WO2000039754A1 - Method for accessing and rendering an image - Google Patents
Method for accessing and rendering an image Download PDFInfo
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- WO2000039754A1 WO2000039754A1 PCT/CA1999/001216 CA9901216W WO0039754A1 WO 2000039754 A1 WO2000039754 A1 WO 2000039754A1 CA 9901216 W CA9901216 W CA 9901216W WO 0039754 A1 WO0039754 A1 WO 0039754A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/60—Editing figures and text; Combining figures or text
Definitions
- TITLE METHOD FOR ACCESSING AND RENDERING AN IMAGE
- the present invention relates to a method for defining various objects which make up an image and a method of rendering the image on a scanline by scanline basis .
- the final image of graphics packages is typically sent to a raster device for output, which renders the image on a scanline by scanline basis.
- the final image is defined by a host of scanlines, each representing one row of the final bitmap image.
- Raster devices include printers, computer screens, television screens, etc.
- Vector based programs such as COREL DRAWTM, produce a bitmap of the final image for the raster device.
- the graphic program PHOTOSHOPTM produces a bitmap of the final image.
- Bitmap images are a rectangular array of pixels wherein each pixel has an associated color or grey level. The bitmap image has a clearly defined resolution (the size of the array) . Each horizontal row of pixels of the bitmap is called a scanline. Bitmaps tend to use a great deal of storage, but they are easy to work with because they have few properties .
- bitmaps has been expanded to include an "alpha channel" which represents the transparency of an object or pixel.
- levels of transparency between solid and transparent, which can be represented as a percentage.
- newer formats such as Aldus' TIFF, PNG (Portable Network Graphics) and the Digital Imaging Group's " .fpx" format allow 256 or more levels of transparency, which allows for smooth blending of layers of content.
- Patent application SN 08/629,543 entitled Method Rendering an Image allows for scanline based rendering and divides all objects into a tool and region. It is possible to use the region as a local alpha channel for the tool. This doesn't allow for a more general use of alpha channels to create holes in images when used, for example, on web pages — showing through the background. Also some types of objects such as formatted text with color highlighting cannot be represented easily with a separate region (as the shape of the text) , and tool (with the coloring for the text) since particular words need to have different colors, and these need to follow the words when the text is reformatted.
- a method of rendering an image defined by a hierarchy of interacting object comprises defining each object specifying a region of the image which the object affects, a LookAround distance defining additional input information required by the object to allow the object to output a scanline, determining for each object rendering information which allows assessment of the interaction of the particular object with other objects without rendering thereof, said rendering information comprising said region and said LookAround distance, defining a hierarchy of said objects which collectively define the image, and rendering scanlines of said image by determining for each scanline a) a hierarchy of the active objects which affect the particular scanline of the image, evaluating the hierarchy of active objects and the rendering information thereof to determine the number of scanlines to be outputted by each active object to render the particular scanline of the image, using the results of the evaluation of the hierarchy of objects to cause the lowest active object to output the required number of scanlines and pass the scanlines as input for the next highest active object and repeating the process until the highest ranked active object produces the particular scanline of the image, and repeating the process for the
- the method includes the step of defining each object including an alpha channel factor for transparency characteristics of each object.
- the alpha channel factor of each object is included in said rendering information.
- the hierarchy of objects includes a background object which is applied as the last active object using said alpha channel factors of said active objects.
- the lower most active object an input corresponding to a transparent object.
- each render layer is defined by a separate hierarchy of interacting objects defined in the same manner and each render layer has render layer information corresponding to object rendering information such that said render layers are treated as normal objects relative to higher and lower objects and evaluation of a hierarchy of objects is based on said object rendering information and said render layer information.
- a hierarchy of active objects and render layers is used during rendering to form a hierarchy series of alpha channel factors used to determine the transparency associated with each pixel of each scanline.
- a draw rendering product of the present invention defines an image as a compilation of hierachial interacting objects; each object being defined by a region of the image which the object affects, a LookAround distance defining scanline input information required by the object to allow the object to output a scanline, and data information of the object.
- the definition of each object includes rendering information which allows assessment of the interaction of the particular object with other objects without rendering thereof .
- the rendering information comprises the region and the look around distance; an arrangement for determining on a scanline by scanline basis a hierarchy of the objects which collectively define the image and the required output of each object to return a particular scanline; and a render engine for rendering a defined image on a scanline by scanline basis which uses the hierarchy of the active objects and the rendering information thereof to determine the number of scanlines to be outputted by each active object to render the particular scanline of the image.
