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80 results about "Mipmap" patented technology

In computer graphics, mipmaps (also MIP maps) or pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. The height and width of each image, or level, in the mipmap is a power of two smaller than the previous level. Mipmaps do not have to be square. They are intended to increase rendering speed and reduce aliasing artifacts. A high-resolution mipmap image is used for high-density samples, such as for objects close to the camera. Lower-resolution images are used as the object appears farther away. This is a more efficient way of downfiltering (minifying) a texture than sampling all texels in the original texture that would contribute to a screen pixel; it is faster to take a constant number of samples from the appropriately downfiltered textures. Mipmaps are widely used in 3D computer games, flight simulators, other 3D imaging systems for texture filtering and 2D as well as 3D GIS software. Their use is known as mipmapping. The letters "MIP" in the name are an acronym of the Latin phrase multum in parvo, meaning "much in little". Since mipmaps, by definition, are pre-allocated, additional storage space is required to take advantage of them. They are also related to wavelet compression. Mipmap textures are used in 3D scenes to decrease the time required to render a scene. They also improve image quality by reducing aliasing and Moiré patterns that occur at large viewing distances, at the cost of 33% more memory per texture.

Rendering Maps

Some embodiments provide a mapping application for rendering map portions. The mapping application includes a map receiver for receiving map tiles from a mapping service in response to a request for the map tiles needed for a particular map view. Each map tile includes vector data describing a map region. The mapping application includes a set of mesh building modules. Each mesh building module is for using the vector data in at least one map tile to build a mesh for a particular layer of the particular map view. The mapping application includes a mesh aggregation module for combining layers from several mesh builders into a renderable tile for the particular map view. The mapping application includes a rendering engine for rendering the particular map view.
Owner:APPLE INC

Image processing apparatus, image processing method and program

There is provided an image processing device including a superimposition display position determining unit which determines a position of an object having a predetermined flat surface or curved surface out of an object imaged in an input image based on an environment map, a superimposition display image generating unit which generates a superimposition display image by setting superimposition display data at the position of the object determined by the superimposition display position determining unit, an image superimposing unit which superimposes the superimposition display image on a visual field of a user, an operating object recognizing unit which recognizes an operating object imaged in the input image, and a process executing unit which executes a process corresponding to an item selected based on a position of the operating object recognized by the operating object recognizing unit.
Owner:SONY CORP

Extrapolation of nonresident mipmap data using resident mipmap data

A multi-threaded graphics processor is configured to use to extrapolate low resolution mipmaps stored in physical memory to produce extrapolated texture values while high resolution nonresident mipmaps are retrieved from a high latency storage resource and converted into resident mipmaps. The extrapolated texture values provide an improved image that appears sharper compared with using the low resolution mipmap level texture data in place of the temporarily unavailable high resolution mipmap level texture data. An extrapolation threshold LOD is used to determine when extrapolated magnification or minification texture filtering is used. The extrapolation threshold LOD may be used to smoothly transition from using extrapolated filtering to using interpolated filtering when a nonresident mipmap is converted to a resident mipmap.
Owner:NVIDIA CORP

Video face attaching picture effect processing method and generation system

The present invention discloses a video facial attaching picture effect processing method and generation system and belongs to the video effect field. The invention aims to make a user edit the effectof an attaching picture and adjust the position and size of the attaching picture by himself or herself. The method comprises the following steps that: feature positioning is performed on a face in avideo so as to obtain the facial feature points of the face; a selected image is imported and added on the face in the video so as to be adopted as an attaching picture, wherein the attaching pictureincludes an attaching picture image and attaching picture control points, the position parameters of the attaching picture control points are calculated according to the attaching picture control points and the facial feature points of the face which are corresponding to the attaching picture control points, and transformation processing is performed on the attaching picture through the positionparameters of the attaching picture control points, and the position parameters of the attaching picture control points can identify a relative position relationship between the attaching picture anda specified attaching picture area of the face in the video; and the attaching picture which has been subjected to the transformation processing is added onto the specified attaching picture area of the face in the video. The structure of the system includes a display module, a function module and a prompting module. With the video facial attaching picture effect processing method and generation system adopted, a user can edit the effect, position and size of an attaching picture by himself or herself.
Owner:山东新睿信息科技有限公司

