会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 1. 发明授权
    • Programmable graphics processing engine
    • 可编程图形处理引擎
    • US07388588B2
    • 2008-06-17
    • US10937174
    • 2004-09-09
    • Bruce David D'AmoraThomas Winters Fox
    • Bruce David D'AmoraThomas Winters Fox
    • G06F15/16G06F12/02G06F12/00G06F13/00G06F13/28
    • G06F9/3879
    • A fully programmable graphics processing engine is provided. The graphics processing engine includes three independent, programmable processors that run independent sets of instructions from independent instruction storage facilities. Graphics processing tasks may be distributed among the serially pipelined processors to allow for load balancing and parallel processing. The graphics processing engine may be a graphics co-processing core within a larger, general purpose computing system. Register files and storage units may be addressable by the system host processor. Each processor accepts incoming data for state or context updates. Each processor may execute a specific graphics processing function by executing a set of instructions when a predetermined memory address is accessed.
    • 提供了一个完全可编程的图形处理引擎。 图形处理引擎包括三个独立的可编程处理器,它们运行独立指令存储设备的独立指令集。 图形处理任务可以分布在串行流水线处理器中,以允许负载平衡和并行处理。 图形处理引擎可以是较大的通用计算系统内的图形协处理核心。 注册文件和存储单元可以由系统主机处理器寻址。 每个处理器接收传入的数据以进行状态或上下文更新。 当访问预定的存储器地址时,每个处理器可以通过执行一组指令来执行特定的图形处理功能。
    • 4. 发明授权
    • Techniques for representing 3D scenes using fixed point data
    • 使用固定点数据表示3D场景的技术
    • US07656401B2
    • 2010-02-02
    • US12101204
    • 2008-04-11
    • Bruce David D'Amora
    • Bruce David D'Amora
    • G06T15/00
    • G06T17/00G06T2210/12G06T2210/32G06T2210/61
    • A quantization transform, corresponding to a geometric object, is determined. The geometric object represents at least a portion of an object in a three-dimensional scene. The quantization transform is suitable for converting a floating point space to a fixed point space, where the floating point space contains floating point data corresponding to the geometric object. The quantization transform is used to convert floating point data to fixed point data. The floating point data is typically vertices corresponding to the geometric object. Additionally, a quantization transform corresponding to a geometric object is determined. The geometric object represents at least a portion of the three-dimensional scene. The quantization transform is suitable for converting a floating point space to a fixed point space, and the fixed point space contains one or more fixed point data corresponding to the geometric object. The floating point space defines at least the portion of the three-dimensional scene. At least the quantization transform is applied to the one or more fixed point data.
    • 确定对应于几何对象的量化变换。 几何对象表示三维场景中物体的至少一部分。 量化变换适用于将浮点空间转换为固定点空间,其中浮点空间包含对应于几何对象的浮点数据。 量化变换用于将浮点数据转换为固定点数据。 浮点数据通常是对应于几何对象的顶点。 另外,确定对应于几何对象的量化变换。 几何对象表示三维场景的至少一部分。 量化变换适用于将浮点空间转换为固定点空间,而固定点空间包含与几何对象对应的一个或多个固定点数据。 浮点空间至少定义三维场景的一部分。 至少将量化变换应用于一个或多个固定点数据。
    • 5. 发明授权
    • Techniques for representing 3D scenes using fixed point data
    • 使用固定点数据表示3D场景的技术
    • US07432925B2
    • 2008-10-07
    • US10719304
    • 2003-11-21
    • Bruce David D'Amora
    • Bruce David D'Amora
    • G06T15/00
    • G06T17/00G06T2210/12G06T2210/32G06T2210/61
    • A quantization transform, corresponding to a geometric object, is determined. The geometric object represents at least a portion of an object in a three-dimensional scene. The quantization transform is suitable for converting a floating point space to a fixed point space, where the floating point space contains floating point data corresponding to the geometric object. The quantization transform is used to convert floating point data to fixed point data. The floating point data is typically vertices corresponding to the geometric object. Additionally, a quantization transform corresponding to a geometric object is determined. The geometric object represents at least a portion of the three-dimensional scene. The quantization transform is suitable for converting a floating point space to a fixed point space, and the fixed point space contains one or more fixed point data corresponding to the geometric object. The floating point space defines at least the portion of the three-dimensional scene. At least the quantization transform is applied to the one or more fixed point data.
