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7 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.

Mipmaps for haptic textures

A data structure for an immersive scene description comprises information representative of a haptic effect based on a haptic mipmap comprising a plurality of haptic textures. At rendering, one haptic texture is selected from the plurality of haptic textures at least based on the speed of the user interaction: when the user interacts at a slow speed, a texture with fine details is selected to render the haptic feedback and when the user interaction is faster a texture with less details is selected. The haptic texture may also be selected based on the tracking rate of the rendering device. This selection of haptic texture can ensure a satisfying rendering of the haptic effect.
Owner:INTERDIGITAL CE PATENT HOLDINGS SAS

Machine learning techniques to create higher resolution compressed data structures representing textures from lower resolution compressed data structures

Machine learning is used to generate a first mipmap of a texture having a first compression based on a second mipmap of the same texture and having a second compression without using compression or decompression in generating the first mipmap. The first mipmap can then be used to render a computer graphics object.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

System and method for adjusting filtering for texture streaming

A technique for texture filtering. A transition is made from a first mipmap corresponding to a first texture resolution to a second mipmap corresponding to a second texture resolution. The first texture resolution is lower than the second texture resolution. As compared to standard trilinear filtering, initiation of the transition is delayed by an offset (or bias), which serves to delay the initial use of the second mipmap until it has been loaded. Following initiation of the transition, first and second weightings are selected with a nonlinear filter, and the system interpolates between the first mipmap and the second mipmap by applying the weightings. During an initial portion of the transition, the nonlinear filter has a slope that is higher than that of the standard trilinear filter.
Owner:ADVANCED MICRO DEVICES INC +1

Path-based terrain texture generation for simulation environment systems and applications

In various examples, path-based terrain texture generation for simulation environment systems and applications are provided. In some embodiments, a terrain surface tiling processor produces a textured terrain that may be shared with any number of ego agents operating within a simulation environment. The terrain surface tiling processor may receive map data defining structured navigable pathways within the simulation environment and generate a quadtree structure that instantiates mesh tiles based on a function of distance from pathway structures corresponding to the navigable pathways. Based on the quadtree structure, a simulation platform may render texture nodes that display a highest density image at distances closest to a pathway structure, and increasingly lower density texture images as a function of increasing distance from the pathway structure. The texture of the 3D terrain may be rendered by applying a texture image from a layer of a mipmap to nodes of each quadtree mesh tile.
Owner:NVIDIA CORP

Machine learning techniques to create higher resolution compressed data structures representing textures from lower resolution compressed data structures and training therefor

Machine learning is used to generate a first mipmap of a texture having a first compression based on a second mipmap of the same texture and having a second compression without using compression or decompression in generating the first mipmap. The first mipmap can then be used to render a computer graphics object. Training can be done using as input decompressed blocks from originally compressed blocks.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

A mipmap LOD processing method easy to implement in hardware

The present application relates to the field of image rendering, in particular to a mipmap LOD processing method easy to implement in hardware. It comprises the steps of: S1. calculating a difference value based on the current received pixel coordinate information and the previous pixel coordinate information; S2. judging whether the current pixel and the previous pixel are adjacent to the screen coordinates, if not, executing step S4, if yes, calculating the current pixel LOD value and executing step S3; S3. when the LOD value of the continuous pixel point in another direction is calculated to be less than or equal to the previous calculated value, the LOD value is updated with the adjacent pixel point in the current direction, and step S4 is executed; when the LOD value of the continuous pixel point in another direction is calculated to be greater than the previous calculated value, the LOD value is adjusted to be updated with the adjacent pixel point in another direction, and step S4 is executed; S4. updating the final LOD value to a reference value, updating the coordinate information value of the current pixel to the coordinate information value of the previous pixel, and outputting the LOD value. The method reduces the overall system delay, improves the pixel fill rate, and significantly improves the hardware processing capability.
Owner:SHENZHEN ZHONGWEIDIAN TECH