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    • 41. 发明申请
    • Differential encoding using a 3d graphics processor
    • 使用3d图形处理器的差分编码
    • US20070146380A1
    • 2007-06-28
    • US10569345
    • 2004-08-20
    • Jorn NystadEdvard SorgardBorgar LjoslandMario Blazevic
    • Jorn NystadEdvard SorgardBorgar LjoslandMario Blazevic
    • G09G5/00
    • H04N19/43
    • A 3D graphics rendering pipeline is used to carry out data comparisons for motion estimation in video data encoding. Video data for the pixel block of the video frame currently being encoded is loaded into the output buffers of the rendering pipeline. The video data for the comparison pixel blocks from the reference video frame is stored as texture map values in the texture cache of the rendering pipeline. Once the sets of pixel data for comparison have been stored, the rendering pipeline is controlled to render a primitive having fragment positions and texture coordinates corresponding to the data values that it is desired to compare. As each fragment is rendered, the stored and rendered fragment data is compared by fragment compare unit and the determined differences in the data values are accumulated in an error term register.
    • 3D图形渲染流水线用于对视频数据编码中的运动估计进行数据比较。 当前正在编码的视频帧的像素块的视频数据被加载到渲染管线的输出缓冲器中。 来自参考视频帧的比较像素块的视频数据作为纹理映射值存储在渲染管线的纹理缓存中。 一旦已经存储了用于比较的像素数据集合,则控制渲染流水线以渲染具有对应于期望比较的数据值的片段位置和纹理坐标的原始图像。 当渲染每个片段时,通过片段比较单元比较存储和渲染的片段数据,并将所确定的数据值差异累积在错误项寄存器中。
    • 42. 发明授权
    • Next-instruction-type-field
    • US09977675B2
    • 2018-05-22
    • US13137657
    • 2011-09-01
    • Jorn Nystad
    • Jorn Nystad
    • G06F9/30G06F9/38
    • G06F9/30145G06F9/30185G06F9/3851G06F9/3885
    • A graphics processing unit core 26 includes a plurality of processing pipelines 38, 40, 42, 44. A program instruction of a thread of program instructions being executed by a processing pipeline includes a next-instruction-type field 36 indicating an instruction type of a next program instruction following the current program instruction within the processing thread concerned. This next-instruction-type field is used to control selection of to which processing pipeline the next instruction is issued before that next instruction has been fetched and decoded. The next-instruction-type field may be passed along the processing pipeline as the least significant four bits within a program counter value associated with a current program instruction 32. The next-instruction-type field may also be used to control the forwarding of thread state variables between processing pipelines when a thread migrates between processing pipelines prior to the next program instruction being fetched or decoded.
    • 45. 发明授权
    • Method of and apparatus for encoding and decoding data
    • 用于对数据进行编码和解码的方法和装置
    • US09058637B2
    • 2015-06-16
    • US13464696
    • 2012-05-04
    • Jorn NystadAnders Lassen
    • Jorn NystadAnders Lassen
    • G06T9/00H04N19/90
    • G06T1/20G06T9/00G06T9/005G06T11/001H04N19/90
    • Each block of texture data elements is encoded as a block of texture data that includes: data indicating how to generate a set of data values to be used to generate data values for a set of the texture data elements that the block represents; data indicating a set of integer values to be used to generate the set of data values to be used to generate data values for a set of the texture data elements that the block represents; data indicating a set of index values indicating how to use the generated set of data values to generate data values for texture data elements of the set of texture data elements that the generated set of data values is to be used for; and data indicating the indexing scheme that has been used for the block.
    • 纹理数据元素的每个块被编码为纹理数据块,其包括:指示如何生成要用于生成块表示的一组纹理数据元素的数据值的数据值集合的数据; 指示要用于生成要用于生成块表示的一组纹理数据元素的数据值的数据值集合的一组整数值的数据; 指示一组索引值的数据,指示如何使用所生成的数据值集合来生成用于生成的数据值集合的纹理数据元素组的纹理数据元素的数据值; 以及指示已经用于块的索引方案的数据。
    • 46. 发明授权
    • Floating-point adder
    • 浮点加法器
    • US09009208B2
    • 2015-04-14
    • US13536113
    • 2012-06-28
    • Jorn Nystad
    • Jorn Nystad
    • G06F7/42G06F7/485G06F7/499
    • G06F7/485G06F7/49942
    • Floating point adder circuitry 16, 18, 20 is provided with far-path circuitry 18 and near-path circuitry 20. The far-path circuitry utilises a count of trailing zeros TZ and a difference in the input operand exponents to form respective suffix values which are concatenated with the mantissas of the input addends and serve when summed to generate a carry out taking the place of a conventionally calculated sticky bit. Within the near-path, minimum value circuitry 46 is used to calculate the lower of a leading zeros count of the intermediate mantissa produced in a subtraction and the larger of the input operand exponent values such that a left shift applied to the intermediate mantissa value is not able to produce a invalid floating point result due to applying a left shift to remove leading zeros that is too larger and accordingly corresponds to an exponent which cannot be validly represented.
