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    • 2. 发明授权
    • Optimized anisotropic texture sampling
    • 优化各向异性纹理采样
    • US07339594B1
    • 2008-03-04
    • US11069727
    • 2005-03-01
    • William P. Newhall, Jr.Shu-Yi Yu
    • William P. Newhall, Jr.Shu-Yi Yu
    • G09G5/00
    • G06T15/04
    • Systems and methods for determining the number of texture samples used to produce an anisotropically filtered texture mapped pixel may improve texture mapping performance or image quality. The number of texture samples may be increased or decreased based on texture state variables that may be specific to each texture map. Furthermore, the texture samples may be positioned along an axis of anisotropy to approximate an elliptical footprint, ensuring that the texture samples span the entire axis of anisotropy. A graphics driver may load the texture state variables and configure a system to modify the number of texture samples and/or position the texture samples used to produce the anisotropically filtered texture mapped pixel.
    • 用于确定用于产生各向异性滤波的纹理映射像素的纹理样本数量的系统和方法可以改善纹理映射性能或图像质量。 可以基于可以对每个纹理贴图特定的纹理状态变量来增加或减少纹理样本的数量。 此外,纹理样本可以沿着各向异性轴定位,以接近椭圆形的足迹,确保纹理样本跨越各向异性的整个轴。 图形驱动器可以加载纹理状态变量并且配置系统来修改纹理样本的数量和/或定位用于产生各向异性滤波的纹理映射像素的纹理样本。
    • 3. 发明授权
    • Extrapolation of nonresident mipmap data using resident mipmap data
    • 使用驻留mipmap数据外推非居民mipmap数据
    • US07948500B2
    • 2011-05-24
    • US11759598
    • 2007-06-07
    • William P. Newhall, Jr.
    • William P. Newhall, Jr.
    • G09G5/00G06T15/00G06T15/10G06T15/20G06T7/40G06T7/60G06K9/00
    • G06T15/005G06T1/60G06T15/04G06T2210/36
    • A multi-threaded graphics processor is configured to use to extrapolate low resolution mipmaps stored in physical memory to produce extrapolated texture values while high resolution nonresident mipmaps are retrieved from a high latency storage resource and converted into resident mipmaps. The extrapolated texture values provide an improved image that appears sharper compared with using the low resolution mipmap level texture data in place of the temporarily unavailable high resolution mipmap level texture data. An extrapolation threshold LOD is used to determine when extrapolated magnification or minification texture filtering is used. The extrapolation threshold LOD may be used to smoothly transition from using extrapolated filtering to using interpolated filtering when a nonresident mipmap is converted to a resident mipmap.
    • 多线程图形处理器被配置为用于外推存储在物理存储器中的低分辨率mipmap,以产生外推纹理值,同时从高延迟存储资源检索高分辨率非居民映射,并转换为驻留mipmap。 与使用低分辨率mipmap级纹理数据代替暂时不可用的高分辨率mipmap级纹理数据相比,外推纹理值提供了更加清晰的图像。 外推阈值LOD用于确定何时使用外插放大或缩小纹理过滤。 外插阈值LOD可以用于在将非居民mipmap转换为驻留mipmap时从使用外推滤波到使用内插滤波的平滑过渡。
    • 5. 发明授权
    • Anisotropic texture filtering optimization
    • 各向异性纹理过滤优化
    • US07558400B1
    • 2009-07-07
    • US11299176
    • 2005-12-08
    • Michael J. M. ToksvigWilliam P. Newhall, Jr.
    • Michael J. M. ToksvigWilliam P. Newhall, Jr.
    • G06K9/00G09G5/00
    • G09G5/28G06T15/04G09G5/363G09G2340/0457
    • A method for optimizing the number of bilinear samples includes the steps of computing a desired bilerp count for a pixel footprint in a mipmap, where a fractional distance represents the distance between the desired bilerp count and a first available bilerp count relative to the distance between a second available bilerp count and the first available bilerp count, determining a modified bilerp count based on the desired bilerp count, and computing a modified fractional distance based on the modified bilerp count, where the modified fractional distance is zero if the fractional distance is between zero and a first-non-zero value, but is between zero and one if the fractional distance is within a transition band. Texture values for the bilerps in the first available count and one or more additional bilerps are average to generate a pixel texture value, where the modified fractional distance determines the weights applied.
    • 用于优化双线性样本数量的方法包括以下步骤:计算mipmap中的像素覆盖区域的期望的b计数,其中分数距离表示期望的b计数和第一可用b计数之间的距离, 第二可用的脐带计数和第一可用的b计数,基于所需的b计数确定修改的b计数,以及基于所修改的b计数计算修改的分数距离,其中如果分数距离在零之间,修改的分数距离为零 和第一个非零值,但是如果分数距离在过渡带内,则在零和一之间。 在第一个可用计数和一个或多个附加的剔除器中的iler骨的纹理值是平均的,以生成像素纹理值,其中修改的分数距离确定应用的权重。
    • 6. 发明授权
    • Omnidirectional shadow texture mapping
    • 全方位阴影纹理映射
    • US06876362B1
    • 2005-04-05
    • US10193388
    • 2002-07-10
    • William P. Newhall, Jr.Mark J. Kilgard
    • William P. Newhall, Jr.Mark J. Kilgard
    • G06T15/04G06T15/60G06T15/00
    • G06T15/04G06T15/60G06T2215/12
    • An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.
    • 提供了一种使用全向光渲染的发明。 产生具有由光源居中的六个立方体面的阴影立方体纹理图。 每个立方体面包括从光源的角度来看具有深度数据的阴影纹理。 此外,每个立方体面与三维坐标系的轴相关联。 对于从相机的角度呈现的每个对象片段,从光源到对象片段定义光到表面矢量,并且基于光到表面矢量选择特定立方体面内的特定纹理。 根据从光到表面向量计算的深度值测试纹理值。 根据测试的结果,物体片段按照光或阴影纹理化。
    • 7. 发明授权
    • Omnidirectional shadow texture mapping
    • 全方位阴影纹理映射
    • US08803879B1
    • 2014-08-12
    • US11073142
    • 2005-03-04
    • William P. Newhall, Jr.Mark J. Kilgard
    • William P. Newhall, Jr.Mark J. Kilgard
    • G06T15/50G06T15/00G06T15/40G09G5/00
    • G06T15/04G06T15/60G06T2215/12
    • An invention is provided for rendering using an omnidirectional light. A shadow cube texture map having six cube faces centered by a light source is generated. Each cube face comprises a shadow texture having depth data from a perspective of the light source. In addition, each cube face is associated with an axis of a three-dimensional coordinate system. For each object fragment rendered from the camera's perspective a light-to-surface vector is defined from the light source to the object fragment, and particular texels within particular cube faces are selected based on the light-to-surface vector. The texel values are tested against a depth value computed from the light to surface vector. The object fragment is textured as in light or shadow according to the outcome of the test.
    • 提供了一种使用全向光渲染的发明。 产生具有由光源居中的六个立方体面的阴影立方体纹理图。 每个立方体面包括从光源的角度来看具有深度数据的阴影纹理。 此外,每个立方体面与三维坐标系的轴相关联。 对于从相机的角度呈现的每个对象片段,从光源到对象片段定义光到表面矢量,并且基于光到表面矢量选择特定立方体面内的特定纹理。 根据从光到表面向量计算的深度值测试纹理值。 根据测试的结果,物体片段按照光或阴影纹理化。