Method and apparatus for displaying higher color resolution on a hand-held LCD device
    3.
    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
    4.
    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。

    3D transformation matrix compression and decompression
    5.
    发明授权
    3D transformation matrix compression and decompression 有权
    3D转换矩阵压缩和解压缩

    公开(公告)号:US06591019B1

    公开(公告)日:2003-07-08

    申请号:US09493257

    申请日:2000-01-28

    IPC分类号: G06K936

    摘要: Compressing and decompressing techniques for transformation matrices 3D computer graphics systems use to animate objects achieve high compression ratios by taking advantage of common characteristics of homogenous 3D transformation matrices. The techniques use a bitmap to encode information on locations of ones and zeros of the matrix—bypassing the penchant of compilers to represent such information as high-precision numbers. Since most video game processors and display hardware are constrained by their resolutions and since an original transformation matrix often stores data that is more accurate than necessary, the techniques convert some real numbers in the matrix (e.g., those within the range of −1 and 1) into integers by scaling them by a constant. The resulting compressed matrices occupy much less storage space than their non-compressed counterparts, and can be efficiently decompressed in real time for use in interactive real time 3D animations.

    摘要翻译: 用于变换矩阵的压缩和解压缩技术3D计算机图形系统用于通过利用均匀3D变换矩阵的共同特征来动画对象来实现高压缩比。 这些技术使用位图来对基于矩阵的零和零的位置的信息进行编码,从而绕过编译器的倾向,以表示诸如高精度数字的信息。 由于大多数视频游戏处理器和显示硬件都受到其分辨率的约束,并且由于原始的变换矩阵通常存储比所需更准确的数据,所以这些技术将矩阵中的某些实数(例如,-1和1范围内的那些数字) )通过将它们缩放为常数来整数。 所得到的压缩矩阵占据比非压缩对等体少得多的存储空间,并且可以实时有效地解压缩以用于交互式实时3D动画。

    Method and apparatus for inserting external transformations into computer animations
    7.
    发明授权
    Method and apparatus for inserting external transformations into computer animations 有权
    将外部变换插入到计算机动画中的方法和装置

    公开(公告)号:US06628286B1

    公开(公告)日:2003-09-30

    申请号:US09414883

    申请日:1999-10-08

    IPC分类号: G06T1570

    CPC分类号: G06T13/40

    摘要: Transformation matrices describing the motion of an articulated reference object specify translations of the reference object and/or its articulated parts, and are relative to the origin of the object's coordinate system. During the real-time animation process, a connection matrix is saved to represent the current transformation status of the animated object. This connection matrix being obtained by continuously concatenating an external transformation (if any) with the next animation step. This process allows efficient insertion of external transformations (e.g., resulting from operating real-time interactive user controls). Use of absolute transformations to develop the connection matrix allows a first animation sequence to be interrupted at any arbitrary point and immediately, smoothly followed by a second animation sequence (e.g., walking can be interrupted at any time and turned into running, jumping, etc.).

    摘要翻译: 描述铰接参考对象的运动的变换矩阵指定参考对象和/或其铰接部分的平移,并且相对于对象的坐标系的原点。 在实时动画过程中,保存连接矩阵以表示动画对象的当前变换状态。 该连接矩阵是通过将外部变换(如果有的话)连续地连接到下一个动画步骤而获得的。 该过程允许有效地插入外部变换(例如,由操作实时交互式用户控制产生)。 使用绝对变换来开发连接矩阵允许第一动画序列在任意任意点被中断,并且立即平稳地跟随第二动画序列(例如,可随时中断行走并变成运行,跳转等。 )。

    System and method for using indirect texturing to efficiently simulate and image surface coatings and other effects
    8.
    发明授权
    System and method for using indirect texturing to efficiently simulate and image surface coatings and other effects 有权
    使用间接纹理的系统和方法有效地模拟和成像表面涂层和其他效果

    公开(公告)号:US08972230B2

    公开(公告)日:2015-03-03

    申请号:US12198217

    申请日:2008-08-26

    IPC分类号: G06G7/50 G06T17/20 G06T13/60

    摘要: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.

