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    • 1. 发明申请
    • Dynamic Lighting Effects For Textures Without Normal Maps
    • 动态照明效果对于没有正常地图的纹理
    • US20150348315A1
    • 2015-12-03
    • US14292636
    • 2014-05-30
    • Apple Inc.
    • Norman N. WangJacques P. Gasselin de RichebourgDomenico P. PorcinoTimothy R. Oriol
    • G06T15/80G06T1/20G06T13/20G06T7/40G06K9/46
    • G06T1/20G06K9/4652G06T15/04
    • Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to dynamically render 3D lighting effects for a supplied 2D texture map—without the need for a programmer to supply a normal map along with the 2D texture map. According to some embodiments, an algorithm may inspect the pixel values (e.g., RGB values) of each individual pixel of the texture map, and, based on the pixel values, can accurately estimate where the lighting and shadow effects should be applied to the source 2D texture file to simulate 3D lighting. Further, because these effects are being rendered dynamically by the rendering and animation infrastructure, the techniques described herein work especially well for “dynamic content,” e.g., user-downloaded data, in-application user-created content, operating system (OS) icons, and other user interface (UI) elements for which programmers do not have access to normal maps a priori.
    • 公开了系统,方法和程序存储设备,其包括使一个或多个处理单元动态地渲染所提供的2D纹理映射的3D照明效果的指令,而不需要编程人员与2D纹理贴图一起提供法线贴图 。 根据一些实施例,算法可以检查纹理贴图的每个单独像素的像素值(例如,RGB值),并且基于像素值可以精确地估计应该将光照和阴影效应应用于源 2D纹理文件来模拟3D照明。 此外,由于这些效果通过渲染和动画基础设施动态地呈现,所以本文所描述的技术特别适用于“动态内容”,例如用户下载的数据,应用内用户创建的内容,操作系统(OS)图标 ,以及程序员先前无法访问法线贴图的其他用户界面(UI)元素。
    • 2. 发明授权
    • Dynamic generation of texture atlases
    • 动态生成纹理地图集
    • US09355464B2
    • 2016-05-31
    • US14292742
    • 2014-05-30
    • Apple Inc.
    • Timothy R. OriolDomenico P. PorcinoJacques P. Gasselin de RichebourgNorman N. Wang
    • G09G5/00G06T7/40G06T7/00
    • G06T7/40G06T1/60G06T11/40
    • Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to analyze input images to a texture atlas and determine how each texture should be modified before being stored in the texture atlas to prevent undesirable drawing artifacts. For example, “tileable” images may be identified on a per-edge basis (e.g., by determining whether each edge pixel is above a certain opacity threshold). The tileable images may then be modified, e.g., by extruding a 1-pixel border identical to the outer row of pixels, before being stored in the texture atlas. “Character”-type sprites may also be identified on a per-edge basis (e.g., by determining whether each edge pixel is below the opacity threshold). The character-type sprites may then by modified by adding a single pixel transparent border around the outer rows of pixels before being stored in the texture atlas.
    • 公开了系统,方法和程序存储设备,其包括使一个或多个处理单元将输入图像分析到纹理图集的指令,并且确定在存储在纹理图集中之前应如何修改每个纹理以防止不期望的绘图伪像。 例如,可以在每个边缘基础上(例如,通过确定每个边缘像素是否高于某一不透明度阈值)来识别“瓦片”图像。 然后可以修改瓦片图像,例如通过在存储在纹理图集中之前挤出与外部像素行相同的1像素边界。 也可以在每个边缘基础上(例如,通过确定每个边缘像素是否低于不透明度阈值)来识别“字符”型精灵。 然后可以通过在存储在纹理图集中之前在像素的外部行周围添加单个像素透明边界来修改字符型精灵。
    • 3. 发明申请
    • SYSTEMS AND METHODS FOR GENERATING REFINED, HIGH FIDELITY NORMAL MAPS FOR 2D AND 3D TEXTURES
    • 用于生成二维和三维纹理的精制高分辨率正常图像的系统和方法
    • US20150348285A1
    • 2015-12-03
    • US14292731
    • 2014-05-30
    • Apple Inc.