- the render engine uses the results of the evaluation of the hierarchy of objects to cause the lowest active object to output the required number of scanlines typically corresponding to only a small portion of the object and pass the scanlines as input to the next highest active object and repeating the process until the highest ranked active object produces the particular scanline of the image, and repeating the process for the next scanline of the image until the entire image has been rendered.
- the draw rendering product includes with each interactive object color and alpha channel information which defines the color and the transparency of the interactive object.
- the draw rendering product includes defining the lowest object as a transparent background object and defining a desired background as the upper most object.
- a draw rendering product defines an image as a compilation of ranked interacting object.
- Each object is defined by a region of the image which the object affects, a look around factor defining scanline input information required by the object to allow the object to output a scanline, and data information of the object used during rendering of the object.
- the definition of each object includes rendering information which allows assessment of the interaction of the particular object with other objects without rendering thereof.
- the rendering information comprises the region and the look around factor.
- the product includes an arrangement for determining object output information for any particular scanline, where the object output information includes a hierarchy of the interactive objects which collectively define the scanline of the image and the required output of each interactive object required by the next highest interactive object to return the particular scanline, and a render engine for rendering a defined image on a scanline by scanline basis which uses the object output information from the lowest to highest interactive objects to cause each interactive object to output the required number of scanlines and pass the scanlines as input for the next highest active object and repeating the process until the highest ranked active object produces the particular scanline of the image. This process is repeated for the next scanline of the image until the entire image has been rendered.
- the object output information includes a hierarchy of the interactive objects which collectively define the scanline of the image and the required output of each interactive object required by the next highest interactive object to return the particular scanline
- a render engine for rendering a defined image on a scanline by scanline basis which uses the object output information from the lowest to highest interactive objects to cause each interactive object to output the required number of scanlines
- the interactive objects include simple objects and render layers where a simple object is defined by a single interactive object and a render layer is defined by its own hierarchy of interactive objects, each render layer including its own render information whereby render information of a render layer allows other objects in a hierarchy with a render layer to use the render information thereof as if the render layer was a simple object.
- the product includes a rerendering assessment arrangement for rerendering only a portion of a rendered image which has changed due to a change in at least one of said active objects, said assessment arrangement identifying the changed active objects and the scanlines of the rendered image affected by the changed objects and rerendering the required scanlines to replace affected scanlines of the image whereby only a portion of the scanlines of the image are rerendered.
- Figure 1 illustrates the Abstract Render Object interface
- Figure 2 illustrates the Abstract Compositing Operator interface
- FIG. 3 illustrates the concrete Render Layer Class
- Figure 4 displays the inter-relationship of the various major classes used to define the method.
- Figures 5 through 8 illustrate different effects by combining objects in different layers
- Figures 9 and 10 illustrate a series of RenderObjects and the steps for returning 3 scanlines; and Figures 11, 12 and 13 show the structure of an image, the actual image (Fig. 12) and components of the layer of the image (Fig.13) .
- Appendix A contains pseudo code illustrating the steps involved in rendering an image to an output device .
- Figures 1, 2 and 3 explain various features of the present invention regarding the approach used to produce an image defined by a series of elements of the image.
- the Abstract RenderObject interface 2 of Figure 1 is a very broad flexible definition.
- This definition includes a RenderObject 11, which expects to receive color information 4 and alpha information 6 as an input and will produce color information 8 and alpha information 10 as an output.
- the definition expects to receive what is referred to as the BoundBox 12 of the object which is typically a two- dimensional rectangle as well as a factor referred to as LookAroundDistance 14.
- the LookAroundDistance 14 is the additional information required by the object over and above the BoundBox 12 which is required by the object to render itself. For example, if the RenderObject 2 included a blur tool, it would require some additional information exterior to the BoundBox to effect rendering.
- This additional distance is defined by the LookAroundDistance. Any object that meets this criteria is acceptable to the Abstract RenderObject interface.
- a series of objects having this definition are ranked from the deepest object to the shallowmost object and the partial or full output from each object is provided to the appropriate upper object. Basically, this is similar to a vector based program. However, this definition can also cover other objects such as a bitmap. In this way, a host of different type of RenderObjects can cooperate to effect the final image.
- This definition and approach allows simplified rendering where only the objects and the portions thereof affecting a scanline are considered to render that scanline.
