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    • 3. 发明授权
    • Fine grain multi-pass for multiple texture rendering
    • 细纹多通道,可进行多纹理渲染
    • US06392655B1
    • 2002-05-21
    • US09306987
    • 1999-05-07
    • Christopher J. MigdalAmy J. MigdalDavid L. Morgan
    • Christopher J. MigdalAmy J. MigdalDavid L. Morgan
    • G06T1140
    • G06T15/04
    • A system and method for multiple texture rendering on a primitive using a fine grain multi-pass at a pixel level. The present invention has hardware capable of processing one texture and either hardware, software, and/or firmware capability to hold state information associated with several textures. The hardware rapidly switches between processing different textures and allows a very fine grain multi-pass implementation of multiple texture rendering. In one embodiment, a computer graphics raster subsystem renders multiple textures on a primitive. A fine grain scan converter takes in a primitive description with multiple sets of texture coordinates defined for each vertex. Each set of texture coordinates defines an independent texture. Each texture is associated with a texture number. The fine grain scan converter produces a set of texture coordinates at a given pixel for each of the multiple textures before moving on to the next pixel. A texture address generator and texture filter use the texture numbers and the texture coordinates associated with the texture numbers to produce a filtered texture value for each of the multiple textures. A recirculating texture blender combines color and these filtered texture values to produce a final textured color value. The fine-grain multi-pass technique for rendering multiple textures on a primitive is faster than a coarse grain multi-pass technique because the geometry does not need to be sent multiple times from a geometry engine to a raster subsystem. In addition, the fine-grain multi-pass technique is cheaper and more efficient than a parallel approach because it does not require permanent multiple texture units in a hardware connected together by texture blending units.
    • 用于在像素级使用细粒度多遍的原语上的多个纹理渲染的系统和方法。 本发明具有能够处理一个纹理和硬件,软件和/或固件能力以保持与多个纹理相关联的状态信息的硬件。 硬件在处理不同纹理之间快速切换,并允许非常精细的纹理多遍实现多个纹理渲染。 在一个实施例中,计算机图形光栅子系统在原始图像上渲染多个纹理。 细粒度扫描转换器采用对每个顶点定义的多组纹理坐标的原始描述。 每组纹理坐标定义独立纹理。 每个纹理都与纹理编号相关联。 细粒扫描转换器在移动到下一个像素之前,为每个多个纹理的给定像素产生一组纹理坐标。 纹理地址生成器和纹理过滤器使用与纹理编号相关联的纹理编号和纹理坐标来为多个纹理中的每一个生成滤波纹理值。 再循环纹理混合器将颜色和这些过滤的纹理值组合以产生最终的纹理颜色值。 用于在原始图像上渲染多个纹理的细粒多遍技术比粗粒多通道技术更快,因为几何不需要从几何引擎多次发送到光栅子系统。 另外,细粒多道技术比平行方法更便宜和更有效率,因为在通过纹理混合单元连接在一起的硬件中不需要永久的多个纹理单元。