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    • 4. 发明授权
    • Automatic memory management for zone rendering
    • 区域渲染的自动内存管理
    • US06747658B2
    • 2004-06-08
    • US10038921
    • 2001-12-31
    • Peter L. DoyleAditya Sreenivas
    • Peter L. DoyleAditya Sreenivas
    • G09G536
    • G06T1/60G06T15/04
    • The present invention optimizes graphics performance during zone rendering by providing an automatic management of bin memory between the binning and rendering phases. Embodiments of the present invention provide a mechanism by which the binner and renderer automatically share a pool of physical memory pages in order to build bin buffers and recycle them after they have been used in rendering. This is performed in such a fashion that multiple binned scenes can be queued up concurrently, with no requirement for software intervention except under exceptional conditions. The need for software management of zone rendering bin buffer memory is thus eliminated. Multiple scenes for binning and rendering can also be queued without software intervention.
    • 本发明通过在分箱和渲染阶段之间提供bin存储器的自动管理来优化区域渲染期间的图形性能。 本发明的实施例提供了一种机制,通过该机制,虚拟机和渲染器自动共享物理存储器页面池,以便构建bin缓冲器并在渲染后使用它们。 这样做的方式是,可以将多个分箱的场景同时排队,除非在特殊情况下不需要软件干预。 因此消除了对区域渲染bin缓冲存储器的软件管理的需要。 用于分档和渲染的多个场景也可以排队等待,无需软件干预。
    • 5. 发明授权
    • Efficient object storage for zone rendering
    • 用于区域渲染的高效对象存储
    • US06747653B2
    • 2004-06-08
    • US10039006
    • 2001-12-31
    • Peter L. Doyle
    • Peter L. Doyle
    • G06F1500
    • G06T15/005
    • Similar, contiguous primitives are stored as a single primitive in zone rendering bins. A primitive packet used in the bin is allowed to vary in length and the currently open type of primitive is recorded on a per-bin basis. A special code is used to specify a variable number of subsequent indices. With this mechanism, the hardware is able to start outputting and replicating primitive commands into bin lists on the fly without requiring the buffering of the entire primitive. Given the variable nature of the primitive instruction, multiple similar/sequential primitives can be concatenated using a single primitive command header.
    • 类似的连续原语作为单个基元存储在区域渲染区域中。 允许在箱中使用的原始包在长度上变化,并且当前打开的原语类型以每个箱为单位被记录。 特殊代码用于指定可变数量的后续索引。 利用这种机制,硬件能够在不需要缓冲整个原语的情况下开始将原始命令输出和复制到bin列表中。 给定基本指令的可变性质,可以使用单个基元命令头连接多个相似/顺序图元。