- FIG. 2 shows an Abstract CompositingOperator Interface 20. This interface again is looking for color and alpha information regarding the background 4a, 6a. Color and alpha information (4b, 6b) regarding the foreground and it will output color and alpha information 4c, 6c.
- the Abstract CompositingOperator Interface 20 of Figure 2 is illustrated in association with the Concrete RenderLayer Class 30 of Figure 3.
- the Concrete RenderLayer Class, to RenderObjects above or below this class acts and looks like, a simple RenderObject.
- the Concrete RenderLayer Class 30 requires color and alpha information 32, 34 as an input and will output color and alpha information 36, 38.
- the Concrete RenderLayer Class differs from the RenderObject 11 of Figure 1 in that it contains ranked RenderObjects 11 and combines the objects in a sequential manner by feeding the required scanline output of the object as an input to the next object.
- the transparent background 39 is introduced as initial color and alpha information to the first RenderObject.
- the input 32, 34 provided to the Concrete RenderLayer Class is combined with the output of the last ranked object within the layered class using the CompositingOperator 20. This will result in the desired outputted color and alpha information 36, 38.
- an entire layer is affectively represented within a series of objects which are collectively defined by a single series of ranked Objects and RenderLayers .
- the Concrete RenderLayer Class of Figure 3 can itself include, as one of the objects, a further Concrete RenderLayer Class. This nesting approach can be repeated as necessary to define the particular image.
- the Concrete RenderLayer Class of Figure 3 also has, as part of its definition, the overall BoundBox and LookAroundDistance associated with the collective definition of the Render Layer.
- an image is affectively represented as a single series of ranked objects and RenderLayers and it is immediately apparent, based on the BoundBox and the LookAroundDistance, which objects affect particular lines of the image.
- This is important as the present invention examines the list of objects and layers when it is about to return a scanline to determine which objects affect that particular scanline and then provide the proper series of objects for returning of that scanline.
- FIG 4 is an overview of the arrangement and illustrates how different elements of an image can be defined as a Render Object.
- a RenderLayer is a type of RenderObject.
- An effect which includes a Region and Tool type definition is a RenderObject and the program also accommodates any other RenderObject which meets the definition of a RenderObject to be included.
- These include Bitmaps with alpha channel information and specialty text type features .
- Bitmaps with alpha channel information and specialty text type features are included.
- the Blur Tool is one example of a LookAround Tool .
- the RenderLayer has been shown as a type of RenderObject, the RenderLayer itself may have RenderLayers within it. This aspect will be more fully explained with respect to Figures 5 through 8.
- Figure 5a shows a color fade background 200 having a black rectangle 202 placed thereon with a blue opaque circle 204 thereabove with a blue opaque triangle 206 located above the circle 204.
- Figure 5b shows the series of RenderObjects used to produce the image 208.
- a transparent background 199 is fed to the RenderObject which defines the color fade background '200 which then feeds the color and alpha information to the RenderObject defined by the black rectangle 202 which passes the output to the RenderObject 204 defining the blue opaque circle which then feeds the output to the RenderObject 206 which effectively finishes the image.
- Such a series of objects can be determined for each particular scanline using the BoundBox and LookAround factor, and some of these objects will drop out depending upon the particular scanline. In any event, it can be seen that these RenderObjects form a single series, one above the other and produce the image of Figure 5a.
- Figure 6a includes the concrete RenderLayer 212 which has been combined with the color fade background 200.
- the concrete RenderLayer is defined by the black opaque rectangle 202a.
- the punch out capabilities of the RenderObjects 204a and 206a are relatively straight forward due to the alpha channel information.
- the punch out feature punches out all underlying Objects.
- the background is exposed within the punchout as the background was not part of the Render Layer.
- the series of RenderObjects 202a, 204a and 206a have the results thereof fed to the compositor 214 which then combines this onto the color fade background 200. As both the circle and the triangle are opaque the punch out fully exposes the background in the punch out.
- the color fade background 200 is combined with a Concrete object layer 220 which is defined by a black rectangle 202b, a punch out translucent circle 204b and a punch out translucent triangle 206b. This result is then combined by the compositor 222 which places the results of the Concrete layer on top of the color fade background 200.
- the overlap of the circle and triangle produce a pie-shaped lighter region and the background within the keyhole is darker than in Figure 6a as the punch out was only of translucent circle and triangle.
- the lighter pie shaped region is due to the overlapping of the translucent circle and translucent triangle.
