会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 2. 发明授权
    • Methods of and apparatus for encoding and decoding data
    • 用于编码和解码数据的方法和装置
    • US09142037B2
    • 2015-09-22
    • US13933604
    • 2013-07-02
    • Jorn Nystad
    • Jorn Nystad
    • G06T9/00G06T7/40H04N19/90
    • 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 color space is estimated by using one or more infinite planes 41 to divide the texture data elements in the color 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 color 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。
    • 5. 发明授权
    • Differential encoding using a 3D graphics processor
    • 使用3D图形处理器的差分编码
    • US08421821B2
    • 2013-04-16
    • US13334822
    • 2011-12-22
    • 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。
    • 6. 发明申请
    • Method Of And Apparatus For Encoding And Decoding Data
    • 用于编码和解码数据的方法和装置
    • US20120281006A1
    • 2012-11-08
    • US13464686
    • 2012-05-04
    • Jorn NystadAnders Lassen
    • Jorn NystadAnders Lassen
    • G09G5/00
    • G06T1/20G06T9/00G06T9/005G06T11/001H04N19/90
    • A texture map 1 for use in graphics processing is encoded by first subdividing the texture map 1 into a plurality of texture element blocks 2. The texture data elements in each texel block to be encoded are then divided into different partitions (sub-sets) 10, 11, 12 within the block. The partitioned block 2 is then encoded in a compressed form as an encoded texture data block 13. Each encoded block is partitioned using a partitioning pattern generation function to generate the partitioning patterns. The partitioning pattern generation function sorts the texture data elements of the block into respective partitions based on their respective positions within the block. To do this the partitioning pattern generation function generates a series of sawtooth waves at various angles, phases and frequencies across the block of texture data elements to be encoded.
    • 通过首先将纹理图1细分为多个纹理元素块2来编码用于图形处理的纹理图1。然后将待编码的每个纹素块中的纹理数据元素分成不同的分区(子集)10 ,11,12。 然后将分割块2以压缩形式编码为编码纹理数据块13.使用划分模式生成函数对每个编码块进行分区以生成分割模式。 分区模式生成功能基于块内各自的位置将块的纹理数据元素分类到相应的分区中。 为了做到这一点,分割模式生成功能在跨编码的纹理数据元素块的不同角度,相位和频率上产生一系列锯齿波。
    • 7. 发明申请
    • GRAPHICS PROCESSING
    • 图形处理
    • US20120223946A1
    • 2012-09-06
    • US13406850
    • 2012-02-28
    • Jorn NystadAske Simon Christensen
    • Jorn NystadAske Simon Christensen
    • G06T15/60
    • G06T15/005
    • 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. The system recognises when a vertex shader output attribute value to be generated from a vertex shader input attribute value by the vertex shader 20 will be a copy of the vertex shader input attribute value from which it is to be generated. In this event, the vertex shader 20 does not generate the copy vertex shader output attribute value, but the rasteriser/fragment shader 22 instead processes the corresponding vertex shader input attribute value in place of the copy vertex shader output attribute value that would otherwise have been generated by the vertex shader 20.
    • 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。 该系统识别何时由顶点着色器20从顶点着色器输入属性值生成的顶点着色器输出属性值将是要从其生成的顶点着色器输入属性值的副本。 在这种情况下,顶点着色器20不产生复制顶点着色器输出属性值,但是光栅化器/片段着色器22代替处理相应的顶点着色器输入属性值,而不是原本已经被复制的顶点着色器输出属性值 由顶点着色器20生成。
    • 8. 发明授权
    • Methods of and apparatus for processing computer graphics
    • 计算机图形处理的方法和装置
    • US08115783B2
    • 2012-02-14
    • US12068007
    • 2008-01-31
    • Jorn NystadErik Faye-Lund
    • Jorn NystadErik Faye-Lund
    • G09G5/00
    • G09G5/363G09G2340/10G09G2340/12
    • In a graphics processing system, the left, right, top and bottom edge planes for the purposes of clipping are set to the maximum values that can be represented using floating-point format numbers, vertex positions are snapped to a grid of predefined vertex positions, and the precision of selected vertices is prioritized when deriving edge functions for a given primitive. In respect of the depth near and far clipping planes, those planes are set to the maximum floating-point number format that can be represented for “Z” in the graphics system, but then fragments that have a Z value that falls outside the range zero to one are discarded using a depth test. In respect of the eye-plane, the need for clipping is avoided by modifying edge equations generated for a primitive in dependence on the sign of a “W” value for each vertex of the primitive.
    • 在图形处理系统中,用于剪切目的的左,右,上和下边缘平面被设置为可以使用浮点格式数字表示的最大值,顶点位置被捕捉到预定义的顶点位置的网格, 并且当为给定原语导出边缘函数时,所选顶点的精度被优先考虑。 关于深度和近剪切平面的深度,这些平面被设置为在图形系统中可以表示为“Z”的最大浮点数格式,但是后面的Z值落在范围零之外的片段 使用深度测试将其丢弃。 关于眼平面,通过根据基元的每个顶点的“W”值的符号修改为原语产生的边缘方程,避免了对剪切的需要。