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    • 31. 发明授权
    • Graphical user interface for performing deformations
    • 用于执行变形的图形用户界面
    • US08279239B1
    • 2012-10-02
    • US12396320
    • 2009-03-02
    • Robert JensenOren JacobEric Gregory
    • Robert JensenOren JacobEric Gregory
    • G06T11/80G06T19/00
    • G06T19/20G06T2200/24G06T2219/2021
    • A method allowing for quick manipulation of weight values associated with points on a polygonal mesh that is to be deformed. A point on the polygonal mesh may be selected by the user. Then, a solution space of possible positions for the selected point may be calculated by solving a deformation model for a range of weight values. A graphical representation of the solution space may be provided, such as a locus of possible positions for the selected point, where each point on the locus corresponds to a particular weight value. Manipulation of these weight values, and hence, the deformation of the polygonal mesh, may be achieved simply by selecting a position on the locus. The mesh may be updated to reflect the weight corresponding to the selected position.
    • 一种允许快速操纵与待变形的多边形网格上的点相关联的重量值的方法。 多边形网格上的一个点可以由用户选择。 然后,可以通过求解重量值范围的变形模型来计算所选点的可能位置的解空间。 可以提供解空间的图形表示,例如所选点的可能位置的轨迹,其中轨迹上的每个点对应于特定的权重值。 这些重量值的操作以及多边形网格的变形可以简单地通过选择轨迹上的位置来实现。 可以更新网格以反映对应于所选位置的重量。
    • 32. 发明授权
    • Pose-structured animation interface
    • 姿态结构动画界面
    • US08237719B1
    • 2012-08-07
    • US12364586
    • 2009-02-03
    • Warren TrezevantOren JacobRobert Jensen
    • Warren TrezevantOren JacobRobert Jensen
    • G06T13/00
    • G06T13/00
    • Animation software enables the creation and manipulation of animation in terms of relationships between poses, as opposed to discrete values of computer graphics variable knots. Poses are automatically associated with animation structures that define object pose or poses over a time interval, rather than at a single discrete time. Animation structures may define and manipulate animation data defined over time intervals as a unit, as opposed to a set of unrelated computer graphics variable knots. Animation structures may be used to block out the general form, timing, and rhythm of animations. Optional transition animation structures, pose anticipations, and pose reactions may be automatically or manually defined between adjacent pose hold durations. General parameters of an animation structure may be applied to create or modify the animation data associated with the animation structure. Operations on animation structures can be applied to all of the animation data included in these animation structures.
    • 动画软件可以根据姿势之间的关系创建和操纵动画,而不是计算机图形变量节点的离散值。 姿势自动与动画结构相关联,动画结构在时间间隔内定义对象姿势或姿势,而不是在单个离散时间。 动画结构可以定义和操纵以时间间隔定义的动画数据作为一个单位,而不是一组不相关的计算机图形变量结。 动画结构可用于阻止动画的一般形式,时间和节奏。 可以在相邻姿势持续时间之间自动或手动定义可选的过渡动画结构,姿势预期和姿势反应。 可以应用动画结构的一般参数来创建或修改与动画结构相关联的动画数据。 动画结构的操作可以应用于这些动画结构中包含的所有动画数据。
    • 33. 发明授权
    • Multiple editor user interface
    • 多编辑器用户界面
    • US08205169B1
    • 2012-06-19
    • US12136157
    • 2008-06-10
    • Brendan DonohoeRobert JensenOren Jacob
    • Brendan DonohoeRobert JensenOren Jacob
    • G06F3/048
    • G06F3/0481G06F9/451
    • An application user interface includes multiple editors, each presenting a data view and controls for operating on data. The application user interface includes a windowed mode and a full-screen mode. The windowed mode displays multiple editors simultaneously, such as in separate windows or panes. The full-screen mode displays a primary editor that substantially covers the application display area. The full-screen mode displays the secondary editors as drawer user interface elements arranged along the edges of the application display area. Secondary editors are displayed and accessed as needed via these drawer user interface elements. The relative arrangement of editors is preserved when switching between windowed mode and full-screen mode. Users can customize the application user interface in either windowed mode or full-screen mode to add, remove, or change primary and secondary editors, with any changes in the application user interface being preserved when switching between windowed mode and full-screen mode.