- FIG 8a a more realistic keyhole is defined.
- This drawing is the result of a color fade background 200, a first Concrete layer 226 having an additional Concrete layer 228 PunchOut layer 228 is combined with a black rectangle in layer 226.
- Concrete Layer 226 receives the colorfade background as an input and outputs the image.
- the drawing of Figure 8a at the uppermost level is a simple arrangement having a color fade background and a Concrete layer 226.
- the concrete layer 226 has the required BoundBox and LookAroundDistance associated with the layer and basically appears to be a simple RenderObject. Any planning with respect to the number of scan lines of input required by each of the RenderObjects or RenderLayers to return a scan line is easy to determine. This same upper level approach is found with respect to each of the Concrete layers.
- the present program uses the uppermost series of RenderObjects and RenderLayers to determine the requirements from top down of each of the objects or layers and treats a Concrete RenderLayer as a RenderObject. For example, you can look at the uppermost object and for a particular scanline, the number of required input scanlines for the Object is effectively defined by the LookAroundDistance. The next object knows the output required of it by higher objects and then determines how many lines it will require etc . , down to the lowermost RenderObject. In this way, the requirements of each RenderObject are known and each RenderObject will produce the desired number of scanlines from lowest to highest based on the earlier assessment. This guarantees that there will be an output scanline for each trip through the RenderObjects and RenderLayers. Only the portions of each object necessary for rendering the desired scanline is evaluated. This approach also allows effective temporary storage of certain information required of the concrete layers during the rendering thereof . These can be stored in suitable buffer memories .
- Figure 9 shows a composition of three render objects and will be briefly explained with respect to what might be considered scanlines 1, 2, and 3 whereas in actual fact these are somewhat larger areas.
- the objects defining the image of Figure 9 are "Heartl” which displays a red heart 310, "Hellol” which displays the black text “Hello World” 312, and "Blurl” 314 which blurs or makes fuzzy the content underneath it.
- Heartl and Hellol are known as "simple render objects" because they require as input only the background immediately behind each output pixel. This information can be ascertained by using the getLookAroundDistances for the given object. For a simple object, the LookAround distance is 0.
- This call passes in the output resolution and a transformation to the output space (which can involve rotation, scaling, translation and skewing - ie. all affine transformations) .
- the result is the number of extra pixels required as input which are above, below, to the left and to the right of any given pixel, in order for the object to be rendered.
- the object is considered to be a simple object. If the number is greater than zero in any direction then the object is a "LookAround" object.
- An example of a LookAround object is Blurl .
- Blurl requires an extra pixel in each direction to render its effect.
- the extra area required by the blur is shown by the dashed line 316 around the blur's BoundBox 315 in Figure 3. Note that the blur requires information below the third scanline, which means that an additional scanline which isn't output needs to be at least partially rendered.
- the render engine is invoked on the containing RenderLayer, called "RenderLayer1.
- RenderLayerl returns a render job object identified here as “RenderLayerJobl .
- the renderScanline method is called on RenderLayerJobl, passing in a background.
- RenderLayerJobl determines which objects affect the Scanline 1 and renders them completely ( Figure 10 steps 1 and 2) .
- the result step 2 is needed by the blur, which is buffered for later use.
- the resulting Scanline 1 is then returned at step 3.
- the next time renderScanline is called (i.e. for scanline 2), the blur becomes active.
- the RenderLayerJobl Since the blur needs a pixel above and a pixel below it as input in order to render correctly, the RenderLayerJobl must buffer up more information.
- the result of steps 4, 5 and 6 is buffered as well as the results of steps 7 and 8.
- These three results (from step 2, 6 and 8) are then passed into the BlurJobl which results in step 9.
- the buffer from step 2 can now be discarded or marked for reuse.
- the resulting scanline 2 is returned at step 10.
- the blur requires more than the already buffered result of step 6 and step 8, and so RenderLayerJobl renders step 11 and step 12.
- These three buffers (from step 6, 8 and 12) are then passed into the BlurJobl which results in step 13.
- the scanline 3 is returned in step 14, and all of the temporary buffers can be discarded.
- Figures 1, 11 and 12 show an example of the processing of images by the modules in the invention.
- Figure 11 shows the single series Heartl, Layer 1 and Bitmap 1 which produce the image of Figure 12.
- Heartl and Bitmap 1 are simple RenderObjects.
- Layer 1 is defined by series Wave 1 Shadow 1 and Text 1.
