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。 )。

    Object modeling for computer simulation and animation
    8.
    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。

    ROTORS WITH SEGMENTED MAGNET CONFIGURATIONS AND RELATED DYNAMOELECTRIC MACHINES AND COMPRESSORS
    9.
    发明申请
    ROTORS WITH SEGMENTED MAGNET CONFIGURATIONS AND RELATED DYNAMOELECTRIC MACHINES AND COMPRESSORS 有权
    带有分段磁铁配置的转子和相关的动态电机和压缩机

    公开(公告)号:US20150270751A1

    公开(公告)日:2015-09-24

    申请号:US14428296

    申请日:2012-09-29

    摘要: A rotor for a dynamoelectric machine includes a rotor core having an outer periphery and at least a first set of magnets positioned within the outer periphery of the rotor core. The first set of magnets includes at least two block magnets and an arc magnet. The block magnets have a substantially parallel magnetization pattern and the arc magnet has a substantially radial magnetization pattern. The arc magnet has a concave surface facing the outer periphery of the rotor core. The first set of magnets defines a pole of the rotor. Rotors with other magnet configurations, and dynamoelectric machines and compressors incorporating such rotors, are also disclosed.

    摘要翻译: 一种用于电动机的转子包括具有外周边的转子芯和至少位于转子芯的外圆周内的第一组磁体。 第一组磁体包括至少两个块磁体和电弧磁体。 块状磁体具有基本平行的磁化模式,并且电弧磁体具有基本上径向的磁化模式。 电弧磁体具有面向转子芯的外周的凹面。 第一组磁体限定了转子的极点。 还公开了具有其它磁体配置的转子,以及包含这种转子的电动机器和压缩机。

    SCINTILLATION DETECTOR BASED SYSTEMS AND METHODS FOR USING THE SAME

    公开(公告)号:US20220211334A1

    公开(公告)日:2022-07-07

    申请号:US17700442

    申请日:2022-03-21

    申请人: Lars Furenlid Xin Li

    发明人: Lars Furenlid Xin Li

    摘要: A scintillation-crystal based gamma-ray detector with photon sensors disposed on edge surface(s) of the crystal to take advantage of total internal reflection of scintillation photons within the thin-slab detector substrate to improve spatial resolution of determination of a scintillation event (including depth-of-interaction resolution) while preserving energy resolution and detection efficiency. The proposed structure benefits from the reduced—as compared with related art—total number of readout channels elimination of need in complicated and repetitive cutting and polishing operations to form pixelated crystal arrays used in conventional PET detector modules. Detectors systems utilizing stacks of such detectors, and methods of operation of same.