    • 应用程序用户界面包括多个编辑器,每个编辑器都显示数据视图和操作数据的控件。 应用程序用户界面包括窗口模式和全屏模式。 窗口模式同时显示多个编辑器,例如在单独的窗口或窗格中。 全屏模式显示基本覆盖应用程序显示区域的主编辑器。 全屏模式显示沿着应用程序显示区域边缘布置的抽屉用户界面元素的辅助编辑器。 通过这些抽屉用户界面元素,根据需要显示和访问辅助编辑器。 在窗口模式和全屏模式之间切换时,编辑器的相对排列将保留下来。 用户可以在窗口模式或全屏模式下自定义应用程序用户界面,以在窗口模式和全屏模式之间切换时,在应用程序用户界面中进行任何更改,添加,删除或更改主要和辅助编辑器。
    • 35. 发明申请
    • SYSTEM AND METHOD FOR NETWORK MANAGEMENT USING SELF-DISCOVERING THIN AGENTS
    • 使用自发光薄膜进行网络管理的系统和方法
    • US20090204702A1
    • 2009-08-13
    • US12028160
    • 2008-02-08
    • Robert JENSENPoul Hassan Agha KROGHAnders LEHMANN
    • Robert JENSENPoul Hassan Agha KROGHAnders LEHMANN
    • G06F15/173
    • H04L41/046H04L43/12
    • In one embodiment, a computer-implemented method of managing a computer network includes installing an agent in each of a plurality of network nodes in the network. The agent may be configured to identify one or more types of network resources attached to a particular node with which the agent is associated. One or more roles may be assigned to or by the agent based, at least in part, upon the one or more types of network resources identified by the agent. Functions associated with the identified roles may be executed. Monitoring the status of each agent may also be carried out. In another embodiment, a network management system includes an agent executing within an associated network node of the network. The agent may be configured to operate so as to identify one or more types of resources attached to the network node. The agent may be assigned one or more roles based, at least in part, on an inference based upon the one or more types of attached resources identified by the agent.
    • 在一个实施例中,计算机实现的管理计算机网络的方法包括在网络中的多个网络节点的每一个中安装代理。 代理可以被配置为识别附加到与代理相关联的特定节点的一种或多种类型的网络资源。 至少部分地基于由代理识别的一种或多种类型的网络资源,可以向代理分配代理或由代理分配一个或多个角色。 可以执行与所识别的角色相关联的功能。 也可以监视每个代理的状态。 在另一个实施例中,网络管理系统包括在网络的相关网络节点内执行的代理。 代理可以被配置为操作以便识别附加到网络节点的一种或多种类型的资源。 至少部分地,可以基于由代理识别的一种或多种类型的附属资源来推断代理,该代理可被分配一个或多个角色。
    • 40. 发明授权
    • Preserving data correlation in asynchronous collaborative authoring systems
    • 在异步协作创作系统中保存数据相关性
    • US09582247B1
    • 2017-02-28
    • US13419886
    • 2012-03-14
    • Timothy S. MillironRobert JensenBrad AndalmanAdam WoodburyDirk Van Gelder
    • Timothy S. MillironRobert JensenBrad AndalmanAdam WoodburyDirk Van Gelder
    • G06T13/00G06F7/02
    • G06F7/02G06T13/00G06T19/20G06T2219/024G06T2219/2021G06T2219/2024
    • To prevent correlated data from being inadvertently altered by subsequent modifications or additions, changes to correlated data are automatically detected. Corrections may be automatically applied to data to preserve data correlation. Change detection data is determined from an initial correlation between source data and dependent data. The change detection data is stored in association with the dependent data. A subsequent evaluation of the data defines a current correlation between the source data and the dependent data. The current correlation is evaluated with the change detection data to determine if the current correlation differs from the initial correlation. If the current correlation between source data and dependent data does not match the initial correlation, the current correlation is reevaluated using topological; geometric, or other analysis techniques. The reevaluated correlation can be provided as part of the authored state of a computer graphics component.
    • 为了防止相关数据被随后的修改或添加意外改变,相关数据的更改将被自动检测。 校正可以自动应用于数据以保持数据相关性。 从源数据和相关数据之间的初始相关性确定变化检测数据。 变化检测数据与依赖数据相关联地存储。 对数据的后续评估定义了源数据和依赖数据之间的当前相关性。 利用变化检测数据评估当前相关性,以确定当前相关性是否与初始相关性不同。 如果源数据和依赖数据之间的当前相关性与初始相关性不匹配,则使用拓扑来重新评估当前的相关性; 几何或其他分析技术。 重新评估的相关性可以作为计算机图形部件的创作状态的一部分来提供。