Xmal Global LLC Investment Advice · Investment Advisory Service
10810 243 Ave NE, Redmond, WA 98053
Xin L. Li Principal
Beijing Pavilion Eating Place · Eating Places · Nonclassifiable Establishments
4719 90 Ave SE, Mercer Island, WA 98040
Xin Li Manager
MAGNUM COMMUNICATIONS LIMITED Data Processing/Preparation Computer Related Services Custom Computer Programing · Computer Sales · Computer & Software Stores
280 Interstate North Cir SE STE 400, Atlanta, GA 30339 280 Interstate N SE, Atlanta, GA 30339 280 Interstate N, Atlanta, GA 30339 280 Interstate North Pkwy SE, Atlanta, GA 30339 7709524940, 7709529534
Us Patents
Method And Apparatus For Displaying Higher Color Resolution On A Hand-Held Lcd Device
Jun Pan - Bellevue WA Samir Abou-Samra - Vancouver, CA Robert Champagne - Redmond WA Prasanna Ghali - Vancouver, CA Xin Li - Issaquah WA Claude Comair - Vancouver, CA Sun Tjen Fam - Vancouver, CA
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
G09G 502
US Classification:
345591, 345589, 345 32, 273148 B
Abstract:
Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e. g. , during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically dont exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e. g. , having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e. g. , only 56 different colors simultaneously).
Method And Apparatus For Displaying Higher Color Resolution On A Hand-Held Lcd Device
Jun Pan - Bellevue WA Samir Abou-Samra - Vancouver, CA Robert Champagne - Redmond WA Claude Comair - Vancouver, CA Sun Tjen Fam - Vancouver, CA Prasanna Ghali - Vancouver, CA Xin Li - Issaquah WA
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
G09G 502
US Classification:
345152, 345153
Abstract:
Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e. g. , during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically dont exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e. g. , having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e. g. , only 56 different colors simultaneously).
Data Compression/Decompression Based On Pattern And Symbol Run Length Encoding For Use In A Portable Handheld Video Game System
Samir Abou-Samra - Vancouver, CA Claude Comair - Vancouver, CA Robert Champagne - Redmond WA Sun Tjen Fam - Vancouver, CA Prasanna Ghali - Vancouver, CA Stephen Lee - Redmond WA Jun Pan - Bellevue WA Xin Li - Issaquah WA
Loss-less data compression/decompression especially useful in a limited resource environment such as a handheld portable video game system allows graphics and/or attribute data to be efficiently and quickly decompressed on an as-needed basis in real time response to interactive user inputs. A two-level run-length-encoding is used to encode redundant patterns and redundant symbols. A common sentinel field format encodes whether data following the field is non-redundant data, a symbol run, or a pattern run. Compression ratios of 60% for representative symbol-mapped video display graphics/attribute files can be achieved.
Object Modeling For Computer Simulation And Animation
Claude Comair - Vancouver, CA Prasanna Ghali - Vancouver, CA Samir A. Samra - Vancouver, CA Sun T. Fam - Vancouver, CA Xin Li - Issaquah WA
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
G06T 1570
US Classification:
345473, 345474, 345475, 345861, 345706
Abstract:
Generic, abstract, encapsulated, expandable and maintainable techniques for modeling and animating computer graphics display objects can be used in a variety of different computer applications and platforms including, for example, video games developed for inexpensive home 3D video game platforms. An abstract simulation entity definition for use in real time computer simulation and animation encapsulates both the physical and behavioral characteristics of a display object. The simulation entity provides a unique âgenetic planâ containing abstract attributes that may be shared among objects. Each simulation entity has the knowledge or know-how of common operations, and the ability to communicate with other simulation entities. Two separate class hierarchies may be used to differentiate between abstract components and physical components of simulation entities: an entity class hierarchy may be used to specify data structures and methods for behavior and communication; and an object class hierarchy may be used to define geometry and animation information and functions. A simulation entity can possess more than one set of object information.
