Patents
Literature
Hiro is an intelligent assistant for R&D personnel, combined with Patent DNA, to facilitate innovative research.
Hiro

71 results about "Texture compression" patented technology

Texture compression is a specialized form of image compression designed for storing texture maps in 3D computer graphics rendering systems. Unlike conventional image compression algorithms, texture compression algorithms are optimized for random access.

Multi-mode texture compression algorithm

A multi-mode texture compression algorithm is provided for effective compression and decompression texture data during graphics processing. Initially, a request is sent to memory for compressed texture data. Such compressed texture data is then received from the memory in response to the request. At least one of a plurality of compression algorithms associated with the compressed texture data is subsequently identified. Thereafter, the compressed texture data is decompressed in accordance with the identified compression algorithm.
Owner:NVIDIA CORP

High-compression texture mapping

Embodiments provide texture compression with high compression ratios and low decompression times. Some embodiments partition a texture map into texel blocks. The number of blocks is reduced until a compression threshold is reached, and the resulting blocks are stored as a codebook. An index array is generated by associating each texel block with an index and associating each index with the block in the codebook identified as a closest match to the associated texel block. The codebook may then be compressed according to a technique compatible with a GPU. In certain embodiments, to render a scene, a CPU “inflates” the texture map by copying the appropriate codebook block to each indexed block location of the texture map, as defined by the index array. Because the codebook blocks are already compressed in a format compatible with the GPU, the inflated texture map is also compatible with the GPU without further processing.
Owner:ROGERS DOUGLAS H

Texture image compressing device and method, texture image decompressing device and method, data structures and storage medium

A texture image compressing device includes a separating unit configured to separate intensity maps, including intensity values and light source-independent texture images, those images including color components from a plurality of texture images corresponding to different light source directions and different viewpoint directions. The device includes an intensity map compressing unit configured to compress the intensity maps to generate compressed intensity maps and representative intensity maps that are codebooks of the compressed intensity maps, a light source-independent texture image compressing unit configured to compress the light source-independent texture images to generate light source-independent texture compressed images and color component conversion tables that are codebooks of the light source-independent texture compressed images, and a compressed texture generating unit configured to generate compressed textures by combining the compressed intensity maps, the representative intensity maps, the light source-independent texture compressed images and the color component conversion tables.
Owner:KK TOSHIBA

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

Fast drawing forest method of graded hierarchical assembling depth paste-up atlas

The invention includes following six steps: hierarchical structure of forest, LDI-Pack structure for tree model, LDM-Pack structure, each node LADM-Pack in structure of forest, plotting queue, and node in plotting queue. Advantages of the method are: referencing LOD, IBR, PBR, and Billboard provides good balance among quality of drawing, plotting performance and storage expense; self-adapting texture compression method reduces expenses for texture memory; confluent method realizes graduating transition. The method is applicable to geo information emulation, virtual scene roam and game engine etc. areas.
Owner:ZHEJIANG UNIV

Real-time monitoring video and three-dimensional scene fusion method based on three-dimensional GIS

The invention discloses a real-time monitoring video and three-dimensional scene fusion method based on a three-dimensional GIS (Geographic Information System), which belongs to the technical field ofthree-dimensional GIS, and comprises the following steps: S1, inputting model data, checking texture and triangular patch number of an artificial modeling model by using hypergraph iDesktop software,removing repeated points, converting a format to generate a model data set, and storing the model data set in a database; performing root node combination and texture compression on the original OSGBformat data by the inclination model; and S2, converting the model data set and the inclined OSGB slice into a three-dimensional slice cache in an S3M format. The live-action fusion method disclosedby the invention is oriented to the fields of public security and smart cities, avoids the application limitation of the traditional two-dimensional map and monitoring video, solves the disadvantage that the monitoring video picture is split, enhances the spatial perception of video monitoring, improves the display performance of multi-path real-time video integration in a three-dimensional sceneto a certain extent, and improves the real-time performance of the three-dimensional scene. The method can be widely applied to the fields of public security and smart cities with strong videos and strong GIS services.
Owner:NANJING GUOTU INFORMATION IND

