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    • 2. 发明授权
    • Visualization of value resolution for multidimensional parameterized data
    • 可视化多维参数化数据的值分辨率
    • US08566736B1
    • 2013-10-22
    • US12356060
    • 2009-01-19
    • Oren JacobEric GregoryMichael FerrisRobert JensenTimothy S. MillironBrad Andalman
    • Oren JacobEric GregoryMichael FerrisRobert JensenTimothy S. MillironBrad Andalman
    • G06F3/048
    • G06T13/20G06T17/00
    • A user interface presents views of entities and their attributes relative to any subset of associated parameters. A view may present views of entities as a function of one or more parameters. A selection of a subset of entities in one view with respect to parameters may be presented in another view with respect to different parameters. Entities may be manipulated in any supplemental view to change their values or their parameter associations. A view may present components and parameters associated with layers or any subset of layers and/or after layer compositing. A view can include resolved values of components and their attributes. A supplemental view may include visual indicators to indicate the layer or other parameter defining its resolved value. Hierarchical relationships may be presented in views, with ancestor entities expanded within a view to show its descendent entities or collapsed to hide its descendent entities.
    • 用户界面相对于相关参数的任何子集来呈现实体及其属性的视图。 视图可以呈现作为一个或多个参数的函数的实体的视图。 关于参数的一个视图中的实体的子集的选择可以在关于不同参数的另一视图中呈现。 实体可以在任何补充视图中进行操作,以更改其值或参数关联。 视图可以呈现与层或层的任何子集和/或层合成之后相关联的组件和参数。 视图可以包括已解析的组件值及其属性。 补充视图可以包括用于指示层或其他参数来定义其解析值的视觉指示符。 分层关系可以在视图中呈现,其中祖先实体在视图内展开以显示其后代实体或折叠以隐藏其后代实体。
    • 3. 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。
    • 4. 发明授权
    • Multiple time scales in computer graphics
    • 计算机图形学中的多个时间尺度
    • US08363055B1
    • 2013-01-29
    • US12272997
    • 2008-11-18
    • Eric GregoryMichael FerrisRobert JensenOren JacobTimothy S. Milliron
    • Eric GregoryMichael FerrisRobert JensenOren JacobTimothy S. Milliron
    • G06T11/00
    • G06T13/00G06T2213/08
    • Multiple time scales enable animations over multiple shots. Time-dependent data is specified with reference to time references. Data expressed in different time references may be combined to form animations, shots, and sequences of shots. Time transformations specifying mappings between time references are used to combine data expressed in different time references. Data can be viewed in arbitrary time references. Editing data specifying a sequence of shots may be used as a time reference for viewing data expressed in other time references. Data expressed in one time reference may be rearranged according to another time reference to indicate time reference relationships. Data authored in one time reference may be viewed and modified in another time reference. Modifications are converted from the viewing time reference to the data's original time reference for updating data. Time-dependent data may be expressed in layer data structures. Layer relationships may include time transformations.
    • 多个时间刻度可以使多个镜头进行动画。 参考时间参考指定时间相关数据。 可以将在不同时间基准中表达的数据组合以形成动画,拍摄和拍摄序列。 使用指定时间引用之间的映射的时间变换来组合以不同时间引用表示的数据。 数据可以随意查看。 编辑指定拍摄顺序的数据可以用作查看其他时间参考中表达的数据的时间参考。 可以根据另一时间参考来重新排列一次性参考中表示的数据,以指示时间参考关系。 在一次性参考中创作的数据可以在另一个时间参考中查看和修改。 修改从观看时间参考转换为用于更新数据的数据的原始时间参考。 时间依赖数据可以用层数据结构表示。 层关系可能包括时变。
    • 5. 发明授权
    • Graphs of components for digital productions
    • 数字制作组件图
    • US07836087B1
    • 2010-11-16
    • US11759919
    • 2007-06-07
    • Eric GregoryMichael FerrisRobert JensenOren Jacob
    • Eric GregoryMichael FerrisRobert JensenOren Jacob
    • G06F7/00G06F17/00
    • G06T15/503G06T11/00
    • The components of a computer graphics scene can be organized using multiple independent graphs. Each component can include graph relationship attributes specifying its location in one or more graphs. Graph can be utilized for any purpose within the digital production pipeline. A component can include any number of graph relationship attributes. The number and type of graph relationship attributes can be different for each component. Software tools can access one or more graphs to determine structural or functional relationships between components. Software tools can enforce policies for a graph independent of other graphs. Software tools can optimize the components of a graph independent of other graphs. A graph relationship attribute of a component can include optional parameter data to specify properties of the relationship between two or more components. Layer data structures including opinions of value can specify graph relationships.
