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SAN JOSE, Calif.--(BUSINESS WIRE)--Immersion Corp. (NASDAQ: IMMR), the leading developer and licensor of touch feedback technology, today announced that it has signed a license agreement with Shenzhen-based Realtime Technology Co., Ltd to embed Immersion's TouchSense® Premium solution in Realtime’s Pacewear smart wearable products. Realtime can now dramatically enhance its Pacewear wearables, such as smart watches, with tailored tactile effects using Immersion's TouchSense Premium solution. It complements Immersion’s Intuitive Alerts Framework for wearables, turning notifications into intuitive tactile messages to make them more meaningful. For example, notification of a calendar appointment will feel different than an incoming text message on one’s smart watch. "Touch is the latest design language of wearable devices, and I am confident that Pacewear can offer an enhanced user experience with our TouchSense technology,” said Shuo Liu, General Manager of Immersion China. “Working together, we can bring even more possibilities to smart wearable products through the power of touch.” Offering the highest quality haptics available, TouchSense Premium is a best-in-class solution that includes effect customization services and onsite haptics design and software technical support, with HD and multi-actuator options offered as add-on modules. Immersion’s TouchSense technology has been adopted by companies creating mobile devices in China. For recent announcements and more information about Immersion’s licensees in China, see Immersion Corporation (NASDAQ: IMMR) is the leading innovator of touch feedback technology, also known as haptics. The company provides technology solutions for creating immersive and realistic experiences that enhance digital interactions by engaging users’ sense of touch. With more than 2,400 issued or pending patents, Immersion's technology has been adopted in more than 3 billion digital devices, and provides haptics in mobile, automotive, advertising, gaming, medical and consumer electronics products. Immersion is headquartered in San Jose, California with offices worldwide. Learn more at Established in September 2016, Realtime Technology Co., Ltd is the intelligent wearable equipment developer and provider with office in Shenzhen, Beijing, and Qingdao. Realtime has received first-round financing from Tencent, GoerTek and other organizations. With rich experience in system and software service and consumer electronics products development, its core team members are from Tencent Technology, Motorola, Nokia and GoerTek. This provides strong support for intelligent wearable product development and software service design. Realtime launched Pacewear, its intelligent wearables brand, in October of 2016, to focus on high-quality smart products and convenient life experience for consumers. This press release contains "forward-looking statements" that involve risks and uncertainties, as well as assumptions that, if they never materialize or prove incorrect, could cause the results of Immersion Corporation and its consolidated subsidiaries to differ materially from those expressed or implied by such forward-looking statements. All statements, other than the statements of historical fact, are statements that may be deemed forward-looking statements, including, but not limited to, statements regarding the benefits of Immersion’s TouchSense technology, the continuing availability of Realtime Technology’s Pacewear products with Immersion’s TouchSense technology, and future business relationship between Immersion and its customers, including Realtime Technology. Immersion's actual results might differ materially from those stated or implied by such forward-looking statements due to risks and uncertainties associated with Immersion's business, which include, but are not limited to: unanticipated difficulties and challenges encountered in product development efforts (including with respect to Immersion’s TouchSense Technology) by Immersion and its licensees; unanticipated difficulties and challenges encountered in implementation efforts by Immersion’s licensees; adverse outcomes in any future intellectual property-related litigation and the costs related thereto; the effects of the current macroeconomic climate; delay in or failure to achieve adoption of or commercial demand for Immersion's products or third party products incorporating Immersion's technologies; and a delay in or failure to achieve the acceptance of touch feedback as a critical user experience. Many of these risks and uncertainties are beyond the control of Immersion. For a more detailed discussion of these factors, and other factors that could cause actual results to vary materially, interested parties should review the risk factors listed in Immersion's most current Form 10-K, and Form 10-Q, both of which are on file with the U.S. Securities and Exchange Commission. The forward-looking statements in this press release reflect Immersion's beliefs and predictions as of the date of this release. Immersion disclaims any obligation to update these forward-looking statements as a result of financial, business, or any other developments occurring after the date of this release. Immersion, the Immersion logo, and TouchSense are trademarks of Immersion Corporation in the United States and other countries. All other trademarks are the property of their respective owners.

Meyer Q.,Computer Graphics Group Erlangen | Sussmuth J.,Computer Graphics Group Erlangen | Sussner G.,Realtime Technology | Stamminger M.,Computer Graphics Group Erlangen | Greiner G.,Computer Graphics Group Erlangen
Computer Graphics Forum | Year: 2010

In this paper we analyze normal vector representations. We derive the error of the most widely used representation, namely 3D floating-point normal vectors. Based on this analysis, we show that, in theory, the discretization error inherent to single precision floating-point normals can be achieved by 250.2 uniformly distributed normals, addressable by 51 bits. We review common sphere parameterizations and show that octahedron normal vectors perform best: they are fast and stable to compute, have a controllable error, and require only 1 bit more than the theoretical optimal discretization with the same error. © 2010 The Eurographics Association and Blackwell Publishing Ltd.

Rovira C.,Dublin City University | Coyle S.,Dublin City University | Corcoran B.,Dublin City University | Diamond D.,Dublin City University | And 2 more authors.
2011 5th International Conference on Pervasive Computing Technologies for Healthcare and Workshops, PervasiveHealth 2011 | Year: 2011

This paper present the characterisation of piezoresistive fabric sensors for measuring breathing patterns. While it has been shown that these sensors can be used to measure breathing rate with good reliability, breathing volume measurements are more complex due to drift and non-linear behaviour. Breathing patterns are extremely useful for a number of applications related to personal health and exercise monitoring. For example, breathing exercises form an essential part in the treatment of respiratory illnesses while in sports, breathing technique can help to improve the performance of athletes. © 2011 ICST.