Variable-rate texture compression using fixed-rate codes

A fixed rate compressor is used to perform variable rate texture compression. A texture image is accessed. A block size used to compress the image is automatically varied over the image to achieve variable rate texture compression. The block size may be selected to reduce the compressed texture image size and adapted in local regions of the texture image based on quality considerations, such as a quality condition that an error for each block be less that a threshold error. The restriction on block size and block types may be selected to perform decompression with hardware conventionally used to perform decompression of fixed-rate blocks. The quality condition may be user-selectable by a user input to provide additional control over the tradeoffs between quality and compression.
Owner:SAMSUNG ELECTRONICS CO LTD

Texture compression

3D graphics rendering includes texture compression including joint compression of related textures by using one texture to predict the other, object-based compression for non-rectangular textures, and multitexturing with vector quantization.
Owner:TEXAS INSTR INC

Compression Format Conversion for Texture Data

InactiveUS20140327668A1Limited amountWithout significant loss in image display rateImage codingImage generationData displayComputer graphics (images)
A conversion between two texture compression formats comprises calculations performed at index-level for reducing handling of values with color bit-length and an amount of calculations with color values. Format conversion can thus be performed in real time upon displaying an image using the compressed texture data, without significant slowing down of a display rate of the images. It may be implemented in particular for conversion from DXT1—to ETC1 compression format, and a non-flipped or flipped orientation of an ETC1—compressed texture data block can thus be determined from said texture data block as initially compressed in DXT1 format.
Owner:TELEFON AB LM ERICSSON (PUBL)

High dynamic range texture compression

A method for compressing a high dynamic range (HDR) texture. A first block of texels of the HDR texture in a red-green-blue (RGB) space may be transformed to a second block of texels in a luminance-chrominance space. The first block may have red values, green values and blue values. The second block may have luminance values and chrominance values. The chrominance values may be based on a sum of the red values, a sum of the green values and a sum of the blue values. The luminance values and the chrominance values may be converted to an 8-bit integer format. The luminance values may be modified to restore a local linearity property to the second block. The second block may be compressed.
Owner:MICROSOFT TECH LICENSING LLC

High-compression texture mapping

Embodiments provide texture compression with high compression ratios and low decompression times. Some embodiments partition a texture map into texel blocks. The number of blocks is reduced until a compression threshold is reached, and the resulting blocks are stored as a codebook. An index array is generated by associating each texel block with an index and associating each index with the block in the codebook identified as a closest match to the associated texel block. The codebook may then be compressed according to a technique compatible with a GPU. In certain embodiments, to render a scene, a CPU “inflates” the texture map by copying the appropriate codebook block to each indexed block location of the texture map, as defined by the index array. Because the codebook blocks are already compressed in a format compatible with the GPU, the inflated texture map is also compatible with the GPU without further processing.
Owner:ROGERS DOUGLAS H

Head shoulder image reconstruction method based on model and object in low bit rate video call

ActiveCN105046725ARealize encoded transmission2D-image generationImage codingObject basedReconstruction method
The invention provides a head shoulder image reconstruction method based on a model and an object in a low bit rate video call. The method is characterized in that with the combination of advantages of object-based coding and model-based coding, a low bit rate model-and-object-based hybrid coding method is provided; the method performs 2D deformable model automatic training of a face region and then coding; for a head shoulder region, a 2D grid formed based on a Delaunay algorithm is adopted, grid iteration is used to well match with a head image; then the image is subjected to JPEG2000 compression to obtain object texture, and an object grid and the object texture are sent to a reception end through a channel and then coding is shared. The method has the high coding efficiency via the grid segmentation and texture compression and achieves good user experience. According to the invention, transmission of head shoulder videos in the low bit rate is achieved, the experience effect after video image reconstruction is still good, and the utilization efficiency of communication resources improved.
Owner:TSINGHUA UNIV

