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625 results about "Viewport" patented technology

A viewport is a polygon viewing region in computer graphics. In computer graphics theory, there are two region-like notions of relevance when rendering some objects to an image. In textbook terminology, the world coordinate window is the area of interest (meaning what the user wants to visualize) in some application-specific coordinates, e.g. miles, centimeters etc.

System and method for predicting patient falls

A patient fall prediction system receives video image frames from a surveillance camera positioned in a patient's room and analyses the video image frames for movement that may be a precursor to a patient fall. In set up phase, the viewpoint of the camera is directed at a risk area associated with patient falls, beds, chairs, wheelchairs, etc. A risk area is defined graphically in the viewport. The patient fall prediction system generates a plurality of concurrent motion detection zones that are situated proximate to the graphic markings of the risk areas. These motion detection zones are monitored for changes between video image frames that indicate a movement. The pattern of detections is recorded and compared to a fall movement detection signature. One fall movement detection signature is a sequential detection order from the motion detection zone closest to the risk area in the frames associated with patient falls, to the motion detection zone farthest away from the risk area. The patient fall prediction system continually monitors the motion detection zones for changes between image frames and compiles detections lists that are compared to known movement detection signatures, such as a fall movement detection signature. Once a match is identified, the patient fall prediction system issues a fall warning to a healthcare provider.
Owner:CAREVIEW COMM INC

Rapid computation of local eye vectors in a fixed point lighting unit

A rapid method for calculating a local eye vector in a fixed point lighting unit. For a given triangle primitive which is to be projected into a given viewport in screen space coordinates, the local eye vector corresponds to a given eye position and a first vertex of the given triangle primitive. (A different local eye vector is calculated for each vertex of the given triangle primitive). The method first comprises generating a view vector matrix which corresponds to the given eye position and corner coordinates of the given viewport, where the corner coordinates are expressed in screen space coordinates. The view vector matrix is usable to map screen space coordinates to an eye vector space which corresponds to the given viewport. The method next includes receiving a first set of coordinates (in screen space) which correspond to the first vertex. The first set of coordinates are then scaled to a numeric range which is representable by the fixed point lighting unit. Next, the first set of coordinates are transformed using the view vector matrix, which produces a non-normalized local eye vector within the eye vector space for the given viewport. The non-normalized local eye vector is normalized to form a normalized local eye vector. The normalized local eye vector is then usable to perform subsequent lighting computations such as computation of specular reflection values for infinite light sources, producing more realistic lighting effects than if an infinite eye vector were used. These more realistic lighting effects do not come at decreased performance, however, as the local eye vector may be calculated rapidly using this method.
Owner:ORACLE INT CORP
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