Method and apparatus for displaying higher color resolution on a hand-held LCD device
    9.
    发明授权
    Method and apparatus for displaying higher color resolution on a hand-held LCD device 有权
    用于在手持式LCD装置上显示更高分辨率的方法和装置

    公开(公告)号:US06369827B1

    公开(公告)日:2002-04-09

    申请号:US09633357

    申请日:2000-08-04

    IPC分类号: G09G502

    CPC分类号: G09G5/06 G09G3/3611 G09G5/02

    摘要: Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e.g., during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e.g., having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e.g., only 56 different colors simultaneously).

    摘要翻译: 可以通过在主动显示时间期间改变颜色映射信息(例如,在光栅化之间的水平消隐间隔期间)来增加诸如便携式液晶显示(LCD)手持式视频游戏系统的有限存储器颜色映射显示系统的有效颜色分辨率 在显示器上的连续行)。 颜色映射信息的子集可以在每个水平消隐期间重写。 可以以优化这种颜色图更新的使用的方式将全色位图源图像转换为颜色映射图像。 由于摄影和真实感的图像通常不会在相邻像素之间表现出突然的颜色变化,所以这样的技术可以导致在旨在允许同时显示的硬件上显示具有非常高的颜色分辨率(例如,具有多达2048种不同颜色)的彩色图像 只有很少数量的不同颜色(例如,同时只有56种不同的颜色)。

    Texture morphing process provided by the preferred embodiment of the present invention
    10.
    发明授权
    Texture morphing process provided by the preferred embodiment of the present invention 有权
    由本发明的优选实施例提供的纹理变形过程

    公开(公告)号:US06906732B1

    公开(公告)日:2005-06-14

    申请号:US09493258

    申请日:2000-01-28

    IPC分类号: G06T13/00 G06T15/04 G09G5/00

    摘要: A fast, texture morphing algorithm for real-time computer simulation and video games dynamically generates objects “on the fly” by simplifying and reducing the computational load required for a texture morphing/blending process. Incremental interpolation techniques compute a morph parameter based on previous value and morph change rate. Precomputed initial and incremental morph parameter values for each texel component are applied during real-time morphing procedures using integer arithmetic. Approximation errors are reduced by incrementing/decrementing by an extra integer value when the number of morph iterations is a multiple of a frame counter. The frame counter avoids over-runs, and the morphing procedure is “snapped” the texel value to the precise texture target value to prevent under-runs and corresponding artifacts. Interlacing (applying interpolation to a subset of the texels each frame) significantly reduces computational load without introducing significant image artifacts. The morph texture buffer data structure is initially decomposed off-line to reduce the number of real-time calculations required to manipulate texel component data.

    摘要翻译: 用于实时计算机模拟和视频游戏的快速,纹理变形算法通过简化和减少纹理变形/混合过程所需的计算负荷来“动态地”生成对象。 增量插值技术基于先前的值和变形率来计算变形参数。 使用整数算法在实时变形过程中应用每个纹素分量的预计算初始和渐变变形参数值。 当变形迭代次数是帧计数器的倍数时,通过递增/递减额外的整数值来减少近似误差。 帧计数器避免过度运行,并且变形过程将纹素值“拍”到精确的纹理目标值,以防止运行不足和相应的伪像。 隔行扫描(将插值应用于每个帧的纹素集的子集)可显着降低计算负荷,而不引入显着的图像伪像。 变形纹理缓冲器数据结构最初是离线分解的,以减少操纵纹理分量数据所需的实时计算的数量。