprises a viewport module, a retrieve module, set ray module and, a hit detection module. The viewport module defines 2D boundaries of the 3D scene and a view point location in 3D space for viewing the 3D scene. The retrieve module retrievies a selection point location in 2D space for the 2D graphical input. The set ray module sets a pick ray in 3D space based on the view point location and the selection point location. The hit detection module detects a hit by the pick ray on a 3D model in the 3D scene. In this computing system there is a method of processing a hierarchy of computer program visual objects for detecting a hit by 2D input on 2D and 3D images displayed by a computing system. The method begins by traversing branches of a first tree hierarchy of visual objects to leaf objects. Next the method detects whether the next unprocessed leaf object is a visual 2D object with 2D geometry or a model 3D object with 3D geometry. Lastly the method calls a 2D process to detect a hit on the 2D geometry of a visual object if a visual 2D object is detected and calls the 3D process to detect a hit on the 3D geometry of a visual object if a model 3D object is detected.

    摘要翻译: 计算系统通过在由模型3D对象创建的3D模型的三维(3D)场景中选择一个或多个2D图像的用户来翻译二维(2D)图形输入。 计算系统包括视口模块,检索模块,设置射线模块和命中检测模块。 视口模块定义3D场景的2D边界和用于观看3D场景的3D空间中的视点位置。 检索模块检索2D图形输入的2D空间中的选择点位置。 基于视点位置和选择点位置,设置射线模块在3D空间中设置拾取光线。 命中检测模块检测3D场景中的3D模型上的拾取光线的命中。 在该计算系统中,存在一种处理计算机程序视觉对象的层次结构的方法,用于检测由计算系统显示的2D和3D图像上的2D输入的命中。 该方法通过将可视对象的第一树层次结构的分支遍历到叶对象来开始。 接下来,该方法检测下一个未处理的叶对象是具有2D几何的可视2D对象还是具有3D几何的模型3D对象。 最后,如果检测到视觉2D对象,则该方法调用2D过程来检测视觉对象的2D几何的命中,并且如果检测到模型3D对象,则调用3D处理来检测对视觉对象的3D几何图像的命中 。

    Interacting with 2D content on 3D surfaces
    4.
    发明申请
    Interacting with 2D content on 3D surfaces 审中-公开
    与3D表面上的2D内容进行交互

    公开(公告)号:US20080122839A1

    公开(公告)日:2008-05-29

    申请号:US11605183

    申请日:2006-11-28

    IPC分类号: G06T17/00 G09G5/08

    CPC分类号: G06F3/04815 G06F3/04842

    摘要: Various technologies and techniques are disclosed that enable interaction with 2D content placed on a 3D surface. The system determines where relative to a 3D surface an input device is located. If the input device is hitting a 3D surface, a hidden content in 2D is positioned so that a point representing the area hit on the 3D surface lines up with a corresponding point on the hidden content in 2D. For example, when a request is received for the input device position when an input device is detected at a location in a scene, the 3D surface is projected into two dimensions. A closest point is calculated on the projected. 3D surface to a 2D location of the input device. The closest point is provided in response to be used in positioning the hidden content with the corresponding point of the 3D surface.

    摘要翻译: 公开了能够与放置在3D表面上的2D内容进行交互的各种技术和技术。 系统确定相对于输入设备所在的3D表面的位置。 如果输入设备击中3D表面,则2D中的隐藏内容被定位,使得表示3D表面上的区域的点与2D中的隐藏内容上的对应点对齐。 例如,当在场景中的位置处检测到输入设备时,当为输入设备位置接收到请求时,3D表面被投影到二维中。 计算出最接近的点。 3D表面到输入设备的2D位置。 提供最接近的点以响应于将隐藏的内容与3D表面的对应点定位。

    Method for optimizing space allocation in table layout
    5.
    发明授权
    Method for optimizing space allocation in table layout 失效
    表格布局优化空间分配的方法

    公开(公告)号:US07500179B2

    公开(公告)日:2009-03-03

    申请号:US10910823

    申请日:2004-08-04

    IPC分类号: G06F17/00

    CPC分类号: G06F17/211 G06F17/245

    摘要: Space is allocated within a table layout for a plurality of items to be placed therein by application of a first rule in which each item is ordered according to increasing column span for the item. Thereafter, a second rule is applied for each ordered item. The second rule recognizes that space need not necessarily be added to the right-most column for an item at issue, and that space needed for the right-most column for an item at issue should be ‘borrowed’ from the next column to the right, presuming such space is available and would not impinge on any other item. Finally, the second rule recognizes that despite everything, situations can arise where there is no elegant way to allocate space for all items within a table layout. In such a circumstance, space is added to the right-most column for the item at issue.

    摘要翻译: 通过应用第一规则,在表布局内为多个项目分配空间,其中根据项目的增加列跨度对每个项目进行排序。 此后,对于每个有序项目应用第二规则。 第二条规则认为,空间不一定必须添加到所讨论的项目的最右边的列中,并且所讨论的项目的最右边列所需的空间应该从右边的下一列“借” ,假设这样的空间是可用的,不会影响任何其他项目。 最后,第二条规则认识到,尽管有一切,但是如果没有优雅的方式为表格布局中的所有项目分配空间,情况就会出现。 在这种情况下,空间会被添加到所讨论项目的最右边的列中。

    Automatically generating appropriate near and far clipping planes for a 3D scene while guaranteeing minimum of Z-buffer precision
    6.
    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

    IPC分类号: G06T15/40 G06T15/30

    CPC分类号: G06T15/30

    摘要: 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.

    摘要翻译: 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。