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    • 2. 发明授权
    • Render tree caching
    • 渲染树缓存
    • US08970613B2
    • 2015-03-03
    • US13533364
    • 2012-06-26
    • Giridhar Sreenivasa MurthyDavid HaywardAlan B. Heirich
    • Giridhar Sreenivasa MurthyDavid HaywardAlan B. Heirich
    • G09G5/36G06T1/60
    • G06F9/4843G06T1/20
    • GPU fragment programs can be used to render images in a computer system. These fragment programs are generated from render trees, which specify one or more filters or functions to be applied to an input image to render an output image. It is not uncommon for successive frames to require application of substantially the same filters. Therefore, rather than regenerate and recompile new fragment programs for successive corresponding render trees, the render trees are substantially uniquely identified and cached. Thus, when a render tree is received, it can be identified, and this identifier (such as a hash) can be used to determine whether a corresponding fragment program has already been generated, compiled and cached. If so, the corresponding cached fragment program is retrieved and executed. If not, a fragment program for the newly received render tree is generated and cached.
    • GPU片段程序可用于在计算机系统中呈现图像。 这些片段程序是从渲染树生成的,它们指定要应用于输入图像以呈现输出图像的一个或多个过滤器或函数。 连续的帧要求使用基本上相同的滤波器并不罕见。 因此,渲染树不是重新生成并重新编译连续相应渲染树的新片段程序,而是基本上唯一地标识和缓存。 因此,当接收到渲染树时,可以识别它,并且可以使用该标识符(例如散列)来确定是否已经生成,编译和高速缓存对应的片段程序。 如果是,则检索并执行相应的缓存片段程序。 如果没有,则生成并缓存新接收的渲染树的片段程序。
    • 4. 发明申请
    • Render Tree Caching
    • 渲染树缓存
    • US20130328898A1
    • 2013-12-12
    • US13533364
    • 2012-06-26
    • Giridhar Sreenivasa MurthyDavid HaywardAlan B. Heirich
    • Giridhar Sreenivasa MurthyDavid HaywardAlan B. Heirich
    • G09G5/36
    • G06F9/4843G06T1/20
    • GPU fragment programs can be used to render images in a computer system. These fragment programs are generated from render trees, which specify one or more filters or functions to be applied to an input image to render an output image. It is not uncommon for successive frames to require application of substantially the same filters. Therefore, rather than regenerate and recompile new fragment programs for successive corresponding render trees, the render trees are substantially uniquely identified and cached. Thus, when a render tree is received, it can be identified, and this identifier (such as a hash) can be used to determine whether a corresponding fragment program has already been generated, compiled and cached. If so, the corresponding cached fragment program is retrieved and executed. If not, a fragment program for the newly received render tree is generated and cached.
    • GPU片段程序可用于在计算机系统中呈现图像。 这些片段程序是从渲染树生成的,它们指定要应用于输入图像以呈现输出图像的一个或多个过滤器或函数。 连续的帧要求使用基本上相同的滤波器并不罕见。 因此,渲染树不是重新生成并重新编译连续相应渲染树的新片段程序,而是基本上唯一地标识和缓存。 因此,当接收到渲染树时,可以识别它,并且可以使用该标识符(例如散列)来确定是否已经生成,编译和高速缓存对应的片段程序。 如果是,则检索并执行相应的缓存片段程序。 如果没有,则生成并缓存新接收的渲染树的片段程序。
    • 6. 发明授权
    • Interactive debugging and monitoring of shader programs executing on a graphics processor
    • 在图形处理器上执行着色器程序的交互调试和监视
    • US07907143B2
    • 2011-03-15
    • US12467796
    • 2009-05-18
    • Alan B. Heirich
    • Alan B. Heirich
    • G06F15/80G06F15/00G06F15/16G06T15/50G06T15/60G06T1/00
    • G06F11/362G06T15/80
    • A development application leverages the programmability of shader execution units in the graphics processing subsystem to make graphics processing subsystem state data accessible to applications executed outside the graphics processing subsystem. The development application modifies shaders to include state output instructions adapted to direct a shader execution unit to copy graphics processing subsystem state data to a location in the computer system that is accessible to applications executed outside of the graphics processing subsystem. Following the execution of the state output instructions, the shader execution unit can be halted or can continue executing the shader. The development application can modify the shader to include state restoration instructions adapted to direct the shader execution unit to set state data of the graphics processing subsystem to previous or new values. The development application can dynamically modify shaders with state output and restoration instructions to update state data of the graphics processing subsystem.
    • 开发应用利用图形处理子系统中着色器执行单元的可编程性,使图形处理子系统状态数据可在图形处理子系统之外执行的应用程序访问。 开发应用程序修改着色器以包括适于引导着色器执行单元将图形处理子系统状态数据复制到计算机系统中对于在图形处理子系统之外执行的应用可访问的位置的状态输出指令。 在执行状态输出指令之后,着色器执行单元可以被停止,或者可以继续执行着色器。 开发应用程序可以修改着色器以包括适于引导着色器执行单元的状态恢复指令,以将图形处理子系统的状态数据设置为先前的或新的值。 开发应用程序可以通过状态输出和恢复指令动态修改着色器,以更新图形处理子系统的状态数据。