    • Norman N. WangTimothy R. OriolJacques P. Gasselin de RichebourgDomenico P. Porcino
    • G06T11/00G06T5/00G06T3/40G09G5/02
    • G06T11/001G06T3/40G06T5/002G06T5/003G06T15/04G06T15/503G09G5/026
    • Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to dynamically generate refined normal maps for 2D texture maps, e.g., supplied by a programmer or artist. Generally speaking, there are two pertinent properties to keep in balance when generating normal vectors comprising a normal map: “smoothness” and “bumpiness.” The smoothness of the normal vectors is influenced by how many neighboring pixels are involved in the “smoothening” calculation. Incorporating the influence of a greater number of neighboring pixels' values reduces the overall bumpiness of the normal map, as each pixel's value takes weight from those neighboring pixels. Thus, the techniques described herein iteratively: downsample height maps; generate normal maps; scale the normal maps to maintain bumpiness; and blend the generated scaled normal maps with generated normal maps from previous iterations—until the smoothness of the resultant normal map has reached desired levels.
    • 公开了系统,方法和程序存储设备,其包括使一个或多个处理单元动态地生成2D纹理贴图的精细法线贴图的指令,例如由程序员或艺术家提供。 一般来说,当产生包含法线贴图的法向矢量时,有两个相关的属性保持平衡:“平滑度”和“颠簸”。法向矢量的平滑度受“平滑”计算中涉及的相邻像素数量的影响 。 结合更多数量的相邻像素值的影响可减少法线贴图的整体颠簸,因为每个像素的值从这些相邻像素获取权重。 因此,本文描述的技术迭代地:下采样高度图; 生成法线贴图; 缩放法线贴图以保持颠簸; 并将生成的缩放法线图与先前迭代中生成的法线贴图混合,直到得到的法线贴图的平滑度达到期望水平。
    • 5. 发明申请
    • Dynamic Generation Of Texture Atlases
    • 动态生成纹理图集
    • US20150348280A1
    • 2015-12-03
    • US14292742
    • 2014-05-30
    • Apple Inc.
    • Timothy R. OriolDomenico P. PorcinoJacques P. Gasselin de RichebourgNorman N. Wang
    • G06T7/40G06T7/00
    • G06T7/40G06T1/60G06T11/40
    • Systems, methods and program storage devices are disclosed, which comprise instructions to cause one or more processing units to analyze input images to a texture atlas and determine how each texture should be modified before being stored in the texture atlas to prevent undesirable drawing artifacts. For example, “tileable” images may be identified on a per-edge basis (e.g., by determining whether each edge pixel is above a certain opacity threshold). The tileable images may then be modified, e.g., by extruding a 1-pixel border identical to the outer row of pixels, before being stored in the texture atlas. “Character”-type sprites may also be identified on a per-edge basis (e.g., by determining whether each edge pixel is below the opacity threshold). The character-type sprites may then by modified by adding a single pixel transparent border around the outer rows of pixels before being stored in the texture atlas.
    • 公开了系统,方法和程序存储设备,其包括使一个或多个处理单元将输入图像分析到纹理图集的指令,并且确定在存储在纹理图集中之前应如何修改每个纹理以防止不期望的绘图伪像。 例如,可以在每个边缘基础上(例如,通过确定每个边缘像素是否高于某一不透明度阈值)来识别“瓦片”图像。 然后可以修改瓦片图像,例如通过在存储在纹理图集中之前挤出与外部像素行相同的1像素边界。 也可以在每个边缘基础上(例如,通过确定每个边缘像素是否低于不透明度阈值)来识别“字符”型精灵。 然后可以通过在存储在纹理图集中之前在像素的外部行周围添加单个像素透明边界来修改字符型精灵。