- the results of Layer 1 are shown in Figure 13.
- the Wave 1 is confined within Layer 1 and does not wave the underlying Bitmap 1 and does not wave the single object Heartl which receives the output of Layer 1.
- Figure 12 shows a composite image comprising a heart (Heart 1) , stylized text "Exploring the Wilderness” (Layer 1) and a bitmap image of an outdoor scene (Bitmap 1) underneath the heart and the stylized text.
- the stylized text is shown with its normal attributes at b, with a shadow at c and with a wave at d.
- the invention processes each element of the image according to a hierarchical stack, having the heart (“Heartl”) at the top of the stack, the stylized text (“Layerl”) in the next layer down and finally with the bitmap (“Bitmapl”) at the bottom.
- Layerl is exploded to show its constituent effects, comprising a wave effect (“Wavel”), a shadow effect (“Shadowl”) and the text (“Textl” ).
- Figure 11 isolates the dependencies between parent and child elements to one level of abstraction. As such, the invention provides abstraction between and amongst elements in an image. This abstraction provides implementation efficiencies in code re-use and maintenance. It can be appreciated that for more complex images having many more elements, bitmaps and effects, the flexibility and efficiencies of using the same code components to processes the components of the image become more apparent.
- exactly one scanline is rendered during each call to the render method on any render object.
- Render Layer since a Render Layer constitutes a valid implementation of the Render Object class.
- Render Layer always passes a completely transparent background as input to its bottommost object. Then the scanlines produced by applying the bottom most object to the transparent background scanlines are passed as input to the next highest object. Similarly, the output of the second object is passed as input to the third object from the bottom. This passing repeats until the cumulative effect of all of the render group's objects is produced. The final results are then composited onto the background scanlines (passed by the caller) using the render group's compositing operator.
- a Render Layer produces the number of scanlines required by higher ranked Objects or Layers to return the desired scanline.
- render objects have forward look- around, it is often necessary for lower objects to render a few scanlines ahead of objects above them. For example, for an object with one scanline of forward look-around to render a single scanline within its active range, the object immediately below it must already have rendered its result both on that scanline and on the following scanline. Since rendering is performed from the bottommost object to the topmost object, the process is begun by determining exactly how many scanlines must be rendered by each object and/or Render Layer.
- the computation is most easily done in terms of the total number of scanlines rendered by each object so far during the entire rendering process, as opposed to the number of scanlines rendered by each object just during this pass .
- the total number of scanlines required _of_ an object is referred to, relative to that object, as downTo whereas the total number of scanlines required _by_ an object is referred to, relative to that object, as downToNeeded.
- the downToNeeded of a given object is always equal to the downTo of the object immediately below it, if applicable.
- its downToNeeded is the number of empty input scanlines that must be passed to it in order for it to satisfy the object above it, if any, or the caller otherwise.
- the present arrangement allows a complicated compilation of different objects and layers to be treated in a common manner and to allow assessment of output information to be determined on a single ranking. This assessment is repeated for each Render Layer when the output of the Render Layer is required. The assessment does not require the full evaluation of the Render Layer as it is treated as a Render Object for assessment purposes. This common approach allows simplification in processing and efficiencies in processing.
- Rect2D getBoundBox(Affine2D objToHome)
- LookAroundDistances getLookAround(int width, int height, Affine2D objToHome)
- RenderJob initRender (int width, int height,
- Rendering begins by calling
- This class represents a 2D object which has some appearance or // effect when rendered onto a background, abstract class RenderObject ⁇
- LookAround getLookAround( Rectangle r) ;
- RGBA composit( RGBA background, RGBA foreground); ⁇ abstract class Coverage ⁇
- This class represents a horizontal line of RGBA values, as a sub-
- PaddedScanline int width, int lookLeft, int lookRight
- PaddedScanline subScanline( int offset, int width) ⁇ return new PaddedScanline ( this, offset, width); ⁇ // Gets the colour and alpha of the pixel at a specified offset
- LookAround getLookAround( Rectangle r) return ⁇ 0,0,0,0 ⁇ ;
- PaddedScanline [] backBufs ; private LookAroundScanline rgbaScanline; int downTo;
- PaddedScanline globalBuf globalBufs [ nextOut % numGlobalBufs] .subScanline( rect. left) ;
- PaddedScanline backBuf backBufs [ nextOut % (look.up + 1) ] ;
- Rectangle clipRect r; for each object in 1. objects from last to first...
