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    • 34. 发明申请
    • Method and apparatus for efficient generation of texture coordinate displacements for implementing emboss-style bump mapping in a graphics rendering system
    • 用于在图形渲染系统中实现浮雕式凹凸贴图的纹理坐标位移的有效产生的方法和装置
    • US20050195210A1
    • 2005-09-08
    • US11106673
    • 2005-04-15
    • Eric DemersMark LeatherMark Segal
    • Eric DemersMark LeatherMark Segal
    • G06T1/20G06T3/00G06T15/04G09G5/00
    • G06T15/04
    • A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Emboss style effects are created using fully pipelined hardware including two distinct dot-product computation units that perform a scaled model view matrix multiply without requiring the Normal input vector and which also compute dot-products between the Binormal and Tangent vectors and a light direction vector in parallel. The resulting texture coordinate displacements are provided to texture mapping hardware that performs a texture mapping operation providing texture combining in one pass. The disclosed pipelined arrangement efficiently provides interesting embossed style image effects such as raised and lowered patterns on surfaces.
    • 包括定制图形和音频处理器的图形系统产生令人兴奋的2D和3D图形和环绕声。 该系统包括包括3D图形流水线和音频数字信号处理器的图形和音频处理器。 浮雕风格效果使用完全流水线的硬件创建,包括两个不同的点积计算单元,它们执行缩放的模型视图矩阵乘法,而不需要Normal输入向量,并且还计算Binormal和Tangent向量之间的点积和 平行。 所产生的纹理坐标位移被提供给纹理映射硬件,其执行在一次通过中提供纹理组合的纹理映射操作。 所公开的流水线布置有效地提供了令人印象深刻的浮雕图像效果,例如在表面上升高和降低的图案。
    • 35. 发明申请
    • Method and apparatus for environment-mapped bump-mapping in a graphics system
    • 在图形系统中用于环境映射凹凸映射的方法和装置
    • US20050046639A1
    • 2005-03-03
    • US10953436
    • 2004-09-30
    • Mark Leather
    • Mark Leather
    • G06T15/04G06T15/60G06T19/00G09G5/00
    • G09G5/026G06T15/04G06T15/50G06T2215/12G09G5/06G09G5/363G09G5/397G09G2320/0252
    • A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. Realistic looking surfaces on rendered images are generated by EMBM using an indirect-texture lookup to a “bump map” followed by an environment or light mapping. Apparatus and example methods for environment-mapped style of bump-mapping (EMBM) are provided that use a pre-completed bump-map texture accessed as an indirect texture along with pre-computed object surface normals (i.e., the Normal, Tangent and Binormal vectors) from each vertex of rendered polygons to effectively generate a new perturbed Normal vector per vertex. The perturbed new Normal vectors are then used to look up texels in an environment map which, for example, may be a spherical reflection map of the environment surrounding a rendered object or a texture map containing lighting or other data for creating more complex surface lighting effects. A specialized bump map texture data/coordinate processing “bump unit” is provided in the graphics pipeline for performing predetermined matrix multiplication operations on retrieved lookup data from the indirect-texture bump map. The bump unit utilizes a programmable 3×2 element multiplication matrix and scaling circuits that permit rotation of bump-mapped objects about multiple orthogonal axes. The bump unit is also provided with an output storage buffer for reusing computed coordinate data values in subsequent processing cycles.