Display processing method and device of user interface

The invention provides a display processing method and device of a user interface. The display processing method of the user interface comprises the following steps that: obtaining the user interface artwork group of the user interface, wherein the user interface artwork group comprises at least one user interface artwork; if a transparent or semitransparent user interface artwork is in the presence in the user interface artwork group, independently splitting each user interface artwork in the user interface artwork group into RGB (Red, Green and Blue) image data and alpha image data, wherein the RGB image data and the alpha image data are both non-transparent image data; obtaining an RGB image data set and an alpha image data set corresponding to the user interface artwork group; and taking the RGB image data set and the alpha image data set as the input data of texture compression. In the method, through the above way, both low Draw Call and a low memory occupancy rate can be realized so as to improve the display effect of the user interface.
Owner:TENCENT TECH (SHENZHEN) CO LTD

Inverse texture synthesis

A “texture generator” uses an inverse texture synthesis solution that runs in the opposite direction to traditional forward synthesis techniques to construct 2D texture compactions for use by a graphics processing unit (GPU) of a computer system. These small 2D texture compactions generally summarize an original globally variant texture or image, and are used to reconstruct the original texture or image, or to re-synthesize new textures or images under user-supplied constraints. In various embodiments, the texture generator uses the texture compaction to provide real-time synthesis of globally variant textures on a GPU, where texture memory is generally too small for large textures. Further, the texture generator provides an optimization framework for inverse texture synthesis which ensures that each input region is properly encoded in the output compaction. In addition, the texture generator also computes orientation fields for anisotropic textures containing both low- and high-frequency regions.
Owner:MICROSOFT TECH LICENSING LLC

Method and apparatus for filtering compressed textures

An apparatus and method are described for texture compression, decompression and filtering. For example, one embodiment of a method comprises: determining distances between each of a plurality of texels of a texture block and each of a plurality of approximation points; generating a decompression matrix comprising a plurality of radial basis function RBF values over the distances using a specified type of RBF; using the decompression matrix to generate a decompression-filtering matrix according to a defined filter function, the decompression-filtering matrix being usable to generate a decompressed and filtered version of the texture block as a result of the filter function being integrated into the decompression-filtering matrix.
Owner:INTEL CORP

Texture compression file generation method

The invention discloses a texture compression file generation method and device. The method comprises the steps of obtaining to-be-compressed image data; generating a header file with an identification function according to input target resolution and to-be-compressed image data; extracting color pixels and transparent channels of images in the to-be-compressed image data and separating the color pixels and the transparent channels; adjusting the transparent channels according to the target resolution; carrying out texture compression on the adjusted transparent channels and the color pixels; and packaging the compressed transparent channels, the compressed color pixels and the header file. According to the method, a texture compression rate is improved, an occupation rate of a memory is greatly reduced; and the method can be universally applied to all devices in support of OPENGL ES 2.0 and is high in applicability.
Owner:SHENZHEN IDREAMSKY TECH

Three-dimensional grid sequence compression method based on human body template alignment

The invention provides a three-dimensional grid sequence compression method based on human body template alignment, which belongs to the technical field of data compression, and specifically comprisesthe following steps: collecting dynamic data; acquiring three-dimensional skeleton points; preparING a parameterized template: aligning actions of the parameterized template; aligning the shapes of the parameterized templates; constructing a parameterized template grid sequence; geometrically compressing the grid sequence; and carrying out grid sequence texture compression. Model compression based on template mapping has good compression efficiency and compression quality, the storage space of a three-dimensional video with a free viewing angle is reduced, the method can be more widely applied to mobile equipment and other portable equipment, the data volume is reduced, so that the method is more suitable for mobile data transmission, and the transmission efficiency is further improved.
Owner:PLEX VR DIGITAL TECH CO LTD

On-line three-dimensional quick visualization algorithm based on texture compression