Method for unified visualisation of heterogeneous datasets

The present invention relates to a computer-readable data storage medium comprising a graphic dataset in the form of a tiled mipmap 101, and to a method of extracting from said computer-readable data storage medium to a computer memory a subset of said mipmap 101 in the form of a clipmap 109. The present invention relates also to a computer memory containing such a clipmap 109, as well as to a method of rendering said clipmap 109 in a computer system. At each level of detail of the mipmap but the lowest, a tile block 105 formed by a discrete plurality of tiles 104 is coextensive with a whole single tile 104 at the next lower level of detail of the tiled mipmap 101.
Owner:LUCIAD

Scheme for providing wrinkled look in computer simulation of materials

Scheme for improving the quality of cloth simulation by providing a good dynamic “wrinkled” look to the cloth as it moves. The simulated area of each of the triangles in the triangle mesh is compared with the original area of the triangle to determine how much it got compressed or stretched during animation. This comparison is then used as a basis for altering the lighting of the pixels representing the triangles in order to improve the appearance of the wrinkles in the cloth. The lighting of each pixel is altered by altering a surface normal of the pixel using a value obtained from each of one or more normal maps. Normal maps are selected by using wrinkle ratios that are calculated based on the above mentioned comparisons.
Owner:SONY INTERACTIVE ENTRTAINMENT LLC

Graphics texture processing methods, apparatus and computer program products using texture compression, block overlapping and/or texture filtering

A pixel is textured by storing a first texel reference value, a second texel reference value, and texel mapping values where each texel mapping value represents a k-tuple of (ternary) references to the first texel reference value, the second texel reference value and a third texel reference value to thereby represent a block of texels. A pixel value for the pixel is generated from the stored texel values and the pixel is displayed responsive to the generated pixel value. In some embodiments, respective pluralities of texel reference values and texel mapping values that map thereto are stored for respective ones of a plurality of overlapping blocks of texels. In further embodiments, a first mipmap value for a pixel is bilinearly interpolated from the retrieved texel values for the set of nearest neighbor texels. A second mipmap value for the pixel is generated by averaging the retrieved texel values for the set of nearest neighbor texels. A pixel value for the pixel is generated by interpolating between the first and second mipmap values. The present invention may be embodied as methods, apparatus and computer program products.
Owner:TELEFON AB LM ERICSSON (PUBL)

Method and system for texture compression in a system having an avc decoding and a 3D engine

A texture compression engine of a graphics device receives an uncompressed texture of a 3D graphic application. The received uncompressed texture is transcoded into an AVC reference picture stream. A plurality of mipmaps is constructed from the received uncompressed texture. The texture compression engine determines a texture compression rate based on available memory capacities. The texture compression engine compresses the received texture and its mipmaps at the determined texture compression rate. The compressed texture and mipmaps are further transcoded into the AVC reference picture stream and stored. The transcoded texture and mipmaps comprise either RGB or YCbCr components for a RGB uncompressed texture. The transcoded texture and mipmaps comprise monochrome or luma components for an ARGB uncompressed texture. A graphics accelerator in the graphics device is operable to acquire the stored texture and mipmaps for a 3D graphics scene. The acquired texture and mipmaps are decompressed by AVC decoding.
Owner:AVAGO TECH INT SALES PTE LTD

Video coding for 3D rendering

Video coding to lower complexity of 3D graphics rendering of frames (such as textures on rectangles) includes scalable INTRA frame coding, such as by zero-tree wavelet transform; this allows decoding with mipmap level control from level of detail required in the rendering. Multiple video streams can be rendered as textures in a 3D environment.
Owner:TEXAS INSTR INC

Apparatus and method for single-pass, gradient-based motion compensated image rate conversion

A mipmap generator generates pairs of mipmaps that are each of a lower resolution that its respective source image. A single-pass, gradient-based motion vector generator generates an image motion vector map having values that represent the motion trajectories for pixels in the first and second source images. An image interpolator generates an interpolated image based on the source images and the image motion vector map. A motion detector generates a motion factor map based on a pair of mipmaps from those generated by the mipmap generator that represents a detected degree of motion between the first and second source images. The blending module generates a blended, upconverted new image using the motion factor map, the interpolated image and one of the first and second motion maps.
Owner:ATI TECH INC