Schafer H.,Friedrich - Alexander - University, Erlangen - Nuremberg | Sussmuth J.,Friedrich - Alexander - University, Erlangen - Nuremberg | Denk C.,Realtime Technology | Stamminger M.,Friedrich - Alexander - University, Erlangen - Nuremberg
Computers and Graphics (Pergamon) | Year: 2012

In real-time rendering, global lighting information that is too expensive to be computed on the fly is typically pre-computed and baked as vertex attributes or into textures. Prominent examples are view independent effects, such as ambient occlusion, shadows, indirect lighting, or radiance transfer coefficients. Vertex baking usually requires less memory, but exhibits artifacts on large triangles. These artifacts are avoided by baking lighting information into textures, but at the expense of significant memory consumption and additional work to obtain a parameterization. In this paper, we propose a memory efficient and performant hybrid approach that combines texture- and vertex-based baking. Cheap vertex baking is applied by default and textures are used only where vertex baking is insufficient to represent the signal. Seams at transitions between both representations are hidden using a simple shader which smoothly blends between vertex- and texture-based shading. With our fully automatic approach, we can significantly reduce memory requirements without negative impact on rendering quality or performance. © 2011 Elsevier Ltd.

Finckh M.,Realtime Technology | Dammertz H.,Realtime Technology | Lensch H.P.A.,University of Tübingen
Computer Graphics Forum | Year: 2014

One of the most elementary application of a lattice is the quantization of real-valued s-dimensional vectors into finite bit precision to make them representable by a digital computer. Most often, the simple s-dimensional regular grid is used for this task where each component of the vector is quantized individually. However, it is known that other lattices perform better regarding the average quantization error. A rank-1 lattices is a special type of lattice, where the lattice points can be described by a single s-dimensional generator vector. Further, the number of points inside the unit cube [0, 1) s is arbitrary and can be directly enumerated by a single one-dimensional integer value. By choosing a suitable generator vector the minimum distance between the lattice points can be maximized which, as we show, leads to a nearly optimal mean quantization error. We present methods for finding parameters for s-dimensional maximized minimum distance rank-1 lattices and further show their practical use in computer graphics applications. © 2013 The Authors Computer Graphics Forum © 2013 The Eurographics Association and John Wiley & Sons Ltd.

Berger K.,TU Braunschweig | Weidlich A.,Realtime Technology | Wilkie A.,Charles University | Magnor M.,TU Braunschweig
IEEE Computer Graphics and Applications | Year: 2012

Researchers have introduced many bidirectional reflectance distribution function (BRDF) models for computer graphics. Some are purely appearance-based heuristics, whereas others are physically plausible. To achieve plausibility, researchers have measured the reflectance of a range of material surfaces and then fit the BRDF models to these measurements. The proposed systematic approach verifies predictions of basic analytical BRDF models on the basis of measurements of real-world samples. It employs ellipsometry to verify both the actual polarizing effect and the overall reflectance behavior of metallic surfaces. © 2012 IEEE.

Hermes J.,Realtime Technology | Henrich N.,University of Koblenz-Landau | Grosch T.,Otto Von Guericke University of Magdeburg | Mueller S.,Realtime Technology
VMV 2010 - Vision, Modeling and Visualization | Year: 2010

A fast computation of unbiased global illumination is still an unsolved problem, especially if multiple bounces of light and non-diffuse materials are included. The standard Monte Carlo methods are time-consuming, because many incoherent rays are shot into the scene, which is hard to parallelize. On the other hand, GPUs can make the most of their computing power if the problem can be broken down into many parallel, small tasks. Casting global, parallel ray-bundles into the scene is a way of achieving this parallelism. We exploit modern GPU features to extract all intersection points along each ray within a single rendering pass. Radiance can then be transferred between pairs of all points which allows an arbitrary number of interreflections, especially for compelling multiple glossy reflections. Beside arbitrary BRDFs, our method is independent of the number of light sources and can handle arbitrary shaped light sources in a unified framework for unbiased global illumination. Since many methods exist for fast computation of direct light using soft shadows, we demonstrate how our method can be built on top of any direct light simulation. © The Eurographics Association 2010.

Realtime Technology | Date: 2011-03-30

A method for generating three-dimensional image data including accessing, using one or more processors, a first set of data from a database, the first set of data relating to an electronic bill of materials of a product, generating, using one or more processors, a second set of data based on the first set of data that relates to a three-dimensional image of the product, enriching, using one or more processors, the second set of data with a third set of data, the third set of data relating to image information added to the three-dimensional image of the product, and storing, using one or more processors, the enriched second set of data in the database.

Realtime Technology | Date: 2014-11-03

Electric bulbs; Electric light bulbs; Fixtures for incandescent light bulbs; Fluorescent electric light bulbs; Fluorescent lighting tubes; Halogen light bulbs; Incandescent light bulbs; Lamp bulbs; LED and HID light fixtures; LED light bulbs; Light bulbs; Lightbulbs; Lighting fixtures that integrate natural daylight and fluorescent lighting into the fixture; Miniature light bulbs; Solar light fixtures, namely, indoor and outdoor solar powered lighting units and fixtures.

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