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    • 5. 发明申请
    • Collision Avoidance Of Arbitrary Polygonal Obstacles
    • 碰撞避免任意多边形障碍物
    • US20160358485A1
    • 2016-12-08
    • US14732746
    • 2015-06-07
    • Apple Inc.
    • Bruno M. SommerNorman N. WangTimothy R. OriolJacques P. Gasselin de Richebourg
    • G08G9/02G05D3/10
    • G08G9/02B60W30/09G01C21/00G05D1/0212
    • Systems, methods, and computer readable media to improve the operation of graphics systems are described. In general, collision avoidance techniques are disclosed that operate even when the agent lacks a priori knowledge of its environment and is, further, agnostic as to whether the environment is two-dimensional (2D) or three-dimensional (3D), whether the obstacles are convex or concave, or whether the obstacles are moving or stationary. More particularly, techniques disclosed herein use simple geometry to identify which edges of which obstacles an agent is most likely to collide. With this known, the direction of an avoidance force is also known. The magnitude of the force may be fixed, based on the agent's maximum acceleration, and modulated by weighting agents
    • 描述了用于改进图形系统的操作的系统,方法和计算机可读介质。 通常,公开了避免碰撞的技术,即使在代理人缺乏对其环境的先验知识的情况下也可以进行操作,而且还不知道环境是二维的还是三维的(3D) 是凸的还是凹的,还是障碍物是移动还是静止。 更具体地,本文公开的技术使用简单的几何来识别代理最可能发生碰撞的障碍物的哪些边缘。 就此而言,避免力的方向也是已知的。 力的大小可以基于代理的最大加速度而被固定,并由加权代理进行调制
    • 6. 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。