Markup language and object model for vector graphics
First Claim
1. In a computing environment, a system comprising:
- a mechanism that interprets markup to construct an element tree of elements, at least some of the elements in the element tree having associated property data and corresponding to an element object model;
a scene graph interface layer, comprising a set of at least one interface that populates a scene graph with objects in response to requests to create the objects, the objects corresponding to a scene graph object model; and
a translator that translates at least some of the elements and property data in the element tree into requests to the scene graph interface layer to create objects in the scene graph.
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Abstract
An element object model and a vector graphics markup language for using that element object model in a manner that allows program code developers to consistently interface with a scene graph data structure to produce graphics. The vector graphics element object model generally corresponds to shape elements and other elements including image and video elements that correlate with a scene graph object model of the scene graph. Markup may be parsed into data including elements in an element tree that is translated into the objects of a scene graph data structure. Other markup may be translated directly into data and calls that create the scene graph objects. The markup language provides distinct ways to describe an element, including a simple string format or complex property syntax, which may be named, enabling reuse in other locations in the markup.
145 Citations
60 Claims
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1. In a computing environment, a system comprising:
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a mechanism that interprets markup to construct an element tree of elements, at least some of the elements in the element tree having associated property data and corresponding to an element object model;
a scene graph interface layer, comprising a set of at least one interface that populates a scene graph with objects in response to requests to create the objects, the objects corresponding to a scene graph object model; and
a translator that translates at least some of the elements and property data in the element tree into requests to the scene graph interface layer to create objects in the scene graph. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34)
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35. A computer-implemented method, comprising:
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parsing markup, the markup including tags and associated property data according to an object model;
interpreting a tag in the markup to determine whether the tag is directed to an element level or to a resource level; and
a) if the tag is directed to the element level, creating an element based on the tag and property data associated with the tag and adding the element to an element tree for later translation into a scene graph object in a scene graph data structure; and
b) if the tag is directed to the resource level, providing data to directly create a scene graph object in the scene graph data structure via an interface to the scene graph data structure. - View Dependent Claims (36, 37, 38, 39, 40, 41, 42, 43)
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44. A computer-readable medium having stored thereon a data structure, comprising:
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a first set of data comprising a first set of tags and property data, in which the context in which the first set of tags is interpreted indicates that the first set of tags is directed to an element level;
a second set of data comprising a second set of tags and second property data, in which the context in which the second set of tags is interpreted corresponds to complex property syntax and indicates that the second set of tags is directed to a resource level; and
when the data structure is interpreted, the first set of data results in data corresponding to the first set of tags being created and inserted into an element-level tree based on the first information in the first set of text, and the second set of data results in data corresponding to the second set of tags being provided to directly create a scene graph object in a scene graph data structure at the resource level via an interface to the scene graph data structure, based on the second information in the second set of text. - View Dependent Claims (45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60)
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Specification