Anisotropic texture prefiltering

ActiveUS7525551B1Optimize anisotropic filteringMaximize anisotropic texture filtering performanceDetails involving antialiasingCathode-ray tube indicatorsPattern recognitionGraphics
Ripmapping and footprint assembly are used to anisotropically filter texture maps. A subset of the set of ripmaps associated with a base texture is created and stored. The subset includes ripmaps selected to maximize anisotropic texture sampling performance and to minimize the texture memory requirements. For pixel footprints not aligned with the anisotropy of ripmaps or requiring a ripmap outside of the subset, footprint assembly is used to perform anisotropic filtering by taking multiple isotropic probes from a mipmap. For texture samples aligned within a tolerance range of the anisotropy of a ripmap, footprint assembly constructs an anisotropic texture sample from one or more samples of a ripmap. Ripmap statistics are collected during texture mapping to dynamically determine an optimal subset of ripmaps, and additional ripmaps can be added to the subset on demand if warranted. A graphics driver can analyze ripmap statistics to determine the subset of ripmaps.
Owner:NVIDIA CORP

Texture Level Tracking, Feedback, and Clamping System for Graphics Processors

Embodiments include a texture mapping processor incorporating a dynamic level of detail map for use in a graphics processing system. Level of detail values are defined, with 0 being the finest and corresponding to the largest mipmap level. Each bound texture in a graphics object is assigned an identifier. This identifier is used as an index into a minimum-LOD value tracking table that is updated whenever a texel is fetched. A texture processing module controls when the tracking table is initialized and read back, and which identifiers are tracked. The minimum-LOD values in the tracking table are accompanied by a coarse region access mask to associate a minimum LOD value with a specific region of the image or object. A clamping table contains LOD clamp values for each region and a region code that specifies the coarseness of the LOD associated with each region of the texture.
Owner:ADVANCED MICRO DEVICES INC

Trilinear texture filtering method with proper texel selection

A trilinear texture filtering with proper texel selection is proposed to reduce the memory bandwidth and to eliminate blurring effect. The trilinear texture filtering method reads a pixel's information and calculates the pixel's size and the texture coordinates corresponding to a mipmap texture according to the pixel's information, such as vertex. The trilinear texture filtering method performs a bilinear texture filtering only in a higher resolution mipmap level to get a first color and performs a linear interpolation between the nearest texel color value of the lower resolution mipmap level and the first color to determine a final pixel color value in accordance with the LOD (level of detail) value. Because the invention selects texels more accurately than the typical trilinear texture filtering, the large amount of memory accesses are reduced and the image quality will not be sacrificed.
Owner:SILICON INTEGRATED SYSTEMS

Nonuniform sparse sampling video super resolution method

InactiveCN106097251AImplementing Differential Sparse SamplingReduce the number of atomsImage enhancementGeometric image transformationImage resolutionTerminal equipment
The invention discloses a nonuniform sparse sampling video super resolution method, which belongs to the technical field of video super resolution. The method comprises key technologies such as shot detection, key frame extraction, original image fuzzy processing and down sampling, nonuniform sampling vision model building, sparse dictionary construction, and video reconstruction. A nonuniform sparse sampling method based on foveated vision is adopted, differential sparse sampling is carried out on a video sequence, the number of atoms is greatly reduced, a dual dictionary of high and low resolutions (high and low resolution reference copy) is generated in real time or calculated in a prior mode according to the resolution of a mobile terminal device screen as carried meta data, a hardware-supported nonlinear Mipmap interpolation method is used for simulating and generating a Foveation image in real time, a result similar to that in a Gauss pyramid method can be acquired, and the computation overhead is lower.
Owner:SHENZHEN INSTITUTE OF INFORMATION TECHNOLOGY

Method and apparatus for selecting a mip map level based on a min-axis value for texture mapping

Min-axis based mip map determination logic receives a plurality of texture space derivatives with respect to screen space for a given pixel and texel location and selects from a plurality of mip map levels a mip map level based on a min-axis without using a max-axis value and without using an amount of anisotropy. The plurality of mip map levels corresponds to mip map levels of a mip chain. The min-axis may be identified as the squares of the texture space derivatives with respect to either the x-axis or the y-axis of screen space. Selecting the mip map level based on the min-axis ensures that each texel of the selected mip map never maps to more than one pixel during texture mapping where the main texture is of sufficient resolution. Thus, using the mip map level based on the min-axis to fetch texture data from memory and render images results in few aliasing artifacts.
Owner:ATI TECH INC

