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    • 3. 发明授权
    • Game system with graphics processor
    • 具有图形处理器的游戏系统
    • US06807620B1
    • 2004-10-19
    • US09502671
    • 2000-02-11
    • Masakazu SuzuokiAkio OhbaMasaaki OkaToshiyuki HiroiTeiji YutakaToyoshi OkadaMasayoshi Tanaka
    • Masakazu SuzuokiAkio OhbaMasaaki OkaToshiyuki HiroiTeiji YutakaToyoshi OkadaMasayoshi Tanaka
    • G06F900
    • G06T15/005A63F2300/203
    • The present invention relates to the architecture and use of a computer system optimized for the efficient modeling of graphics. The computer system has a primary processor and a graphics processor. The primary processor has two vector processor units within it, one which is closely connected to central processor unit. Simultaneously performing complex modeling calculations on the first vector processor and CPU, and geometry transformation calculations on the second vector processor, allows for efficient modeling of graphics. Furthermore, the graphics processor is optimized to rapidly switch between data flow from the two vector processors. In addition, the graphics processor is able to render many pixels simultaneously, and has a local memory on the graphics processor chip that acts as a frame buffer, texture buffer, and z buffer. This allows a high fill rate to the frame buffer.
    • 本发明涉及针对图形的有效建模而优化的计算机系统的架构和用途。 计算机系统具有主处理器和图形处理器。 主处理器内有两个矢量处理器单元,一个与中央处理器单元紧密连接。 同时对第一个矢量处理器和CPU执行复杂建模计算,并在第二个矢量处理器上进行几何变换计算,可以对图形进行有效的建模。 此外,图形处理器被优化以在来自两个向量处理器的数据流之间快速切换。 此外,图形处理器能够同时渲染许多像素,并且在图形处理器芯片上具有作为帧缓冲器,纹理缓冲器和z缓冲器的本地存储器。 这允许帧缓冲器的高填充率。
    • 4. 发明申请
    • Multiprocessor computer system
    • 多处理器计算机系统
    • US20050184994A1
    • 2005-08-25
    • US11089177
    • 2005-03-24
    • Masakazu SuzuokiAkio OhbaMasaaki OkaToshiyuki HiroiTeiji YutakaToyoshi OkadaMasayoshi Tanaka
    • Masakazu SuzuokiAkio OhbaMasaaki OkaToshiyuki HiroiTeiji YutakaToyoshi OkadaMasayoshi Tanaka
    • G06T15/00G06F15/16G06T1/00
    • G06T15/005A63F2300/203
    • The present invention relates to the architecture and use of a computer processor optimized for instruction and data processing. The computer processor includes a main processor element in operative communication with a main memory for storing data, and sub-processor elements in operative communication with the main processor element for processing the data. Each of the sub-processor elements including a dedicated local memory for storing instructions and data. The main processor desirably comprises a primary processor core, and the sub-processor elements desirably include a set of coprocessors. One of the coprocessors may be an embedded coprocessor that performs error checking in the primary processor core. Another one of the coprocessors may be a vector processing unit. A program can directly control the vector processing unit or may indirectly control it via the primary processor core.
    • 本发明涉及针对指令和数据处理优化的计算机处理器的架构和用途。 计算机处理器包括与用于存储数据的主存储器进行操作通信的主处理器元件,以及与主处理器元件进行操作通信的子处理器元件,用于处理数据。 每个子处理器元件包括用于存储指令和数据的专用本地存储器。 主处理器期望地包括主处理器核,并且子处理器元件期望地包括一组协处理器。 协处理器之一可以是在主处理器核中执行错误检查的嵌入式协处理器。 协处理器中的另一个可以是向量处理单元。 程序可以直接控制向量处理单元,或者可以通过主处理器内核间接控制它。
    • 5. 发明授权
    • Game system with graphics processor
    • 具有图形处理器的游戏系统
    • US06891544B2
    • 2005-05-10
    • US10694482
    • 2003-10-27
    • Masaaki OkaAkio OhbaMasayoshi Tanaka
    • Masaaki OkaAkio OhbaMasayoshi Tanaka
    • G06T15/00G09G5/36
    • G06T15/005A63F2300/203
    • The present invention relates to the architecture and use of a computer system optimized for the efficient modeling of graphics. The computer system has a primary processor and a graphics processor. The primary processor has two vector processor units within it, one which is closely connected to central processor unit. Simultaneously performing complex modeling calculations on the first vector processor and CPU, and geometry transformation calculations on the second vector processor, allows for efficient modeling of graphics. Furthermore, the graphics processor is optimized to rapidly switch between data flows from the two vector processors. In addition, the graphics processor is able to render many pixels simultaneously, and has a local memory on the graphics processor chip that acts as a frame buffer, texture buffer, and z buffer. This allows a high fill rate to the frame buffer.