    • 可以使用多个独立图表来组织计算机图形场景的组件。 每个组件可以包括在一个或多个图中指定其位置的图关系属性。 图形可以用于数字生产管道中的任何目的。 组件可以包括任何数量的图关系属性。 每个组件的图形关系属性的数量和类型可以不同。 软件工具可以访问一个或多个图形,以确定组件之间的结构或功能关系。 软件工具可以独立于其他图表来执行图形的策略。 软件工具可以独立于其他图形优化图形的组件。 组件的图关系属性可以包括可选参数数据,以指定两个或多个组件之间关系的属性。 包含价值意见的图层数据结构可以指定图形关系。
    • 6. 发明授权
    • Layering and referencing of scene description
    • 场景描述的分层和参考
    • US07836086B2
    • 2010-11-16
    • US11738953
    • 2007-04-23
    • Eric GregoryMike FerrisRobert JensenOren Jacob
    • Eric GregoryMike FerrisRobert JensenOren Jacob
    • G06F7/00G06F17/30
    • G06T17/005
    • A unified mechanism of scene description includes layering and cross-referencing relationships. The scene description specifies components using one or more layers. A layer includes an opinion of value for one or more attributes of one or more components. A layer can be sparsely populated with opinions of attribute values for only portions of components' attributes. Layers express opinions of value for an attribute using the semantic structure associated with the attribute. The scene description organizes layers in a layer hierarchy, which determines a layer stacking order. The layer stacking order specifies the compositing of opinions of attribute values to determine the complete authored state of the component. The layer stacking order enables attributes of components to be selectively overridden without disturbing other attribute values. Cross-referencing relationships enable encapsulation and reuse of components. Cross-referencing relationships can encapsulate components defined by one or more layers.
    • 场景描述的统一机制包括分层和交叉引用关系。 场景描述指定使用一个或多个图层的组件。 层包括一个或多个组件的一个或多个属性的值的意见。 可以通过属性值的意见稀疏地填充图层,仅对部件属性的部分。 层使用与属性相关联的语义结构来表达属性的价值观。 场景描述组织层次结构中的层,确定层堆叠顺序。 层层叠顺序指定合成属性值的意见以确定组件的完整创作状态。 层叠堆叠顺序使得可以选择性地覆盖组件的属性,而不会干扰其他属性值。 交叉引用关系可以实现组件的封装和重用。 交叉引用关系可以封装由一个或多个层定义的组件。
    • 7. 发明授权
    • Task membership and task masks
    • 任务成员资格和任务掩码
    • US07917535B1
    • 2011-03-29
    • US12042249
    • 2008-03-04
    • Eric GregoryMichael FerrisRobert JensenOren JacobTimothy S. Milliron
    • Eric GregoryMichael FerrisRobert JensenOren JacobTimothy S. Milliron
    • G06F7/00G06F17/30
    • G06T15/00G06T17/00G06T2210/32
    • Components are presented to users based on the components' assigned task memberships. The tasks represents the different activities performed by users within a digital production pipeline. Each stage of the digital production pipeline may be associated with a task. Additional user-defined tasks may be defined as needed to further distinguish components. Attributes of components are associated with one or more tasks when the component is authored. Task memberships may be inherited from parent components or overridden. A user interface includes a task selection menu to receive a selection of one or more tasks from the user. The task selection is used to filter components, so that the user interface presents only relevant information to users. Component attribute values and task associations can be expressed using layer data structures. Task restrictions of layers allow layers to only specify values of components that match the task associations of the layer.
    • 组件根据组件的分配任务成员资格呈现给用户。 这些任务代表数字生产管道中用户执行的不同活动。 数字生产管道的每个阶段都可能与任务相关联。 可以根据需要定义附加的用户定义任务,以进一步区分组件。 当组件创作时,组件的属性与一个或多个任务相关联。 任务成员资格可以从父组件继承或覆盖。 用户界面包括用于从用户接收对一个或多个任务的选择的任务选择菜单。 任务选择用于过滤组件,使用户界面只向用户显示相关信息。 组件属性值和任务关联可以使用层数据结构来表示。 层的任务限制允许图层仅指定与图层的任务关联相匹配的组件的值。
    • 8. 发明申请
    • Layering and Referencing of Scene Description
    • 场景描述的分层和参考
    • US20070294270A1
    • 2007-12-20
    • US11738953
    • 2007-04-23
    • Eric GregoryMike FerrisRobert JensenOren Jacob
    • Eric GregoryMike FerrisRobert JensenOren Jacob
    • G06F7/00
    • G06T17/005
    • A unified mechanism of scene description includes layering and cross-referencing relationships. The scene description specifies components using one or more layers. A layer includes an opinion of value for one or more attributes of one or more components. A layer can be sparsely populated with opinions of attribute values for only portions of components' attributes. Layers express opinions of value for an attribute using the semantic structure associated with the attribute. The scene description organizes layers in a layer hierarchy, which determines a layer stacking order. The layer stacking order specifies the compositing of opinions of attribute values to determine the complete authored state of the component. The layer stacking order enables attributes of components to be selectively overridden without disturbing other attribute values. Cross-referencing relationships enable encapsulation and reuse of components. Cross-referencing relationships can encapsulate components defined by one or more layers.
    • 场景描述的统一机制包括分层和交叉引用关系。 场景描述指定使用一个或多个图层的组件。 层包括一个或多个组件的一个或多个属性的值的意见。 可以通过属性值的意见稀疏地填充图层,仅对部件属性的部分。 层使用与属性相关联的语义结构来表达属性的价值观。 场景描述组织层次结构中的层,确定层堆叠顺序。 层层叠顺序指定合成属性值的意见以确定组件的完整创作状态。 层叠堆叠顺序使得可以选择性地覆盖组件的属性,而不会干扰其他属性值。 交叉引用关系可以实现组件的封装和重用。 交叉引用关系可以封装由一个或多个层定义的组件。
    • 9. 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。
    • 10. 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。