    • 包括定制图形和音频处理器的图形系统产生令人兴奋的2D和3D图形和环绕声。 该系统包括包括3D图形流水线和音频数字信号处理器的图形和音频处理器。 渲染图像上的现实表面由EMBM使用间接纹理查找到“凹凸贴图”,随后是环境或光线映射。 提供了用于凹凸映射(EMBM)的环境映射样式的装置和示例方法,其使用作为间接纹理访问的预完成的凹凸贴图纹理以及预先计算的对象面法线(即,正交,切线和二次方 向量)从渲染的多边形的每个顶点有效地生成每个顶点的新的扰动的法向量。 然后,使用扰动的新的标准向量在环境地图中查找纹素,其例如可以是围绕渲染对象的环境的球面反射映射或包含用于创建更复杂的表面照明效果的照明或其他数据的纹理映射 。 在图形管线中提供专门的凹凸贴图纹理数据/坐标处理“凸块单元”,用于对来自间接纹理凹凸贴图的检索到的查找数据执行预定的矩阵乘法运算。 凸块单元利用可编程的3x2元素乘法矩阵和缩放电路,允许凹凸映射对象围绕多个正交轴旋转。 凸块单元还设置有输出存储缓冲器,用于在随后的处理循环中重新使用计算的坐标数据值。
    • 36. 发明申请
    • Multi Instance Unified Shader Engine Filtering System With Level One and Level Two Cache
    • 具有一级和二级缓存的多实例统一着色器引擎过滤系统
    • US20090309896A1
    • 2009-12-17
    • US12476202
    • 2009-06-01
    • Anthony P. DeLaurierMark LeatherRobert S. HartogMichael J. MantorMark C. FowlerJeffrey T. BradyMarcos P. Zini
    • Anthony P. DeLaurierMark LeatherRobert S. HartogMichael J. MantorMark C. FowlerJeffrey T. BradyMarcos P. Zini
    • G09G5/02G06T1/20
    • G06T1/20G06T1/60G09G5/363G09G2360/06
    • Apparatus and systems utilizing multiple shader engines where each shader engine comprises multiple rows of shader engine filters combined with level one and level two cache systems. Each unified shader engine filter comprises a shader pipe array, and a texture mapping unit with access to a level one cache system and a level two cache. The shader pipe array accepts texture requests for a specified pixel from a resource and performs associated rendering calculations, outputting texel data. The texture mapping unit retrieves texel data stored in a level one cache system, with the ability to read and write to and from a level two cache system, and through formatting and bilinear filtering interpolations generates a formatted bilinear result based on the specific pixel's neighboring texels. Utilizing multiple rows of shader engine filters within a shader engine allows for the parallel processing of multiple simultaneous resource requests. Utilizing multiple shader engines allows for greater processing through the use of multiple simultaneous processing. A method utilizing multiple shader engines to perform texture mapping is also presented.
    • 使用多个着色引擎的装置和系统,其中每个着色器引擎包括与一级和二级缓存系统组合的多行着色引擎过滤器。 每个统一的着色器引擎过滤器包括着色器管道阵列和具有访问一级缓存系统和二级高速缓存的纹理映射单元。 着色器管道数组从资源接收指定像素的纹理请求,并执行关联的渲染计算,输出纹理数据。 纹理映射单元检索存储在一级缓存系统中的纹理数据,具有读取和写入二级高速缓存系统的能力,并且通过格式化和双线性过滤内插生成基于特定像素的相邻纹素的格式化双线性结果 。 在着色器引擎中使用多行着色引擎过滤器可以并行处理多个同时的资源请求。 利用多个着色器引擎允许通过使用多个同时处理进行更大的处理。 还提出了一种利用多个着色引擎执行纹理映射的方法。
    • 37. 发明申请
    • METHOD AND APPARATUS FOR SAMPLING ON A NON-POWER-OF-TWO PIXEL GRID
    • 用于采样两个像素网格的方法和装置
    • US20070296733A1
    • 2007-12-27
    • US11849754
    • 2007-09-04
    • Mark LeatherEric Demers
    • Mark LeatherEric Demers
    • G09G5/00
    • G06T11/40G06T5/002G06T15/503G06T15/80G06T2200/12
    • The embodiments of the present invention are a method and apparatus to perform anti-aliasing using multi-sampling on a non-power-of-two pixel grid. Using the present invention with 6 sample multisampling gives the same visual antialiasing quality as 8 samples using a prior art technique but uses less memory. A non-power-of-two equally spaced sample from a conventional grid of size N×N, where N is 12 can be chosen using the present invention. A scan conversion to determine the set of pixels covered by a polygon is performed in two parts. According to one embodiment, the present invention can multiply and divide by “N” in order to multisample an image using samples per pixel chosen from a N×N sub-sample grid, where “N” is not necessarily a power of 2. The present invention performs the divide by “N” step, where the step is achieved using a quick divide by 3 or 12 technique.