    • 本发明涉及针对图形的有效建模而优化的计算机系统的架构和用途。 计算机系统具有主处理器和图形处理器。 主处理器内有两个矢量处理器单元,一个与中央处理器单元紧密连接。 同时对第一个矢量处理器和CPU执行复杂建模计算,并在第二个矢量处理器上进行几何变换计算,可以对图形进行有效的建模。 此外,图形处理器被优化以在来自两个向量处理器的数据流之间快速切换。 此外,图形处理器能够同时渲染许多像素,并且在图形处理器芯片上具有作为帧缓冲器,纹理缓冲器和z缓冲器的本地存储器。 这允许帧缓冲器的高填充率。
    • 6. 发明授权
    • Method of producing image data, image data processing apparatus, and
recording medium
    • 产生图像数据的方法,图像数据处理装置和记录介质
    • US5793376A
    • 1998-08-11
    • US565683
    • 1995-11-30
    • Masayoshi TanakaMasaaki OkaTeiji YutakaKaoru HagiwaraHidetoshi Ichioka
    • Masayoshi TanakaMasaaki OkaTeiji YutakaKaoru HagiwaraHidetoshi Ichioka
    • G09G5/36G06T15/00G06T17/00
    • G06T1/60G06T15/005G06T15/80
    • A method and apparatus includes a geometry transfer engine (GTE) acting as a graphical transformation engine for converting three-dimensional image data of TMD format into two-dimensional image data by perspective view transformation, and a graphics processing unit (GPU) acting as a drawing device for transferring the two-dimensional image data in a given transmission standard to draw an image on a two-dimensional display screen. A structure of the three-dimensional image data, excluding the information to be perspective view transformed, is arranged identical to that of the given transmission standard of the two-dimensional image data. Accordingly, in the GTE, the information to be perspective view transformed is discriminated from the other data of the three-dimensional image data wherein the structure is identical to that of the given transmission standard of the two-dimensional image data, subjected to the perspective view transformation, and is combined with the other data wherein the structure is identical to that of the given transmission standard for production of the two-dimensional image data. An original format file including data to be transformed is thereby easily converted into a file having a new format.
    • 一种方法和装置包括:作为图形变换引擎的几何传输引擎(GTE),用于通过透视图变换将TMD格式的三维图像数据转换为二维图像数据;以及图形处理单元(GPU),其作为 绘制装置,用于以给定的传输标准传送二维图像数据,以在二维显示屏上画图像。 除了被变换的透视图的信息之外的三维图像数据的结构被布置为与二维图像数据的给定传输标准的结构相同。 因此,在GTE中,将经变换的透视图的信息与三维图像数据的其他数据区分开,其中结构与经过透视图的二维图像数据的给定传输标准的结构相同 视图变换,并且与其他数据组合,其中结构与用于生成二维图像数据的给定传输标准的结构相同。 因此,包含要变形的数据的原始格式文件容易地被转换为具有新格式的文件。
    • 7. 发明授权
    • Image creation device
    • 影像制作装置
    • US06559854B2
    • 2003-05-06
    • US09797534
    • 2001-03-01
    • Masaaki OkaMasakazu Suzuoki
    • Masaaki OkaMasakazu Suzuoki
    • G09G500
    • G06T15/005
    • An image creation device includes: a plurality of geometry processing means for creating at least one drawing element list by performing geometry processing to express images, respectively, in parallel, said plurality of geometry processing means having at least one first geometry processing means to perform tyical geometry processing and at least one second geometry processing in cooperation with another geometry processing means; drawing means to perform drawing processing based on said drawing element list; and control means to selectively adopt a first mode which parallelizes said at least one first geometry processing means and said at least one second geometry processing means and a second mode to lead a processing result of said at least one second geometry processing means to an input of said at least one first geometry processing means.
