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    • 3. 发明公开
    • 그래픽 가속기 기반의 고속 영상 처리 방법 및 그 장치
    • 基于图形处理单元的高速图像处理方案
    • KR1020080073511A
    • 2008-08-11
    • KR1020070012215
    • 2007-02-06
    • 삼성전자주식회사인하대학교 산학협력단
    • 원석진오윤제조성대홍태화김수균이민우박인규이만희
    • G06T1/00G06T1/20G06F3/00
    • G06T15/005H04N19/42H04N19/423H04N19/436H04N19/63
    • A high-speed image processing method based on a graphics accelerator and an apparatus thereof are provided to assign an input texture and an output texture equally in at least one FBO to use an output result as input data without an additional process, thereby shortening a process time and reducing the usage of a memory. A pixel shader(30) of a GPU(Graphic Processing Unit) receives and processes texture data(302) of 32-bit floating-point data, and has at least one FBO(Frame Buffer Object)(333). An input image, an image processing target, is loaded to a video memory as the texture data. The pixel shader performs a specific algorithm for image processing for the input image, and outputs a result to at least one FBO as the texture data. An application performs rectangular rendering matching the entire screen and performs the binding of the contents of the FBOs to a texture. Finally, the image processing result performed by the pixel shader is rendered to a viewport. Floating-point data generated in image processing is represented by assigning the type of input and output textures to the type of a 32-bit real number.
    • 提供了一种基于图形加速器及其装置的高速图像处理方法,用于在至少一个FBO中均匀地分配输入纹理和输出纹理,以使用输出结果作为输入数据,而不需要额外的处理,从而缩短处理 时间和减少内存的使用。 GPU(图形处理单元)的像素着色器(30)接收并处理32位浮点数据的纹理数据(302),并且具有至少一个FBO(帧缓冲器对象)(333)。 输入图像,图像处理目标,作为纹理数据被加载到视频存储器。 像素着色器对输入图像执行图像处理的特定算法,并将结果输出到至少一个FBO作为纹理数据。 应用程序执行与整个屏幕匹配的矩形渲染,并执行FBO内容与纹理的绑定。 最后,由像素着色器执行的图像处理结果被呈现给视口。 通过将输入和输出纹理的类型分配给32位实数的类型来表示图像处理中生成的浮点数据。