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    • 2. 发明授权
    • System and method for concave polygon rasterization
    • 凹多边形光栅化的系统和方法
    • US07432937B2
    • 2008-10-07
    • US11170923
    • 2005-06-30
    • Bimal PoddarAvinash Seetharamaiah
    • Bimal PoddarAvinash Seetharamaiah
    • G09G5/02G09G5/36G06T15/40G06T17/00
    • G06T11/40
    • An apparatus and method to render concave polygons. In some embodiments, the method includes setting an alpha buffer of a hardware rasterizer to zero, generating an alpha mask by rendering the concave polygon as a plurality of convex polygons of connected vertices, wherein an alpha value for each of the plurality of the plurality of polygons is toggled between a zero value and a second non-zero value on successive renderings of each portion of the plurality of the convex polygons. The alpha values may be stored in the alpha buffer, and the plurality of convex polygons may be re-rendered based on the generated alpha mask, where the stored alpha value is the second non-zero value.
    • 一种渲染凹多边形的设备和方法。 在一些实施例中,该方法包括将硬件光栅化器的alpha缓冲器设置为零,通过将所述凹多边形呈现​​为多个连接顶点的多个多边形来生成α掩模,其中,所述多个 多边形在多个凸多边形的每个部分的连续渲染上在零值和第二非零值之间切换。 α值可以存储在α缓冲器中,并且可以基于生成的α掩模来重新渲染多个凸多边形,其中存储的α值是第二非零值。
    • 3. 发明申请
    • System and method for concave polygon rasterization
    • 凹多边形光栅化的系统和方法
    • US20070002074A1
    • 2007-01-04
    • US11170923
    • 2005-06-30
    • Bimal PoddarAvinash Seetharamaiah
    • Bimal PoddarAvinash Seetharamaiah
    • G09G5/02
    • G06T11/40
    • An apparatus and method to render concave polygons. In some embodiments, the method includes setting an alpha buffer of a hardware rasterizer to zero, generating an alpha mask by rendering the concave polygon as a plurality of convex polygons of connected vertices, wherein an alpha value for each of the plurality of the plurality of polygons is toggled between a zero value and a second non-zero value on successive renderings of each portion of the plurality of the convex polygons. The alpha values may be stored in the alpha buffer, and the plurality of convex polygons may be re-rendered based on the generated alpha mask, where the stored alpha value is the second non-zero value.
    • 一种渲染凹多边形的设备和方法。 在一些实施例中,该方法包括将硬件光栅化器的alpha缓冲器设置为零,通过将所述凹多边形呈现​​为多个连接顶点的多个多边形来生成α掩模,其中,所述多个 多边形在多个凸多边形的每个部分的连续渲染上在零值和第二非零值之间切换。 α值可以存储在α缓冲器中,并且可以基于生成的α掩模来重新渲染多个凸多边形,其中存储的α值是第二非零值。
    • 4. 发明申请
    • TECHNIQUES FOR REDUCING ACCESSES FOR RETRIEVING TEXTURE IMAGES
    • 减少纹理图像检索的技术
    • US20150070371A1
    • 2015-03-12
    • US14020716
    • 2013-09-06
    • Bimal Poddar
    • Bimal Poddar
    • G06T1/60G06T11/00
    • G06T1/60G06T1/20G06T9/00G06T11/001
    • Various embodiments are generally directed to techniques for reducing storage access bandwidth requirements in retrieving a texture image from a storage for applying textures to rendered objects by rendering the texture image itself into the storage to reduce the storage space in which the texture image is stored and to arrange portions of the texture image to be retrieved with fewer accesses. A device to render images includes a processor component; a color analyzer to determine a clear color of a texture image stored as source texture data; and a rendering routine to render the texture image into a storage as reduced texture data, the rendering routine to selectively store in the reduced texture data pixel color values retrieved from the source texture data that are associated with pixels of the texture image not colored with the clear color. Other embodiments are described and claimed.
    • 各种实施例通常涉及用于通过将纹理图像本身渲染到存储器中以减少其中存储纹理图像的存储空间来减少从用于将纹理应用于渲染对象的存储器中检索纹理图像的存储访问带宽需求的技术,并且 以更少的访问方式排列要检索的纹理图像的部分。 用于渲染图像的设备包括处理器组件; 确定作为源纹理数据存储的纹理图像的清晰颜色的颜色分析器; 以及用于将纹理图像呈现为作为减少的纹理数据的存储的呈现例程,所述渲染程序选择性地存储从与未被着色的纹理图像的像素相关联的源纹理数据中检索的缩小纹理数据像素颜色值 清晰的颜色。 描述和要求保护其他实施例。
    • 5. 发明授权
    • Rotated rendering and locking support for tablet computers and portrait displays
    • 平板电脑和纵向显示器的旋转渲染和锁定支持
    • US08259135B2
    • 2012-09-04
    • US11486935
    • 2006-07-13
    • Bimal Poddar
    • Bimal Poddar
    • G09G5/00
    • G06T1/60
    • Apparatus, systems and methods for handling portrait mode oriented display surfaces without requiring expensive hardware in the display sub-system are disclosed. For example, an apparatus is disclosed such that the rendering of graphics data to the portrait mode display surfaces is redirected at rendering time such that there is no need for adding complicated hardware in the display part of the graphics adapter in order to handle conventional displays—all of which have no circuitry to deal with data natively stored in a portrait mode surface. Additionally, an apparatus to handle direct surface access of a surface through a surface lock which has already been rotated is already described. This can either be done by copying of surface data or by an optimized proposed apparatus which eliminates this copy. Other implementations are also disclosed.