    • 浮点加法器电路16,18,20设置有远程路径电路18和近路径电路20.远路电路利用尾随零TZ的计数和输入操作数指数的差异来形成各自的后缀值, 被连接到输入加法器的尾数,并且当被相加以产生执行代替常规计算的粘性位时被服务。 在近距离路径内,最小值电路46用于计算在减法中产生的中间尾数的前导零数值中的较低者,以及较大的输入操作数指数值,使得施加到中间尾数值的左移位为 由于应用左移以去除过大的前导零,因此不能产生无效的浮点结果,因此对应于无法有效表示的指数。
    • 47. 发明授权
    • Graphics processing
    • 图形处理
    • US08976177B2
    • 2015-03-10
    • US13406882
    • 2012-02-28
    • Jorn NystadAske Simon Christensen
    • Jorn NystadAske Simon Christensen
    • G06T15/50G06T15/00
    • G06T15/80G06T1/20G06T15/005G06T2200/04
    • A graphics processor includes a vertex shader 20 that processes input attribute values from a vertex buffer 26 to generate output vertex shaded attribute values 28 to be used by a rasteriser/fragment shader 22 of the graphics processor when processing an image for display. Vertex shader output attributes for which the vertex shader input attributes that the vertex shader output attribute depends on are defined solely on a per-vertex basis or solely on a per-instance basis are identified. Then, for such vertex shader output attributes, the vertex shader 20 stores, for use by the rasteriser/fragment shader 22 of the graphics processor when processing an image for display, only one copy of the vertex shader output attribute for a given vertex or instance, respectively, irrespective of the number of instances or vertices, respectively, that the output attribute value applies to.
    • 图形处理器包括顶点着色器20,该顶点着色器20处理来自顶点缓冲器26的输入属性值,以生成输出顶点着色属性值28,以在图形处理器的光栅化器/片段着色器22处理用于显示的图像时使用。 顶点着色器输出属性,顶点着色器输入属性的顶点着色器输出属性依赖于仅在每顶点基础上或仅在每个实例基础上进行定义。 然后,对于这样的顶点着色器输出属性,当处理用于显示的图像时,顶点着色器20存储供图形处理器的光栅化器/片段着色器22使用,以供给予顶点或实例的顶点着色器输出属性的一个副本 ,分别与输出属性值应用于的实例或顶点的数量无关。
    • 48. 发明授权
    • Rendering stroked curves in graphics processing systems
    • 在图形处理系统中渲染曲线
    • US08928667B2
    • 2015-01-06
    • US12588172
    • 2009-10-06
    • Jorn NystadRune HolmAske Simon Christensen
    • Jorn NystadRune HolmAske Simon Christensen
    • G06T11/20
    • G06T11/203
    • When rendering a stroked curve for display in a graphics processing system, an input stroked curve 1 defined in user space 2 is received by the system. The portion of a canonical space 5 that corresponds to the received stroked curve 1 is determined by determining the portion of a canonical curve 12 defined in the canonical space 5 that corresponds to the received stroked curve 1. Then, for each of a plurality of sampling points within one or more primitives 4 that are generated to cover the received stroked curve 1′ following its projection into surface space 3, it is determined whether a corresponding location in canonical space 5 (to the sampling point in surface space 3) is within the portion of the canonical space that corresponds to the received stroked curve, e.g. by looking up suitable information that has been stored (in advance) in one or more graphics textures. Data for rendering the received stroked curve 1 (e.g. RGBA values) is then assigned to each of the plurality of sampling points based on the determination.
