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    • 1. 发明授权
    • Method and apparatus for rendering a stroked curve for display in a graphics processing system
    • 用于呈现用于在图形处理系统中显示的划痕曲线的方法和装置
    • US08928668B2
    • 2015-01-06
    • US12588175
    • 2009-10-06
    • Jorn NystadRune HolmAske Simon Christensen
    • Jorn NystadRune HolmAske Simon Christensen
    • G06T11/20
    • G06T11/203
    • An input stroked curve that is received by a graphics processing system can be rendering using at least two, and preferably more, rendering processes that are available for use by the system. The process or processes that are used for rendering the received stroked curve are selected based on whether the input stroked curve comprises one or more regions having a particular characteristic or characteristics, e.g. whether the input stroked curve comprises one or more self-overlapping regions. Preferably, the at least two rendering processes are each capable of correctly rendering different sets of stroked curves. Furthermore, the least two rendering process preferably differ in the processing burden that they place on the graphics processing system.
    • 由图形处理系统接收的输入描绘曲线可以使用可供系统使用的至少两个,最好是更多的渲染过程来渲染。 用于渲染接收到的划痕曲线的过程或过程基于输入的描绘曲线是否包括具有特定特征或特征的一个或多个区域来选择。 输入触发曲线是否包括一个或多个自重叠区域。 优选地,至少两个渲染过程各自能够正确地呈现不同的描画曲线集合。 此外,最少两个渲染过程优选地在它们放置在图形处理系统上的处理负担上是不同的。
    • 2. 发明授权
    • Rendering stroked curves in graphics processing systems
    • 在图形处理系统中渲染曲线
    • US08928667B2
    • 2015-01-06
    • US12588172
    • 2009-10-06
    • Jorn NystadRune HolmAske Simon Christensen
    • Jorn NystadRune HolmAske Simon Christensen
    • G06T11/20
    • G06T11/203
    • When rendering a stroked curve for display in a graphics processing system, an input stroked curve 1 defined in user space 2 is received by the system. The portion of a canonical space 5 that corresponds to the received stroked curve 1 is determined by determining the portion of a canonical curve 12 defined in the canonical space 5 that corresponds to the received stroked curve 1. Then, for each of a plurality of sampling points within one or more primitives 4 that are generated to cover the received stroked curve 1′ following its projection into surface space 3, it is determined whether a corresponding location in canonical space 5 (to the sampling point in surface space 3) is within the portion of the canonical space that corresponds to the received stroked curve, e.g. by looking up suitable information that has been stored (in advance) in one or more graphics textures. Data for rendering the received stroked curve 1 (e.g. RGBA values) is then assigned to each of the plurality of sampling points based on the determination.
    • 当在图形处理系统中呈现用于显示的描画曲线时,系统接收在用户空间2中定义的输入描边曲线1。 通过确定在规范空间5中限定的对应于接收到的行进曲线1的规范曲线12的部分来确定对应于接收到的划线曲线1的规范空间5的部分。然后,对于多个采样 生成的一个或多个图元4中的点,以覆盖其投射到表面空间3之后的接收的划痕曲线1',确定在规范空间5(到表面空间3中的采样点)上的对应位置是否在 对应于接收到的划痕曲线的规范空间的部分,例如 通过查找已经存储(提前)在一个或多个图形纹理中的合适信息。 然后,基于该判定,将接收到的划线曲线1(例如RGBA值)进行渲染的数据分配给多个采样点中的每一个。
    • 3. 发明申请
    • GRAPHICS PROCESSING
    • 图形处理
    • US20120223946A1
    • 2012-09-06
    • US13406850
    • 2012-02-28
    • Jorn NystadAske Simon Christensen
    • Jorn NystadAske Simon Christensen
    • G06T15/60
    • G06T15/005
    • A graphics processor includes a vertex shader 20 that processes input attribute values from a vertex buffer 26 to generate output vertex shaded attribute values 28 to be used by a rasteriser/fragment shader 22 of the graphics processor when processing an image for display. The system recognises when a vertex shader output attribute value to be generated from a vertex shader input attribute value by the vertex shader 20 will be a copy of the vertex shader input attribute value from which it is to be generated. In this event, the vertex shader 20 does not generate the copy vertex shader output attribute value, but the rasteriser/fragment shader 22 instead processes the corresponding vertex shader input attribute value in place of the copy vertex shader output attribute value that would otherwise have been generated by the vertex shader 20.