Texture unit for multi processor environment

Methods and apparatus for performing texture mapping of pixel data are disclosed. A block of texture fetches is received with a co-processor element having a local memory. Each texture fetch includes pixel coordinates for a pixel in an image. The co-processor element determines one or more corresponding blocks of a texture stored in the main memory from the pixel coordinates of each texture fetch and a number of blocks NB that make up the texture. Each texture block contains all mipmap levels of the texture and N is chosen such that a number N of the blocks can be cached in a local store of the co-processor element, where N is less than NB. One or more of the corresponding blocks of the texture are loaded to the local memory if they are not currently loaded in the local memory. The co-processor element performs texture filtering with one or more of the texture blocks in the local memory to generate a pixel value corresponding to one of the texture fetches.
Owner:SONY COMPUTER ENTERTAINMENT INC

Image processing apparatus and method

An image processing apparatus is provided. The image processing apparatus may include a first calculator to generate a first shadow map with respect to a static object included in a three-dimensional (3D) model, at a first viewpoint within the 3D model, a second calculator to generate a second shadow map with respect to a dynamic object included in the 3D model, at the first viewpoint, and a third calculator to generate a third shadow map with respect to the 3D model at the first viewpoint by synthesizing the first shadow map and the second shadow map. The image processing apparatus may decrease an amount of calculation necessary when performing three-dimensional (3D) rendering for a plurality of frames.
Owner:SAMSUNG ELECTRONICS CO LTD

Selection of a mipmap level

A computer graphics includes a texture memory (134) storing texture maps in a mipmap structure, texels in a texture map being specified by a pair of u and v coordinates. A rasterizer (120) determines for a texel (u, v) corresponding initial 4D mipmap levels (mmlu, mmlv) and a magnification factor representing a magnification that occurs when the texel is mapped to a corresponding pixel position on the display. It then determines final 4D mipmap levels in dependence on the determined initial 4D mipmap levels mmlu, mmlv, and the magnification factor. A texture space resampler (132) obtains texture data from a texture map identified by the pair off final 4D mipmap levels. A texture mapper (140) maps the obtained texture data to corresponding pixel data defining the display image.
Owner:KONINKLIJKE PHILIPS ELECTRONICS NV

Method and system for filtering, registering, and matching 2.5D normal maps

An iterative approach to vector median filtering wherein the resulting median vector need not be a member of the original data set. The iterative vector median filtering allows for fast convergence for complex computations and an output which is approximate to the mean, particularly for small data sets. In addition, a method and system for registering and matching 2.5 normal maps is provided. Registration of two maps is performed by optimally aligning their normals through 2-D warping in the image plane in conjunction with a 3-D rotation of the normals. Once aligned, the average dot-product serves as a matching metric for automatic target recognition (ATR).
Owner:SARNOFF CORP

A texture atlas scheduling method

A texture atlas scheduling method comprises the following steps of determining basic information for texture streaming scheduling and a data structure; creating the actual physical texture and save the texture loaded into memory; creating an indirect index buffer to store the location information of Mipmap on the physical texture; according to the level of detail information of texture, carrying out the inflow and outflow of texture, and according to the rectangular texture packing algorithm, finding the position information of the current inflow texture on the physical texture; rendering thetexture and relocating the UV coordinates for sampling calculation. The texture atlas scheduling method of the invention is based on a rectangular texture packing algorithm, and effectively reduces the number of DrawCalls by merging texture maps, so that the rendering efficiency is improved. Through the scheduling of textures, the memory usage can be reduced, the necessary texture resources can beloaded gradually, and the memory pressure can be reduced. The invention can effectively reduce the pressure of the graphics processing unit in the rendering process.
Owner:SNAIL GAMES

Prediction method, generation method and storage medium

A prediction method generates a fragment number map having a predetermined number of pixels and a mipmap of the fragment number map, and for a pixel of one layer in the mipmap, derives an estimated number of fragments included on average on one light path in a case where ray-bundles for a light transport computation are defined for a corresponding region in a 3D scene corresponding to the pixel, and outputs, as a predicted number of ray-bundle light paths for the computation storable in a predetermined memory region for a pixel of one layer, a value obtained by dividing the size of the memory region by this value. The method derives an estimated number of fragments by adding a compensation value corresponding to a layer of the pixels in the number of fragments which is a pixel value of one pixel.
Owner:SQUARE ENIX HLDG CO LTD

Extrapolation texture filtering for nonresident mipmaps

A multi-threaded graphics processor is configured to use to extrapolate low resolution mipmaps stored in physical memory to produce extrapolated texture values while high resolution mipmaps are retrieved from a high latency storage resource. The extrapolated texture values provide an improved image that appears sharper compared with using the low resolution mipmap level texture data in place of the temporarily unavailable high resolution mipmap level texture data.
Owner:NVIDIA CORP