    摘要翻译: 水面和其他效果被有效地模拟,以在低容量计算机图形计算平台上提供实时或近实时成像。 水和其他表面使用多个独立层进行建模,可以根据实时事件进行动态调整。 可以调整给定区域中使用的层数,以减少所需的计算负荷。 可以在不同的层上使用不同的算法来产生不同的效果。 优选地,使用基于3D世界中的相机位置和方向的自适应多边形网格生成器将多层建模转换为多边形以提供自动的细节水平并生成最小数量的多边形。 水滴和其他涂层在透明表面上的视觉效果可以用间接纹理来建模和提供。

    SYSTEM AND METHOD FOR EFFICIENTLY SIMULATING AND IMAGING REALISTIC WATER SURFACE AND OTHER EFFECTS
    9.
    发明申请
    SYSTEM AND METHOD FOR EFFICIENTLY SIMULATING AND IMAGING REALISTIC WATER SURFACE AND OTHER EFFECTS 有权
    有效模拟和成像现实水面及其他影响的系统和方法

    公开(公告)号:US20090066692A1

    公开(公告)日:2009-03-12

    申请号:US12198217

    申请日:2008-08-26

    IPC分类号: G06G7/48

    摘要: Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.

    摘要翻译: 水面和其他效果被有效地模拟,以在低容量计算机图形计算平台上提供实时或近实时成像。 水和其他表面使用多个独立层进行建模,可以根据实时事件进行动态调整。 可以调整给定区域中使用的层数,以减少所需的计算负荷。 可以在不同的层上使用不同的算法来产生不同的效果。 优选地,使用基于3D世界中的相机位置和方向的自适应多边形网格生成器将多层建模转换为多边形以提供自动的细节水平并生成最小数量的多边形。 水滴和其他涂层在透明表面上的视觉效果可以用间接纹理来建模和提供。

    Object modeling for computer simulation and animation
    10.
    发明授权
    Object modeling for computer simulation and animation 有权
    计算机仿真和动画的对象建模

    公开(公告)号:US06563503B1

    公开(公告)日:2003-05-13

    申请号:US09382819

    申请日:1999-08-25

    IPC分类号: G06T1570

    摘要: Generic, abstract, encapsulated, expandable and maintainable techniques for modeling and animating computer graphics display objects can be used in a variety of different computer applications and platforms including, for example, video games developed for inexpensive home 3D video game platforms. An abstract simulation entity definition for use in real time computer simulation and animation encapsulates both the physical and behavioral characteristics of a display object. The simulation entity provides a unique “genetic plan” containing abstract attributes that may be shared among objects. Each simulation entity has the knowledge or know-how of common operations, and the ability to communicate with other simulation entities. Two separate class hierarchies may be used to differentiate between abstract components and physical components of simulation entities: an entity class hierarchy may be used to specify data structures and methods for behavior and communication; and an object class hierarchy may be used to define geometry and animation information and functions. A simulation entity can possess more than one set of object information. This allows the entity to change form (e.g., from a tiger to a bird) or perform multi-functionality during its lifetime. The simulation entity construct allows for more accurate modeling of the real world, supporting automation of simulation software production, and distributed and/or remote processing.

    摘要翻译: 用于建模和动画计算机图形显示对象的通用,抽象,封装,可扩展和可维护的技术可用于各种不同的计算机应用和平台,包括例如为便宜的家庭3D视频游戏平台开发的视频游戏。 用于实时计算机模拟和动画的抽象模拟实体定义封装了显示对象的物理和行为特征。 仿真实体提供了一个独特的“遗传计划”,其中包含可以在对象之间共享的抽象属性。 每个仿真实体都具有常见操作的知识或技能,以及与其他仿真实体通信的能力。 可以使用两个单独的类层次来区分仿真实体的抽象组件和物理组件:实体类层次结构可用于指定用于行为和通信的数据结构和方法; 并且可以使用对象类层次来定义几何和动画信息和功能。 模拟实体可以拥有多于一组的对象信息。 这允许实体改变形式(例如,从老虎到鸟)或在其寿命期间执行多功能性。 仿真实体构造允许对真实世界进行更准确的建模,支持仿真软件生产的自动化,以及分布式和/或远程处理。