    • 一种图像创建装置包括:多个几何处理装置,用于通过分别并行地执行几何处理来表达图像来创建至少一个绘图元素列表,所述多个几何处理装置具有至少一个第一几何处理装置, 几何处理和与另一种几何处理装置协作的至少一个第二几何处理; 绘制装置,用于基于所述绘制元素列表执行绘制处理; 以及控制装置,用于选择性地采用将所述至少一个第一几何处理装置和所述至少一个第二几何处理装置并行化的第一模式和第二模式,以将所述至少一个第二几何处理装置的处理结果引导到 所述至少一个第一几何处理装置。
    • 8. 发明授权
    • Method and apparatus for mapping texture
    • 用于映射纹理的方法和装置
    • US5933148A
    • 1999-08-03
    • US565719
    • 1995-11-30
    • Masaaki OkaMasakazu Suzuoki
    • Masaaki OkaMasakazu Suzuoki
    • G06T11/20G06T3/00G06T15/04G06T17/40
    • G06T15/04G06T3/4007
    • In a real-time texture mapping system, a more solid and naturally-mapped image is obtained with a minimum of computation volume. The texture-mapping system adds a texture image to an area of a polygon which forms a fundamental unit of three-dimensional image information of an object to be displayed on a screen. A geometry transfer engine (GTE) 61 extracts representing points from the polygonal area. Then, coordinates of the thus extracted representing points are subjected to the perspective transformation. Thereafter, the representing points, after the perspective transformation, are subjected to the linear interpolation in a graphic processing unit (GPU) 62 so that the image is formed.
    • 在实时纹理映射系统中,以最小的计算量获得更实体和自然映射的图像。 纹理映射系统将纹理图像添加到形成要在屏幕上显示的对象的三维图像信息的基本单位的多边形的区域。 几何传递引擎(GTE)61从多边形区域提取代表点。 然后,对如此提取的代表点的坐标进行透视变换。 此后,透视变换之后的代表点在图形处理单元(GPU)62中进行线性插值,从而形成图像。
    • 10. 发明授权
    • Electronic equipment, auxiliary information display device, and portable game machine
    • 电子设备,辅助信息显示设备和便携式游戏机
    • US06428415B1
    • 2002-08-06
    • US09409474
    • 1999-10-06
    • Akio OhbaMasaaki OkaNobuo SasakiSachiyo Aoki
    • Akio OhbaMasaaki OkaNobuo SasakiSachiyo Aoki
    • A63F1306
    • A63F13/25A63F13/02A63F13/53A63F13/92A63F2300/204A63F2300/66G06F1/1607G06F1/1626G06F1/1637G06F3/0488
    • A portable game machine 60 includes a detachable transparent film 62, a base film 63, and reels 64a, 64b, and a reflective liquid crystal panel 8 which is sandwiched in between, with the transparent film 62 in front of, and the base film 63 in back of the reflective liquid crystal panel, which is supported in a housing 4 to display images. In the portable game machine 60, menu options, icons, and other auxiliary information is depicted on the transparent film and the base film, etc. By manipulation of an operation unit, instructions are given by moving an arrow, etc. displayed on the reflective liquid crystal panel 6. Auxiliary information corresponding to multiple scenes is depicted on the transparent film 62 and the base film 63, and the auxiliary information that is displayed in a display unit 61 is changed by rotating the reels 64a, 64b to scroll the transparent film 61 and the base film 63.
    • 便携式游戏机60包括可拆卸透明膜62,基膜63和卷轴64a,64b以及夹在其之间的反射型液晶板8和基板膜63之间的透明膜62 在反射式液晶面板的背面,其被支撑在壳体4中以显示图像。 在便携式游戏机60中,在透明胶片和基底胶片等上示出了菜单选项,图标和其他辅助信息。通过操作操作单元,通过移动显示在反射镜上的箭头等来给出指令 液晶面板6.在透明薄膜62和基膜63上示出与多个场景相对应的辅助信息,并且通过旋转卷轴64a,64b来改变显示在显示单元61中的辅助信息以滚动透明薄膜 61和基膜63。