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    • 3. 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。
    • 4. 发明授权
    • Rendering of 3D scenes on a display using hierarchical z-buffer
visibility
    • 使用分层z缓冲区可见性在显示器上渲染3D场景
    • US5579455A
    • 1996-11-26
    • US100113
    • 1993-07-30
    • Edward C. GreeneMichael H. KassGavin S. P. Miller
    • Edward C. GreeneMichael H. KassGavin S. P. Miller
    • G06T15/40G06T15/00
    • G06T15/405
    • A hierarchical Z-buffer scan-conversion algorithm that does well on both (a) quickly rejecting most of the hidden geometry in a model, and (b) exploiting the spatial and temporal coherence of the images being generated. The method uses two hierarchical data structures, an object-space octree and an image-space Z-pyramid, in order to accelerate scan conversion. The two hierarchical data structures make it possible to reject hidden geometry very rapidly while rendering visible geometry with the speed of scan conversion. For animation purposes, the algorithm is also able to exploit temporal coherence. The resulting method is well suited to models with high depth complexity, achieving significant speedup in some cases compared to ordinary scan conversion.
    • 分层的Z缓冲扫描转换算法在(a)快速拒绝模型中的大部分隐藏几何的情况下都能做好,(b)利用正在生成的图像的空间和时间相干性。 该方法使用两个分层数据结构,即对象空间八叉树和图像空间Z-金字塔,以加速扫描转换。 两个分层数据结构使得可以非常快速地拒绝隐藏的几何,同时以扫描转换的速度渲染可视几何。 为了动画目的,该算法还能够利用时间一致性。 所得到的方法非常适合于具有高深度复杂度的模型,与普通扫描转换相比,在某些情况下实现显着的加速。
    • 6. 发明授权
    • Hardware-assisted z-pyramid creation for host-based occlusion culling
    • 用于基于主机的遮挡剔除的硬件辅助的z-金字塔创建
    • US06636215B1
    • 2003-10-21
    • US09802684
    • 2001-03-09
    • Edward C. Greene
    • Edward C. Greene
    • G06T1500
    • G06T15/405
    • Roughly described, the invention is employed within a z-buffer-system having a host processor and graphics hardware that performs hierarchical z-buffering. The z-buffer system renders three-dimensional scenes having geometric primitives that are organized in bounding boxes or rooms-with-portals. As an image is being generated, some but not all z-pyramid values are written from the graphics system into memory that can be quickly accessed by the host processor. This enables the host processor to perform visibility tests that cull occluded bounding boxes or portals, thereby accelerating rendering by reducing the number of primitives that need to be sent to graphics hardware and processed.
    • 粗略地描述,本发明在具有执行分级z缓冲的主机处理器和图形硬件的z缓冲器系统中被采用。 z缓冲系统呈现三维场景,其具有组合在边界框或房间中的几何图元。 当生成图像时,一些但不是全部的z-金字塔值从图形系统写入可由主机处理器快速访问的存储器。 这使得主机处理器能够执行剔除封闭的边界框或门户的可见性测试,从而通过减少需要发送到图形硬件并进行处理的图元的数量来加速渲染。