Method and apparatus for rendering

A rendering method includes generating mipmap images of some levels with respect to texture and storing the generated mipmap images in a storage, receiving a request for the texture, calculating a level of a mipmap requested for the texture, determining whether the stored mipmap images include the mipmap image of the calculated level, and performing rendering by using at least one of the stored mipmap images, based on a result of the determining.
Owner:SAMSUNG ELECTRONICS CO LTD

Method and Apparatus for Improving Hit Rates of a Cache Memory for Storing Texture Data During Graphics Rendering

A method for improving hit rates of a cache memory for storing texture data during graphics rendering is disclosed. In response to a request for a mipmap block from a first mipmap to render a texture, a determination is made whether or not the mipmap block from the first mipmap is already stored in a cache memory. If the mipmap block from the first mipmap is already in the cache memory, the mipmap block from the first mipmap already in the cache memory is utilized to render the texture. Otherwise, if the mipmap block from the first mipmap is not in a cache memory, another determination is made whether or not a bias value associated with the mipmap block from the first mipmap is set. If a bias value associated with the mipmap block from the first mipmap is not set, then the mipmap block is obtained from the first mipmap to render the texture.
Owner:IBM CORP

Tile-based image processing using mipmaps

Mipmaps are used to optimize image rendering by intelligently determining which generated mipmaps can be reused and then storing the reusable mipmaps in cache for quick retrieval later. A graphic transformation application (GTA) working with or executed by a graphics processing unit (GPU) identifies images to be rendered on a screen and effects to be applied such images. Transforms to carry out the effects are charged with generating mipmaps of the images, and the GTA monitors the generated mipmaps and images to be rendered to determine what mipmaps to cache for future transforms.
Owner:MICROSOFT TECH LICENSING LLC

Anisotropic texture filtering optimization

A method for optimizing the number of bilinear samples includes the steps of computing a desired bilerp count for a pixel footprint in a mipmap, where a fractional distance represents the distance between the desired bilerp count and a first available bilerp count relative to the distance between a second available bilerp count and the first available bilerp count, determining a modified bilerp count based on the desired bilerp count, and computing a modified fractional distance based on the modified bilerp count, where the modified fractional distance is zero if the fractional distance is between zero and a first-non-zero value, but is between zero and one if the fractional distance is within a transition band. Texture values for the bilerps in the first available count and one or more additional bilerps are average to generate a pixel texture value, where the modified fractional distance determines the weights applied.
Owner:NVIDIA CORP

System and method for filter kernel interpolation for seamless mipmap filtering

There is provided a system and method for filter kernel interpolation for seamless mipmap filtering. There is provided a method of implementing a filter kernel interpolation for seamless filtering of transitions within a plurality of mipmaps derived from a base-image texture filtered using a prefilter, the method comprising choosing a filter kernel, determining a filter width for the filter kernel, selecting a first mipmap and a second mipmap from the plurality of mipmaps, applying interpolation on the filter kernel based on the prefilter, the first mipmap, and the second mipmap to generate an interpolated filter kernel, and applying the interpolated filter kernel to the first mipmap to generate a seamless filtered texture. Two alternative methods of interpolation are introduced, including filter kernel value interpolation and filter kernel position interpolation with x-lerping. By avoiding access to the second mipmap, greater efficiency and image quality can be achieved versus conventional interpolation.
Owner:DISNEY ENTERPRISES INC

Depth-of-field achieving method based on Open graphics library (GL)

An embodiment of the invention discloses a depth-of-field achieving method based on an Open graphics library (GL). The method includes the following steps: obtaining original color buffering information of an image, wherein the original color buffering information comprises depth buffering information and color buffering information; calculating new color buffering information according to the depth buffering information and the color buffering information; calculating Poisson distribution circle diameter of a pixel point of the image, and calculating image level information according to the Poisson distribution circle diameter of the pixel point; calculating final color buffering information according to the original color buffering information, the new color buffering information, the Poisson distribution circle diameter of the pixel point and the image level information and rendering the image. By combining the Mipmap principle based on the OpenGL and the Poisson distribution, different levels of image scene information is calculated to achieve depth of field, the depth of field is achieved, and depth-of-field achieving efficiency is improved.
Owner:CHINA DIGITAL VIDEO BEIJING
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