    • 当在图形处理系统中呈现用于显示的描画曲线时,系统接收在用户空间2中定义的输入描边曲线1。 通过确定在规范空间5中限定的对应于接收到的行进曲线1的规范曲线12的部分来确定对应于接收到的划线曲线1的规范空间5的部分。然后,对于多个采样 生成的一个或多个图元4中的点,以覆盖其投射到表面空间3之后的接收的划痕曲线1',确定在规范空间5(到表面空间3中的采样点)上的对应位置是否在 对应于接收到的划痕曲线的规范空间的部分,例如 通过查找已经存储(提前)在一个或多个图形纹理中的合适信息。 然后,基于该判定,将接收到的划线曲线1(例如RGBA值)进行渲染的数据分配给多个采样点中的每一个。
    • 49. 发明申请
    • METHODS OF AND APPARATUS FOR ENCODING AND DECODING DATA
    • 编码和解码数据的方法和装置
    • US20140193081A1
    • 2014-07-10
    • US13933604
    • 2013-07-02
    • Jorn Nystad
    • Jorn Nystad
    • G06T9/00G06T7/40
    • G06T9/00G06T7/40H04N19/90
    • When encoding a set of texture data elements 30 for use in a graphics processing system, the direction along which the data values of the set of texture data elements in question exhibit the greatest variance in the colour space is estimated by using one or more infinite planes 41 to divide the texture data elements in the colour space. For each such plane, texture data element values on each side of the plane are added up to give respective sum points 48, 49, and the vector 50 between these two sum points determined. The direction in the data space of one of the determined vectors 50 is then used to derive endpoint colour values to use when encoding the set of texture data elements.
    • 当对用于图形处理系统的一组纹理数据元素30进行编码时,通过使用一个或多个无限平面来估计所述纹理数据元素组中的数据值在颜色空间中呈现最大变化的方向 41分割颜色空间中的纹理数据元素。 对于每个这样的平面,平面的每一侧上的纹理数据元素值被相加,以给出确定的这两个求和点之间的各个和点48,49和向量50。 然后,确定的向量50之一的数据空间中的方向被用于导出在对该组纹理数据元素进行编码时使用的端点颜色值。
    • 50. 发明申请
    • FLOATING-POINT VECTOR NORMALISATION
    • 浮点矢量正则化
    • US20130246496A1
    • 2013-09-19
    • US13825179
    • 2011-03-14
    • Simon John CraskeDominic Hugo SymesJorn Nystad
    • Simon John CraskeDominic Hugo SymesJorn Nystad
    • G06F17/10
    • G06F17/10G06F5/012G06F7/483G06F7/5525G06F9/30036G06F2207/5521
    • When performing vector normalisation upon floating point values, an approximate reciprocal value generating instruction is used to generate an approximate reciprocal value with a mantissa of one and an exponent given by a bitwise inversion of the exponent field of the input floating point number. A modified number of multiplication instruction is used which performs a multiplication giving the standard IEEE 754 results other than when a signed zero is multiplied by a signed infinity which results a signed predetermined substitute value, such as 2. The normalisation operation may be performed by calculating a scaling value in dependence upon the vector floating point value using the approximate reciprocal value generating instruction. Each of the input components may then be scaled using the modify multiplication instruction to generate a scaled vector floating point value formed of a plurality of scaled components. The magnitude of the scaled vector floating point value can then be calculated and each of the individual scaled components divided by this magnitude to generate a normalised vector floating point value. The scaling value may be set to 2, where C is an integer value selected such that the sum of the squares of the plurality of scale components is less than a predetermined limit value.
    • 当在浮点值上执行向量归一化时,使用近似互逆值生成指令来生成一个尾数为1的近似互逆值,并且通过输入浮点数的指数字段的逐位反转给出的指数。 使用修正数量的乘法指令,其执行给出标准IEEE 754结果的乘法,而不是当有符号零乘以带符号的无穷大,其产生诸如2的已签名的预定替代值。归一化操作可以通过计算 根据使用近似互逆值生成指令的向量浮点值的缩放值。 然后可以使用修改乘法指令来对每个输入分量进行缩放,以生成由多个缩放分量形成的缩放向量浮点值。 然后可以计算缩放的向量浮点值的大小,并且每个单独的缩放的分量除以该大小以产生归一化的向量浮点值。 缩放值可以被设置为2,其中C是选择的整数值,使得多个刻度分量的平方和小于预定极限值。