- JobNode node new JobNode( ob ect, r) ;
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- General Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Image Generation (AREA)
- Image Processing (AREA)
Abstract
Description
Claims
Priority Applications (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CA002355905A CA2355905A1 (en) | 1998-12-23 | 1999-12-23 | Method for accessing and rendering an image |
AU18513/00A AU1851300A (en) | 1998-12-23 | 1999-12-23 | Method for accessing and rendering an image |
EP99962004A EP1141898A1 (en) | 1998-12-23 | 1999-12-23 | Method for accessing and rendering an image |
JP2000591580A JP2002533851A (en) | 1998-12-23 | 1999-12-23 | Methods for accessing and rendering images |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CA2,256,970 | 1998-12-23 | ||
CA 2256970 CA2256970A1 (en) | 1998-12-23 | 1998-12-23 | Method for accessing and rendering an image |
Publications (1)
Publication Number | Publication Date |
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WO2000039754A1 true WO2000039754A1 (en) | 2000-07-06 |
Family
ID=4163120
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/CA1999/001216 WO2000039754A1 (en) | 1998-12-23 | 1999-12-23 | Method for accessing and rendering an image |
Country Status (5)
Country | Link |
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EP (1) | EP1141898A1 (en) |
JP (1) | JP2002533851A (en) |
AU (1) | AU1851300A (en) |
CA (1) | CA2256970A1 (en) |
WO (1) | WO2000039754A1 (en) |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN102457654A (en) * | 2010-10-20 | 2012-05-16 | 北大方正集团有限公司 | Trap printing method and apparatus thereof |
Families Citing this family (1)
Publication number | Priority date | Publication date | Assignee | Title |
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JP4554280B2 (en) * | 2003-06-12 | 2010-09-29 | マイクロソフト コーポレーション | System and method for displaying images using multiple blending |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0497344A2 (en) * | 1991-01-30 | 1992-08-05 | Dainippon Screen Mfg. Co., Ltd. | Image layout processing method and apparatus |
US5428724A (en) * | 1992-04-29 | 1995-06-27 | Canon Information Systems | Method and apparatus for providing transparency in an object based rasterized image |
EP0703550A2 (en) * | 1994-09-16 | 1996-03-27 | Canon Kabushiki Kaisha | Utilisation of scanned images in an image compositing system |
US5509110A (en) * | 1993-04-26 | 1996-04-16 | Loral Aerospace Corporation | Method for tree-structured hierarchical occlusion in image generators |
WO1998037487A1 (en) * | 1997-02-18 | 1998-08-27 | Truespectra Inc. | Method and system for accessing and rendering an image for transmission over a network |
-
1998
- 1998-12-23 CA CA 2256970 patent/CA2256970A1/en not_active Abandoned
-
1999
- 1999-12-23 JP JP2000591580A patent/JP2002533851A/en not_active Withdrawn
- 1999-12-23 WO PCT/CA1999/001216 patent/WO2000039754A1/en not_active Application Discontinuation
- 1999-12-23 EP EP99962004A patent/EP1141898A1/en not_active Withdrawn
- 1999-12-23 AU AU18513/00A patent/AU1851300A/en not_active Abandoned
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
EP0497344A2 (en) * | 1991-01-30 | 1992-08-05 | Dainippon Screen Mfg. Co., Ltd. | Image layout processing method and apparatus |
US5428724A (en) * | 1992-04-29 | 1995-06-27 | Canon Information Systems | Method and apparatus for providing transparency in an object based rasterized image |
US5509110A (en) * | 1993-04-26 | 1996-04-16 | Loral Aerospace Corporation | Method for tree-structured hierarchical occlusion in image generators |
EP0703550A2 (en) * | 1994-09-16 | 1996-03-27 | Canon Kabushiki Kaisha | Utilisation of scanned images in an image compositing system |
WO1998037487A1 (en) * | 1997-02-18 | 1998-08-27 | Truespectra Inc. | Method and system for accessing and rendering an image for transmission over a network |
Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN102457654A (en) * | 2010-10-20 | 2012-05-16 | 北大方正集团有限公司 | Trap printing method and apparatus thereof |
Also Published As
Publication number | Publication date |
---|---|
JP2002533851A (en) | 2002-10-08 |
EP1141898A1 (en) | 2001-10-10 |
CA2256970A1 (en) | 2000-06-23 |
AU1851300A (en) | 2000-07-31 |
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