    • 本发明的实施例是在非二电平像素网格上使用多采样来执行抗混叠的方法和装置。 使用具有6个样本多采样的本发明,使用现有技术给出与8个样本相同的视觉抗锯齿质量,但是使用较少的记忆。 可以使用本发明来选择具有尺寸为N×N的常规格栅(其中N为12)的不相等于两个等间隔的采样。 用于确定由多边形覆盖的像素集合的扫描转换被执行两部分。 根据一个实施例,本发明可以乘以并除以“N”,以便使用从NxN子样本网格中选择的每个像素的样本多次采样图像,其中“N”不一定是2的幂。本发明 通过“N”步执行除法,其中使用3或12技术快速划分步骤。
    • 38. 发明申请
    • Recirculating shade tree blender for a graphics system
    • 用于图形系统的循环遮光树搅拌机
    • US20060125825A1
    • 2006-06-15
    • US11242138
    • 2005-10-04
    • Patrick LawMark LeatherMatthew Komsthoeft
    • Patrick LawMark LeatherMatthew Komsthoeft
    • G06T15/50
    • G06T15/80G06T15/005G06T15/50
    • A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. A relatively low chip-footprint, versatile texture environment (TEV) processing subsystem is implemented in a pipelined graphics system circulates computed color and alpha data over multiple texture blending/shading cycles (stages). The texture-environment subsystem combines per-vertex lighting, textures and constant (rasterized) colors to form computed pixel color prior to fogging and final pixel blending. Blending operations for color (RGB) and alpha components are independently processed by a single sub-blend unit that is reused over multiple processing stages to combine multiple textures.
    • 包括定制图形和音频处理器的图形系统产生令人兴奋的2D和3D图形和环绕声。 在流水线图形系统中实现了相对较低的芯片占用面积多样化的纹理环境(TEV)处理子系统,通过多个纹理混合/阴影循环(阶段)循环计算的颜色和alpha数据。 纹理环境子系统结合了每顶点照明,纹理和常量(光栅化)颜色,以在雾化和最终像素混合之前形成计算的像素颜色。 颜色(RGB)和alpha组件的混合操作由单个子混合单元独立处理,该单个子混合单元在多个处理阶段重复使用以组合多个纹理。
    • 39. 发明申请
    • Method and apparatus for interleaved processing of direct and indirect texture coordinates in a graphics system
    • US20050237337A1
    • 2005-10-27
    • US11152283
    • 2005-06-15
    • Mark LeatherRobert DrebinTimothy Van Hook
    • Mark LeatherRobert DrebinTimothy Van Hook
    • G06T15/00G06T15/04G09G5/00G06T11/40
    • G06T15/04G06T15/005
    • A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline renders and prepares images for display at least in part in response to polygon vertex attribute data and texel color data stored as a texture images in an associated memory. An efficient texturing pipeline arrangement achieves a relatively low chip-footprint by utilizing a single texture coordinate/data processing unit that interleaves the processing of logical direct and indirect texture coordinate data and a texture lookup data feedback path for “recirculating” indirect texture lookup data retrieved from a single texture retrieval unit back to the texture coordinate/data processing unit. Versatile indirect texture referencing is achieved by using the same texture coordinate/data processing unit to transform the recirculated texture lookup data into offsets that may be added to the texture coordinates of a direct texture lookup. A generalized indirect texture API function is provided that supports defining at least four indirect texture referencing operations and allows for selectively associating one of at least eight different texture images with each indirect texture defined. Retrieved indirect texture lookup data is processed as multi-bit binary data triplets of three, four, five, or eight bits. The data triplets are multiplied by a 3×2 texture coordinate offset matrix before being optionally combined with regular non-indirect coordinate data or coordinate data from a previous cycle/stage of processing. Values of the offset matrix elements are variable and may be dynamically defined for each cycle/stage using selected constants. Two additional variable matrix configurations are also defined containing element values obtained from current direct texture coordinates. Circuitry for optionally biasing and scaling retrieved texture data is also provided.