    • 确定对应于几何对象的量化变换。 几何对象表示三维场景中物体的至少一部分。 量化变换适用于将浮点空间转换为固定点空间,其中浮点空间包含对应于几何对象的浮点数据。 量化变换用于将浮点数据转换为固定点数据。 浮点数据通常是对应于几何对象的顶点。 另外,确定对应于几何对象的量化变换。 几何对象表示三维场景的至少一部分。 量化变换适用于将浮点空间转换为固定点空间,而固定点空间包含与几何对象对应的一个或多个固定点数据。 浮点空间至少定义三维场景的一部分。 至少将量化变换应用于一个或多个固定点数据。
    • 6. 发明授权
    • Accelerated volume rendering
    • 加速体积渲染
    • US08564617B2
    • 2013-10-22
    • US12686222
    • 2010-01-12
    • Bruce David D'Amora
    • Bruce David D'Amora
    • G06T15/00
    • G06T15/08G06T15/06G06T2200/28
    • Performing accelerated volume rendering of a scene in a computer system by: loading volumetric data into a first part of a system memory, the volumetric data represented as a three-dimensional array of data values; determining intersection points of each of a set of sample rays cast through the scene and intersecting the three-dimensional array, wherein the intersection points are determined as a function of sample times from beginning to end; using the intersection points, computing a subset of the three-dimensional array for placement into local storage; loading the subset of three-dimensional array into the local storage; and repeating the determining, computing, and loading acts for all sample times from beginning to end for all sets of sample rays cast by the processor device.
    • 通过以下操作来执行计算机系统中场景的加速体绘制:将体数据加载到系统存储器的第一部分中,体积数据表示为数据值的三维数组; 确定通过场景投射并与三维阵列相交的一组采样光线的交点,其中将交点确定为从开始到结束的采样时间的函数; 使用交点,计算三维阵列的一个子集放置到本地存储中; 将三维阵列的子集加载到本地存储器中; 并且对于由处理器设备投射的所有采样射线集合,从开始到结束重复对所有采样时间的确定,计算和加载动作。
    • 7. 发明申请
    • TECHNIQUES FOR REPRESENTING 3D SCENES USING FIXED POINT DATA
    • 使用固定点数据表示3D场景的技术
    • US20080186309A1
    • 2008-08-07
    • US12101204
    • 2008-04-11
    • Bruce David D'Amora
    • Bruce David D'Amora
    • G06T15/00
    • G06T17/00G06T2210/12G06T2210/32G06T2210/61
    • A quantization transform, corresponding to a geometric object, is determined. The geometric object represents at least a portion of an object in a three-dimensional scene. The quantization transform is suitable for converting a floating point space to a fixed point space, where the floating point space contains floating point data corresponding to the geometric object. The quantization transform is used to convert floating point data to fixed point data. The floating point data is typically vertices corresponding to the geometric object. Additionally, a quantization transform corresponding to a geometric object is determined. The geometric object represents at least a portion of the three-dimensional scene. The quantization transform is suitable for converting a floating point space to a fixed point space, and the fixed point space contains one or more fixed point data corresponding to the geometric object. The floating point space defines at least the portion of the three-dimensional scene. At least the quantization transform is applied to the one or more fixed point data.
    • 确定对应于几何对象的量化变换。 几何对象表示三维场景中物体的至少一部分。 量化变换适用于将浮点空间转换为固定点空间,其中浮点空间包含对应于几何对象的浮点数据。 量化变换用于将浮点数据转换为固定点数据。 浮点数据通常是对应于几何对象的顶点。 另外,确定对应于几何对象的量化变换。 几何对象表示三维场景的至少一部分。 量化变换适用于将浮点空间转换为固定点空间,而固定点空间包含与几何对象对应的一个或多个固定点数据。 浮点空间至少定义三维场景的一部分。 至少将量化变换应用于一个或多个固定点数据。
    • 8. 发明授权
    • Method and apparatus for supporting non-power-two texture sizes for volume rendering
    • 用于支持非二次纹理尺寸的体绘制的方法和装置
    • US06184889B2
    • 2001-02-06
    • US09170258
    • 1998-10-13
    • Bruce David D'Amora
    • Bruce David D'Amora
    • G06F1500
    • G06T15/04
    • A volume of data, acquired from devices that output three dimensional data, is parsed into smaller subvolumes, or digital data segments, and each digital data segment is rendered allowing application of the original data without modifying or scaling the three dimensional volume of raw data. If measurements of the whole volume of data received by texture mapping hardware is not completely parsable into pre-defined digital data segments, dimensions of any irregular digital data segment are adjusted to overlap an adjoining segment to allow rendering of adjusted, irregular digital data segments as if they were pre-defined digital data segments. The adjusted texture coordinates are utilized to determine the point where the texture mapping engine begins texturing and to determine the percentage of overlap of the adjusted irregular digital data segment with the adjoining pre-defined digital data segment. This calculation accounts for overlap and allows application of digital data segments whose dimensions are not parsable into pre-defined digital data segments, or subvolumes.
    • 从输出三维数据的设备获取的数据量被解析为更小的子体积或数字数据段,并且每个数字数据段被渲染,允许应用原始数据而不修改或缩放原始数据的三维体积。 如果由纹理映射硬件接收到的整个数据量的测量不能完全解析为预定义的数字数据段,则任何不规则数字数据段的尺寸被调整为与相邻段重叠,以允许将经调整的不规则数字数据段呈现为 如果它们是预定义的数字数据段。 调整后的纹理坐标用于确定纹理映射引擎开始纹理化的点,并确定调整的不规则数字数据段与相邻的预定义数字数据段的重叠百分比。 该计算考虑到重叠,并允许将尺寸不可解析的数字数据段应用于预定义的数字数据段或子体积。