    • 公开了用于处理纵向模式定向显示表面而不需要显示子系统中昂贵硬件的装置,系统和方法。 例如,公开了一种装置,使得将图形数据呈现给肖像模式显示表面在渲染时被重定向,使得不需要在图形适配器的显示部分中添加复杂的硬件,以便处理常规的显示 - 所有这些都没有电路来处理本地存储在肖像模式表面中的数据。 此外,已经描述了通过已经旋转的表面锁来处理表面的直接表面访问的装置。 这可以通过复制表面数据或通过消除该副本的优化的建议装置来完成。 还公开了其他实施方式。
    • 6. 发明申请
    • Efficient detection of texture sharing between multiple contexts
    • 高效检测多个上下文之间的纹理共享
    • US20050231522A1
    • 2005-10-20
    • US11150553
    • 2005-06-10
    • Bimal Poddar
    • Bimal Poddar
    • G09G5/00
    • G06T15/005
    • A technique for detecting texture sharing between multiple contexts having unique ID's includes obtaining a texture usage mask of a subject texture and a context ID of a subject context. A first logic operation with the texture usage mask of the subject texture and the context ID of the subject context is performed to produce a resultant value. The subject texture is determined not to be shared by another context with the subject context upon the resultant value being equal to a first predetermined value. The subject texture is determined to be shared by another context with the subject context upon the resultant value being equal to a second predetermined value which is different from the first predetermined value. The texture usage mask of a subject texture may be revised prior to the subject texture being used by another context by performing a second logic operation with the texture usage mask and a context ID of another context to produce a resultant new texture usage mask for the subject texture. The texture usage mask of a subject texture may be revised upon the subject texture no longer being used by a particular context by performing a third logic operation with the texture usage mask and a context ID of the particular context to produce a resultant new texture usage mask for the subject texture.
    • 用于检测具有唯一ID的多个上下文之间的纹理共享的技术包括获得对象纹理的纹理使用掩码和主题上下文的上下文ID。 执行具有对象纹理的纹理使用掩码和对象上下文的上下文ID的第一逻辑运算以产生结果值。 当所得到的值等于第一预定值时,确定主题纹理不被与主题上下文的另一上下文共享。 当所得到的值等于与第一预定值不同的第二预定值时,被摄体纹理被确定为与另一上下文与被摄体上下文共享。 可以在通过使用纹理使用掩码和另一上下文的上下文ID的第二逻辑运算之前,通过另一上下文使用对象纹理之前修改对象纹理的纹理使用掩码,以产生用于该对象的结果新纹理使用掩码 质地。 可以通过使用纹理使用掩码和特定上下文的上下文ID执行第三逻辑运算来对主体纹理不再被特定上下文使用来修改对象纹理的纹理使用掩码,以产生所得到的新纹理使用掩码 为主题纹理。
    • 7. 发明授权
    • Apparatus for fixed-point graphics and method therefor
    • 用于定点图形的装置及其方法
    • US06559856B1
    • 2003-05-06
    • US09392835
    • 1999-09-09
    • Gordon Clyde FossumThomas Winters FoxBimal PoddarHarald Jean Smit
    • Gordon Clyde FossumThomas Winters FoxBimal PoddarHarald Jean Smit
    • G09G502
    • H03M7/24
    • Lighting parameters are received as floating-point numbers from a software application via an application programming interface (API). The floating-point numbers are converted to a fixed-point representation having a preselected number of bits. The number of bits is selected in accordance with a predetermined number of bits required by a frame buffer, which thus establishes the number of color values supported by the graphics display system. In order to preserve accuracy to within the number of bits in each value in the frame buffer, the representation in the fixed-point engine includes additional bits relative to the number of bits in the color values sent to the frame buffer. Floating-point values received via the graphics API are converted to fixed-point representations by first prescaling the floating-point values. The fixed-point operations generate a lighting signal value in accordance with a lighting model, and the number of bits therein is reduced to correspond to the number of bits in each data value required by the frame buffer, and the lighting data values are sent as color values to the frame buffer.
    • 照明参数通过应用程序编程接口(API)从软件应用程序接收为浮点数。 浮点数被转换成具有预选位数的定点表示。 根据帧缓冲器所需的预定位数来选择比特数,从而建立由图形显示系统支持的颜色值的数量。 为了将精度保持在帧缓冲器中的每个值的位数内,定点引擎中的表示包括相对于发送到帧缓冲器的颜色值中的位数的附加位。 通过首先对浮点值进行预分压,通过图形API接收的浮点值被转换为定点表示。 定点操作根据照明模型产生照明信号值,并且其中的比特数减少以对应于帧缓冲器所需的每个数据值中的比特数,并且点亮数据值被发送为 颜色值到帧缓冲区。