3D Transformation Matrix Compression And Decompression
Claude Comair - Vancouver, CA Xin Li - Issaquah WA Samir Abou-Samra - Vancouver, CA Robert Champagne - Redmond WA Sun Tjen Fam - Vancouver, CA Prasanna Ghali - Vancouver, CA Jun Pan - Bellevue WA
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
G06K 936
US Classification:
382248, 345419, 345473
Abstract:
Compressing and decompressing techniques for transformation matrices 3D computer graphics systems use to animate objects achieve high compression ratios by taking advantage of common characteristics of homogenous 3D transformation matrices. The techniques use a bitmap to encode information on locations of ones and zeros of the matrixâbypassing the penchant of compilers to represent such information as high-precision numbers. Since most video game processors and display hardware are constrained by their resolutions and since an original transformation matrix often stores data that is more accurate than necessary, the techniques convert some real numbers in the matrix (e. g. , those within the range of -1 and 1) into integers by scaling them by a constant. The resulting compressed matrices occupy much less storage space than their non-compressed counterparts, and can be efficiently decompressed in real time for use in interactive real time 3D animations.
Method And Apparatus For Inserting External Transformations Into Computer Animations
Claude Comair - Vancouver, CA Prasanna Ghali - Vancouver, CA Samir Abou Samra - Vancouver, CA Sun Tjen Fam - Vancouver, CA Xin Li - Issaquah WA
Assignee:
Nintendo Software Technology Corporation - Redmond WA
International Classification:
G06T 1570
US Classification:
345473, 345427, 345619
Abstract:
Transformation matrices describing the motion of an articulated reference object specify translations of the reference object and/or its articulated parts, and are relative to the origin of the objects coordinate system. During the real-time animation process, a connection matrix is saved to represent the current transformation status of the animated object. This connection matrix being obtained by continuously concatenating an external transformation (if any) with the next animation step. This process allows efficient insertion of external transformations (e. g. , resulting from operating real-time interactive user controls). Use of absolute transformations to develop the connection matrix allows a first animation sequence to be interrupted at any arbitrary point and immediately, smoothly followed by a second animation sequence (e. g. , walking can be interrupted at any time and turned into running, jumping, etc. ).
Texture Morphing Process Provided By The Preferred Embodiment Of The Present Invention
Xin Li - Issaquah WA, US Samir Abou-Samra - Vancouver, CA Robert Champagne - Redmond WA, US Claude Comair - Vancouver, CA Sun Tjen Fam - Vancouver, CA Prasanna Ghali - Vancouver, CA Jun Pan - Bellevue WA, US
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
G09G005/00
US Classification:
345646, 345582
Abstract:
A fast, texture morphing algorithm for real-time computer simulation and video games dynamically generates objects “on the fly” by simplifying and reducing the computational load required for a texture morphing/blending process. Incremental interpolation techniques compute a morph parameter based on previous value and morph change rate. Precomputed initial and incremental morph parameter values for each texel component are applied during real-time morphing procedures using integer arithmetic. Approximation errors are reduced by incrementing/decrementing by an extra integer value when the number of morph iterations is a multiple of a frame counter. The frame counter avoids over-runs, and the morphing procedure is “snapped” the texel value to the precise texture target value to prevent under-runs and corresponding artifacts. Interlacing (applying interpolation to a subset of the texels each frame) significantly reduces computational load without introducing significant image artifacts. The morph texture buffer data structure is initially decomposed off-line to reduce the number of real-time calculations required to manipulate texel component data.
Method And Apparatus For Displaying Higher Color Resolution On A Hand-Held Lcd Device
Jun Pan - Bellevue WA, US Samir Abou-Samra - Vancouver, CA Robert Champagne - Redmond WA, US Claude Comair - Vancouver, CA Sun Tjen Fam - Vancouver, CA Prasanna Ghali - Vancouver, CA Xin Li - Issaquah WA, US
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
G09G 5/02
US Classification:
345591, 345589, 345600, 463 31, 463 33
Abstract:
Effective color resolution of a limited-memory color-mapped display system such as a portable liquid crystal display (LCD) handheld video game system can be increased by changing the color mapping information during active display time (e. g. , during the horizontal blanking interval between rasterization of successive lines on the display). A subset of the color mapping information can be rewritten during each horizontal blanking period. A full color bitmapped source image can be converted into a color-mapped image in a way that optimizes the use of such color map updates. Since photographic and photorealistic images typically don't exhibit abrupt color changes between neighboring pixels, such techniques can result in display of a color image with very high color resolution (e. g. , having as many as 2048 different colors) on hardware intended to permit simultaneous display of only a much smaller number of different colors (e. g. , only 56 different colors simultaneously).