Texture data are important constituents of a three-dimensional model and greatly affect the visualization effect on the three-dimensional model; but the texture data volume of the three-dimensional model is large and is generally a bottleneck for increasing the model visualization speed. The invention provides a three-dimensional model texture coloring method based on image partitioning. According to the method, the texture data of the three-dimensional model are processed, and the surface of the three-dimensional model is partitioned into parts (blocks with the same colors) with similar colors, thus eliminating image textures and greatly reducing the data volume. Furthermore, the adjacent blocks with the same colors are subjected to combination operation to generate texture trees of the model, and a texture coloring scheme with different detail levels is provided for different application scenes. By the three-dimensional model texture coloring method, the data volume of the three-dimensional model is greatly reduced, and the three-dimensional model visualization speed is increased.
Owner:NANJING UNIV OF FINANCE & ECONOMICS +1

Texture compression and synthesis methods for gradually reducing resolution

The invention provides texture compression and synthesis methods for gradually reducing the resolution, wherein the compression method comprises the following steps of: dividing a texture to be compressed into a plurality of equal data blocks; generating a compression block of a lower level resolution for each data block; extracting basic color data from the compression blocks with the low resolution and constructing basic color data of the compression blocks; and constructing modulation data for all pixels in the data blocks and constructing modulation data of the compression blocks. The texture synthesis method comprises the following steps of: reading a compression block and compression blocks adjacent to the compression block, carrying out bilinear interpolation on the compression blocks and constructing intermediate target texture image data; reading the modulation data of the compression blocks, modulating the intermediate target texture data and constructing uncompressed target data blocks; and merging all uncompressed target data blocks and constructing a target texture. The method has the advantages of compression ratio of 4bpp and good compression quality.
Owner:上海亚图软件有限公司

Texture processing method and device

The invention relates to the image processing field, and discloses a texture processing method and device. The method includes an obtaining step of obtaining all textures in an item; a selection stepof setting compression parameters, and selecting a to-be-processed texture which is needed to perform compression processing from all the textures; a compression step of judging whether each to-be-processed texture needs to separate alpha information according to the compression parameters, performing self-adaptive texture compression on each to-be-processed texture which does not need to separatethe alpha information, and performing texture compression on each to-be-processed texture which needs to separate the alpha information after a corresponding alpha texture comprising the alpha information is generated; and a packing step of performing packing on all the textures obtained from the compression step. Texture compression schemes can be customized under any platforms through judging whether each to-be-processed texture needs to separate the alpha information to perform the corresponding compression processing, texture compression efficiency can be enhanced, and development costs can be saved.
Owner:上海银河数娱网络科技有限公司

Gradient texturing compression codec

Systems, apparatuses, and methods for performing computation-efficient encoding of video or image frames are disclosed. An encoder partitions a video or image frame into a plurality of sub-frame blocks. For each sub-frame block, the encoder selects a subset of the original pixel values based on one or more criteria. In a first mode, the encoder selects the corners of the sub-frame block. Then, the encoder generates encoding vectors to represent the pixels in between pairs of the selected subset of pixel values. The encoder includes the original pixel values of the selected subset in the encoded block that represents the original sub-frame block. The encoder also includes the encoding vectors in the encoded block, wherein the encoding vectors are calculated based on the color parameter differences between each pair of the selected subset of pixel values. The encoder also includes metadata specifying the encoding mode in the encoded block.
Owner:ATI TECH INC

Method and system for texture compression in a system having an AVC decoder 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

Method and apparatus for efficient texture compression

An apparatus and method are described for texture compression. For example, one embodiment of a method comprises: determining a distance between each of a plurality of texture block texels and each of a plurality of points; determining a set of texel color values sampled over the texture block; and generating a set of approximation coefficients to compress the texture block using the distance between each of the plurality of texture block texels and each of the plurality of points and the set of texel color values sampled over the texture block.
Owner:INTEL CORP
Who we serve
  • R&D Engineer
  • R&D Manager
  • IP Professional
Why Patsnap Eureka
  • Industry Leading Data Capabilities
  • Powerful AI technology
  • Patent DNA Extraction
Social media
Patsnap Eureka Blog
Learn More
PatSnap group products