Patent classifications
G06T15/00
IMAGE PROCESSING DEVICE, IMAGE PROCESSING SYSTEM, IMAGE DISPLAY METHOD, AND IMAGE PROCESSING PROGRAM
An image processing device is an image processing device configured to cause a display to display, as a three-dimensional image, three-dimensional data representing a biological tissue having a longitudinal lumen. The image processing device includes: a control unit configured to calculate centroid positions of a plurality of cross sections in a lateral direction of the lumen of the biological tissue by using the three-dimensional data, set a pair of planes intersecting at a single line passing through the calculated centroid positions as cutting planes, and form, in the three-dimensional data, an opening exposing the lumen of the biological tissue from a region interposed between the cutting planes in the three-dimensional image.
Position-based rendering apparatus and method for multi-die/GPU graphics processing
Position-based rendering apparatus and method for multi-die/GPU graphics processing. For example, one embodiment of a method comprises: distributing a plurality of graphics draws to a plurality of graphics processors; performing position-only shading using vertex data associated with tiles of a first draw on a first graphics processor, the first graphics processor responsively generating visibility data for each of the tiles; distributing subsets of the visibility data associated with different subsets of the tiles to different graphics processors; limiting geometry work to be performed on each tile by each graphics processor using the visibility data, each graphics processor to responsively generate rendered tiles; and wherein the rendered tiles are combined to generate a complete image frame.
SYSTEMS AND METHODS FOR ANIMATING A SIMULATED FULL LIMB FOR AN AMPUTEE IN VIRTUAL REALITY
A system and method for generating simulated full limb animations in real time based on sensor and tracking data. A computing environment for receiving and processing tracking data from one or more sensors, for mapping tracking data onto a 3D model having a skeletal hierarchy and a surface topology, and for rendering an avatar for display in virtual reality. A method for animating a full-bodied avatar from tracking data collected from an amputee. A means for determining, predicting, or modulating movements an amputee intends to make with his or her simulated full limb. A modified inverse kinematics method for arbitrarily and artificially overriding a position and orientation of a tracked end effector. Synchronous virtual reality therapeutic activities with predefined movement patterns that may modulate animations.
SYSTEMS AND METHODS FOR ANIMATING A SIMULATED FULL LIMB FOR AN AMPUTEE IN VIRTUAL REALITY
A system and method for generating simulated full limb animations in real time based on sensor and tracking data. A computing environment for receiving and processing tracking data from one or more sensors, for mapping tracking data onto a 3D model having a skeletal hierarchy and a surface topology, and for rendering an avatar for display in virtual reality. A method for animating a full-bodied avatar from tracking data collected from an amputee. A means for determining, predicting, or modulating movements an amputee intends to make with his or her simulated full limb. A modified inverse kinematics method for arbitrarily and artificially overriding a position and orientation of a tracked end effector. Synchronous virtual reality therapeutic activities with predefined movement patterns that may modulate animations.
PROCESSING WORK ITEMS IN PROCESSING LOGIC
A plurality of work items are processed through a processing pipeline comprising a plurality of stages in processing logic. The processing of a work item includes: (i) reading data in accordance with a memory address associated with the work item, (ii) updating the read data, and (iii) writing the updated data in accordance with the memory address associated with the work item. The method includes processing a first work item and a second work item through the processing pipeline, wherein the processing of the first work item through the pipeline is initiated earlier than the processing of the second work item, and where it is determined that the first and second work items are associated with the same memory address, first updated data of the first work item is written to a register in the processing logic, and the processing of the second work item comprises reading the first updated data from the register instead of reading data from the memory.
Assembling primitive data into multi-view primitive blocks in a graphics processing system
Methods and apparatus for generating a data structure for storing primitive data for a number of primitives and vertex data for a plurality of vertices, wherein each primitive is defined with reference to one or more of the plurality of vertices. The vertex data comprises data for more than one view, such as a left view and a right view, with vertex parameter values for a first group of vertex parameters being stored separately for each view and vertex parameter values for a second, non-overlapping group of vertex parameters being stored only once and used when rendering either or both views.
GRAPHICS PROCESSING SYSTEM AND METHOD OF RENDERING
A method of rendering, in a rendering space, a scene formed by primitives in a graphics processing system. The method includes a geometry processing phase, comprising the step of storing fragment shading rate data representing a first fragment shading rate value and associating data identifying a primitive with the fragment shading rate data. The method further comprises a rendering phase comprising retrieving the stored fragment shading rate data and associated data identifying the primitive, obtaining an attachment specifying one or more attachment fragment shading rate values for the rendering space; processing the primitive to derive primitive fragments to be shaded; and for each primitive fragment, combining the first fragment shading rate value for the primitive from which the primitive fragment is derived with an attachment fragment shading rate value from the attachment to produce a resolved combined fragment shading rate value for the respective fragment.
Mobile robots to generate occupancy maps
An example control system includes a memory and at least one processor to obtain image data from a given region and perform image analysis on the image data to detect a set of objects in the given region. For each object of the set, the example control system may classify each object as being one of multiple predefined classifications of object permanency, including (i) a fixed classification, (ii) a static and fixed classification, and/or (iii) a dynamic classification. The control system may generate at least a first layer of a occupancy map for the given region that depicts each detected object that is of the static and fixed classification and excluding each detected object that is either of the static and unfixed classification or of the dynamic classification.
Mobile robots to generate occupancy maps
An example control system includes a memory and at least one processor to obtain image data from a given region and perform image analysis on the image data to detect a set of objects in the given region. For each object of the set, the example control system may classify each object as being one of multiple predefined classifications of object permanency, including (i) a fixed classification, (ii) a static and fixed classification, and/or (iii) a dynamic classification. The control system may generate at least a first layer of a occupancy map for the given region that depicts each detected object that is of the static and fixed classification and excluding each detected object that is either of the static and unfixed classification or of the dynamic classification.
Tessellation of Patches of Surfaces in a Tile Based Rendering System
A method and apparatus are provided for tessellating patches of surfaces in a tile based three dimensional computer graphics rendering system. For each tile in an image a per tile list of primitive indices is derived for tessellated primitives which make up a patch. Hidden surface removal is then performed on the patch and any domain points which remain after hidden surface removal are derived. The primitives are then shaded for display.