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    • 9. 发明授权
    • Increased scalability in the fragment shading pipeline
    • 增加片段着色管道中的可扩展性
    • US07218291B2
    • 2007-05-15
    • US10940070
    • 2004-09-13
    • Karim M. AbdallaEmmett M. KilgariffRui M. Bastos
    • Karim M. AbdallaEmmett M. KilgariffRui M. Bastos
    • G09G1/14G06T15/50
    • G06T11/40G06T15/005G06T15/50G06T15/80
    • A fragment processor includes a fragment shader distributor, a fragment shader collector, and a plurality of fragment shader pipelines. Each fragment shader pipeline executes a fragment shader program on a segment of fragments. The plurality of fragment shader pipelines operate in parallel, executing the same or different fragment shader programs. The fragment shader distributor receives a stream of fragments from a rasterization unit and dispatches a portion of the stream of fragments to a selected fragment shader pipeline until the capacity of the selected fragment shader pipeline is reached. The fragment shader distributor then selects another fragment shader pipeline. The capacity of each of the fragment shader pipelines is limited by several different resources. As the fragment shader distributor dispatches fragments, it tracks the remaining available resources of the selected fragment shader pipeline. A fragment shader collector retrieves processed fragments from the plurality of fragment shader pipelines.
    • 片段处理器包括片段着色器分配器,片段着色器收集器和多个片段着色器管线。 每个片段着色器流水线在片段片段上执行片段着色器程序。 多个片段着色器管线并行操作,执行相同或不同的片段着色器程序。 片段着色器分配器从光栅化单元接收片段流,并将片段流的一部分分派到所选择的片段着色器管线,直到达到所选片段着色器管线的容量。 片段着色器分配器然后选择另一个片段着色器管道。 每个片段着色器管道的容量受到几个不同的资源的限制。 当片段着色器分配器调度片段时,它会跟踪所选片段着色器管道的剩余可用资源。 片段着色器收集器从多个片段着色器管道中检索已处理的片段。
    • 10. 发明授权
    • System and method for accelerating graphics processing using a post-geometry data stream during multiple-pass rendering
    • 用于在多遍渲染期间使用后几何数据流来加速图形处理的系统和方法
    • US07023437B1
    • 2006-04-04
    • US10230124
    • 2002-08-27
    • Douglas A. VoorhiesEdward C. GreeneEmmett M. KilgariffSvetoslav Tzvetkov
    • Douglas A. VoorhiesEdward C. GreeneEmmett M. KilgariffSvetoslav Tzvetkov
    • G06T15/00
    • G06T15/005
    • A system and method are provided for accelerating graphics processing utilizing multiple-pass rendering. Initially, geometry operations are performed on graphics data, and the graphics data is stored in memory. During a first rendering pass, various operations take place. For example, the graphics data is read from the memory, and the graphics data is rasterized. Moreover, first z-culling operations are performed utilizing the graphics data. Such first z-culling operations maintain a first occlusion image. During a second rendering pass, the graphics data is read from memory. Still yet, the graphics data is rasterized and second z-culling operations are performed utilizing the graphics data and the first occlusion image. Moreover, visibility operations are performed utilizing the graphics data and a second occlusion image. Raster-processor operations are also performed utilizing the graphics data, during the second rendering pass.
    • 提供了一种利用多遍渲染加速图形处理的系统和方法。 最初,对图形数据进行几何运算,图形数据存储在存储器中。 在第一次渲染过程中,进行各种操作。 例如,从存储器读取图形数据,并且图形数据被光栅化。 此外,利用图形数据执行第一z淘选操作。 这样的第一z-淘汰操作保持第一遮挡图像。 在第二次渲染过程中,从存储器读取图形数据。 仍然,图形数据被光栅化,并且使用图形数据和第一遮挡图像来执行第二z剔除操作。 此外,利用图形数据和第二遮挡图像执行可视性操作。 在第二次渲染过程中,还使用图形数据执行栅格处理器操作。