According to reports from market research institutes such as Market Information Centre, Institute for Information Industry, there are likely more smart mobile devices on Android shipped this year than those on iOS. The openness of Android makes it an important entry point for the device and semiconductor manufacturers from Taiwan into the markets for smartphones and Smart TV. The shared template of Android has lowered the entry barriers for smartphone manufacturers. IC design houses and device makers from Taiwan should seek product differentiation with innovations in man-machine interface designs. A report by Jon Peddie Research indicates that the global shipment for 3D phones was approximately 4 million units in 2009, up by about 1 million units from 2008. More than 90% of the shipments supported OpenGL ES. It is expected that a growing percentage of mobile phones will be equipped with OpenGL ES, a subset of the OpenGL computer graphics rendering application programming interface (API) for the 3D user interface.
技術規格
1). support JSR297 functions and Java interface。 2).可編輯material effect與post-processing effect的Content editor。 3). 20組effects之Shader library 4).支援COLLADA為場景與shader的輸入資料。
According to reports from market research institutes such as Market Information Centre, Institute for Information Industry, there are likely more smart mobile devices on Android shipped this year than those on iOS. The openness of Android makes it an important entry point for the device and semiconductor manufacturers from Taiwan into the markets for smartphones and Smart TV. The shared template of Android has lowered the entry barriers for smartphone manufacturers. IC design houses and device makers from Taiwan should seek product differentiation with innovations in man-machine interface designs. A report by Jon Peddie Research indicates that the global shipment for 3D phones was approximately 4 million units in 2009, up by about 1 million units from 2008. More than 90% of the shipments supported OpenGL ES. It is expected that a growing percentage of mobile phones will be equipped with OpenGL ES, a subset of the OpenGL computer graphics rendering application programming interface (API) for the 3D user interface.
技術規格
1). support JSR297 functions and Java interface。 2).可編輯material effect與post-processing effect的Content editor。 3). 20組effects之Shader library 4).支援COLLADA為場景與shader的輸入資料。
Web App平臺繪圖加速引擎可以透過使用GPU之方式,加速Canvas、Composition處理、以及WebGL的效能。Web App平臺繪圖加速引擎能讓裝置產品或晶片開發商,發展適合其產品硬體效能或輸出入界面的Web App應用撥放器。
技術現況敘述-英文
Web App Platform Graphic Accelerators speed up Canvas and Composition processing by using GPUs (graphic processing units), in order to boost the effectiveness of WebGL. These accelerators allow device and chip deveopers to come up with hardware products with the appropriate effectiveness or Web App Players with the right input/output interface.
技術現況敘述-中文: Web App平臺繪圖加速引擎可以透過使用GPU之方式,加速Canvas、Composition處理、以及WebGL的效能。Web App平臺繪圖加速引擎能讓裝置產品或晶片開發商,發展適合其產品硬體效能或輸出入界面的Web App應用撥放器。
技術現況敘述-英文: Web App Platform Graphic Accelerators speed up Canvas and Composition processing by using GPUs (graphic processing units), in order to boost the effectiveness of WebGL. These accelerators allow device and chip deveopers to come up with hardware products with the appropriate effectiveness or Web App Players with the right input/output interface.
A system for multilevel simulation of an animation cloth is provided. The system includes a multilevel area generation module, a curvature calculation module, a curvature comparison module, and a dynamic simulation module. The multilevel area generation module divides a plurality of grid units of the animation cloth into a plurality of level sub-areas based on a multilevel technique, wherein each of the level sub-areas is generated by dividing an upper level sub-area. The curvature calculation module calculates the curvatures of the level sub-areas according to the plane vectors of the grid units in a frame. The curvature comparison module compares the curvatures of the level sub-areas with a flatness threshold. The dynamic simulation module calculates the plane vector of each grid unit in a next frame through different method according to the comparison result of the curvature comparison module.
技術摘要-英文: A system for multilevel simulation of an animation cloth is provided. The system includes a multilevel area generation module, a curvature calculation module, a curvature comparison module, and a dynamic simulation module. The multilevel area generation module divides a plurality of grid units of the animation cloth into a plurality of level sub-areas based on a multilevel technique, wherein each of the level sub-areas is generated by dividing an upper level sub-area. The curvature calculation module calculates the curvatures of the level sub-areas according to the plane vectors of the grid units in a frame. The curvature comparison module compares the curvatures of the level sub-areas with a flatness threshold. The dynamic simulation module calculates the plane vector of each grid unit in a next frame through different method according to the comparison result of the curvature comparison module.
A system for multilevel simulation of an animation cloth is provided. The system includes a multilevel area generation module, a curvature calculation module, a curvature comparison module, and a dynamic simulation module. The multilevel area generation module divides a plurality of grid units of the animation cloth into a plurality of level sub-areas based on a multilevel technique, wherein each of the level sub-areas is generated by dividing an upper level sub-area. The curvature calculation module calculates the curvatures of the level sub-areas according to the plane vectors of the grid units in a frame. The curvature comparison module compares the curvatures of the level sub-areas with a flatness threshold. The dynamic simulation module calculates the plane vector of each grid unit in a next frame through different method according to the comparison result of the curvature comparison module.
技術摘要-英文: A system for multilevel simulation of an animation cloth is provided. The system includes a multilevel area generation module, a curvature calculation module, a curvature comparison module, and a dynamic simulation module. The multilevel area generation module divides a plurality of grid units of the animation cloth into a plurality of level sub-areas based on a multilevel technique, wherein each of the level sub-areas is generated by dividing an upper level sub-area. The curvature calculation module calculates the curvatures of the level sub-areas according to the plane vectors of the grid units in a frame. The curvature comparison module compares the curvatures of the level sub-areas with a flatness threshold. The dynamic simulation module calculates the plane vector of each grid unit in a next frame through different method according to the comparison result of the curvature comparison module.
A motion transition method for dynamic images is disclosed. Pre-recorded motion transition data is classified to generate a graphic structure. Path information for the graphic structure is obtained using a path search operation. Required motion transition data for two motion clips is retrieved based on the path information and is adjusted. Motion clips are merged using real motion data, increasing motion variations, enhancing interactions, and reducing production of manual and unnatural situations.
技術摘要-英文: A motion transition method for dynamic images is disclosed. Pre-recorded motion transition data is classified to generate a graphic structure. Path information for the graphic structure is obtained using a path search operation. Required motion transition data for two motion clips is retrieved based on the path information and is adjusted. Motion clips are merged using real motion data, increasing motion variations, enhancing interactions, and reducing production of manual and unnatural situations.
The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders.
技術摘要-英文: The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders.
The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders.
技術摘要-英文: The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders.
The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders.
技術摘要-英文: The invention relates to a power-gating control method for a graphics processing unit having a unified shader unit, which includes a plurality of shaders. The method includes the steps of: rendering a plurality of previous frames; calculating a first number of active shaders for rendering each previous frame, and a corresponding frame rate of each previous frame; determining a second number of active shaders for rendering a next frame immediately following the previous frame according to the first number of active shaders and the corresponding frame rate of each previous frame; and activating corresponding shaders through one or more power-gating control elements according to the second number of active shaders.