    • 图形处理器包括顶点着色器20,该顶点着色器20处理来自顶点缓冲器26的输入属性值,以生成输出顶点着色属性值28,以在图形处理器的光栅化器/片段着色器22处理用于显示的图像时使用。 该系统识别何时由顶点着色器20从顶点着色器输入属性值生成的顶点着色器输出属性值将是要从其生成的顶点着色器输入属性值的副本。 在这种情况下,顶点着色器20不产生复制顶点着色器输出属性值,但是光栅化器/片段着色器22代替处理相应的顶点着色器输入属性值,而不是原本已经被复制的顶点着色器输出属性值 由顶点着色器20生成。
    • 4. 发明申请
    • GRAPHICS PROCESSING
    • 图形处理
    • US20120223947A1
    • 2012-09-06
    • US13406882
    • 2012-02-28
    • Jorn NystadAske Simon Christensen
    • Jorn NystadAske Simon Christensen
    • G06T15/60
    • G06T15/80G06T1/20G06T15/005G06T2200/04
    • A graphics processor includes a vertex shader 20 that processes input attribute values from a vertex buffer 26 to generate output vertex shaded attribute values 28 to be used by a rasteriser/fragment shader 22 of the graphics processor when processing an image for display. Vertex shader output attributes for which the vertex shader input attributes that the vertex shader output attribute depends on are defined solely on a per-vertex basis or solely on a per-instance basis are identified. Then, for such vertex shader output attributes, the vertex shader 20 stores, for use by the rasteriser/fragment shader 22 of the graphics processor when processing an image for display, only one copy of the vertex shader output attribute for a given vertex or instance, respectively, irrespective of the number of instances or vertices, respectively, that the output attribute value applies to.
    • 图形处理器包括顶点着色器20,该顶点着色器20处理来自顶点缓冲器26的输入属性值,以生成输出顶点着色属性值28,以在图形处理器的光栅化器/片段着色器22处理用于显示的图像时使用。 顶点着色器输出属性,顶点着色器输入属性的顶点着色器输出属性依赖于仅在每顶点基础上或仅在每个实例基础上进行定义。 然后,对于这样的顶点着色器输出属性,当处理用于显示的图像时,顶点着色器20存储供图形处理器的光栅化器/片段着色器22使用,用于给定顶点或实例的顶点着色器输出属性的一个副本 ,分别与输出属性值应用于的实例或顶点的数量无关。
    • 6. 发明授权
    • Graphics processing
    • 图形处理
    • US08976177B2
    • 2015-03-10
    • US13406882
    • 2012-02-28
    • Jorn NystadAske Simon Christensen
    • Jorn NystadAske Simon Christensen
    • G06T15/50G06T15/00
    • G06T15/80G06T1/20G06T15/005G06T2200/04
    • A graphics processor includes a vertex shader 20 that processes input attribute values from a vertex buffer 26 to generate output vertex shaded attribute values 28 to be used by a rasteriser/fragment shader 22 of the graphics processor when processing an image for display. Vertex shader output attributes for which the vertex shader input attributes that the vertex shader output attribute depends on are defined solely on a per-vertex basis or solely on a per-instance basis are identified. Then, for such vertex shader output attributes, the vertex shader 20 stores, for use by the rasteriser/fragment shader 22 of the graphics processor when processing an image for display, only one copy of the vertex shader output attribute for a given vertex or instance, respectively, irrespective of the number of instances or vertices, respectively, that the output attribute value applies to.
    • 图形处理器包括顶点着色器20,该顶点着色器20处理来自顶点缓冲器26的输入属性值,以生成输出顶点着色属性值28,以在图形处理器的光栅化器/片段着色器22处理用于显示的图像时使用。 顶点着色器输出属性,顶点着色器输入属性的顶点着色器输出属性依赖于仅在每顶点基础上或仅在每个实例基础上进行定义。 然后,对于这样的顶点着色器输出属性,当处理用于显示的图像时,顶点着色器20存储供图形处理器的光栅化器/片段着色器22使用,以供给予顶点或实例的顶点着色器输出属性的一个副本 ,分别与输出属性值应用于的实例或顶点的数量无关。
    • 8. 发明授权
    • Methods of and apparatus for encoding and decoding data
    • 用于编码和解码数据的方法和装置
    • US09142037B2
    • 2015-09-22
    • US13933604
    • 2013-07-02
    • Jorn Nystad
    • Jorn Nystad
    • G06T9/00G06T7/40H04N19/90
    • G06T9/00G06T7/40H04N19/90
    • When encoding a set of texture data elements 30 for use in a graphics processing system, the direction along which the data values of the set of texture data elements in question exhibit the greatest variance in the color space is estimated by using one or more infinite planes 41 to divide the texture data elements in the color space. For each such plane, texture data element values on each side of the plane are added up to give respective sum points 48, 49, and the vector 50 between these two sum points determined. The direction in the data space of one of the determined vectors 50 is then used to derive endpoint color values to use when encoding the set of texture data elements.
    • 当对用于图形处理系统的一组纹理数据元素30进行编码时,通过使用一个或多个无限平面来估计所述纹理数据元素组中的数据值在颜色空间中呈现最大变化的方向 41分割颜色空间中的纹理数据元素。 对于每个这样的平面,平面的每一侧上的纹理数据元素值被相加,以给出确定的这两个求和点之间的各个和点48,49和向量50。 然后,确定的向量50之一的数据空间中的方向被用于导出在对该组纹理数据元素进行编码时使用的端点颜色值。