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    • 3. 发明授权
    • Method and apparatus for interleaved processing of direct and indirect texture coordinates in a graphics system
    • US07307638B2
    • 2007-12-11
    • US11152283
    • 2005-06-15
    • Mark M. LeatherRobert A. DrebinTimothy J. Van Hook
    • Mark M. LeatherRobert A. DrebinTimothy J. Van Hook
    • G09G5/00G06T11/40G06T17/00A63F9/24G06K9/56G06T15/20G06K9/36
    • G06T15/04G06T15/005
    • A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline renders and prepares images for display at least in part in response to polygon vertex attribute data and texel color data stored as a texture images in an associated memory. An efficient texturing pipeline arrangement achieves a relatively low chip-footprint by utilizing a single texture coordinate/data processing unit that interleaves the processing of logical direct and indirect texture coordinate data and a texture lookup data feedback path for “recirculating” indirect texture lookup data retrieved from a single texture retrieval unit back to the texture coordinate/data processing unit. Versatile indirect texture referencing is achieved by using the same texture coordinate/data processing unit to transform the recirculated texture lookup data into offsets that may be added to the texture coordinates of a direct texture lookup. A generalized indirect texture API function is provided that supports defining at least four indirect texture referencing operations and allows for selectively associating one of at least eight different texture images with each indirect texture defined. Retrieved indirect texture lookup data is processed as multi-bit binary data triplets of three, four, five, or eight bits. The data triplets are multiplied by a 3×2 texture coordinate offset matrix before being optionally combined with regular non-indirect coordinate data or coordinate data from a previous cycle/stage of processing. Values of the offset matrix elements are variable and may be dynamically defined for each cycle/stage using selected constants. Two additional variable matrix configurations are also defined containing element values obtained from current direct texture coordinates. Circuitry for optionally biasing and scaling retrieved texture data is also provided.
    • 4. 发明授权
    • Method and apparatus for interleaved processing of direct and indirect texture coordinates in a graphics system
    • US07002591B1
    • 2006-02-21
    • US09722382
    • 2000-11-28
    • Mark M. LeatherRobert A. DrebinTimothy J. Van Hook
    • Mark M. LeatherRobert A. DrebinTimothy J. Van Hook
    • G09G5/00G06T17/00
    • G06T15/04G06T15/005
    • A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The graphics pipeline renders and prepares images for display at least in part in response to polygon vertex attribute data and texel color data stored as a texture images in an associated memory. An efficient texturing pipeline arrangement achieves a relatively low chip-footprint by utilizing a single texture coordinate/data processing unit that interleaves the processing of logical direct and indirect texture coordinate data and a texture lookup data feedback path for “recirculating” indirect texture lookup data retrieved from a single texture retrieval unit back to the texture coordinate/data processing unit. Versatile indirect texture referencing is achieved by using the same texture coordinate/data processing unit to transform the recirculated texture lookup data into offsets that may be added to the texture coordinates of a direct texture lookup. A generalized indirect texture API function is provided that supports defining at least four indirect texture referencing operations and allows for selectively associating one of at least eight different texture images with each indirect texture defined. Retrieved indirect texture lookup data is processed as multi-bit binary data triplets of three, four, five, or eight bits. The data triplets are multiplied by a 3×2 texture coordinate offset matrix before being optionally combined with regular non-indirect coordinate data or coordinate data from a previous cycle/stage of processing. Values of the offset matrix elements are variable and may be dynamically defined for each cycle/stage using selected constants. Two additional variable matrix configurations are also defined containing element values obtained from current direct texture coordinates. Circuitry for optionally biasing and scaling retrieved texture data is also provided.
    • 7. 发明申请
    • METHOD AND APPARATUS FOR COMPRESSION OF MULTI-SAMPLED ANTI-ALIASING COLOR DATA
    • 多采样抗锯齿数据压缩方法与装置
    • US20120183215A1
    • 2012-07-19
    • US13352455
    • 2012-01-18
    • Timothy J. Van HookFarhad FouladiGordon Elder, III
    • Timothy J. Van HookFarhad FouladiGordon Elder, III
    • G06K9/36G06T9/00
    • G06T9/00G06T11/40H04N1/644H04N19/186H04N19/423
    • The present invention provides a scheme for compressing the color components of image data, and in particular, data used in multi-sampled anti-aliasing applications. Adjacent pixels are grouped into rectangular tiles, with the sample colors stored in compressed formats accessible via an encoded pointer. In one embodiment, duplicate colors are stored once. Unlike prior compression schemes that rely on pixel to pixel correlation, the present invention takes advantages of the sample to sample correlation that exists within the pixels. A memory and graphics processor configuration incorporating the tile compression schemes is also provided. The configuration defines the tile sizes in main memory and cache memory. In one embodiment, graphics processor relies on a Tile Format Table (TFT) to process incoming tiles in compressed formats. The present invention reduces memory consumption and speeds up essential and oft-repeated operations in rendering. Thus it is valuable in the design and manufacture of graphic sub-systems.
    • 本发明提供了一种用于压缩图像数据的颜色分量的方案,特别是用于多采样抗锯齿应用中的数据。 相邻像素被分组成矩形瓦片,样本颜色以压缩格式存储,可通过编码指针访问。 在一个实施例中,重复的颜色被存储一次。 与依赖于像素到像素相关的先前的压缩方案不同,本发明利用样本对存在于像素内的相关性进行采样的优点。 还提供了并入瓦片压缩方案的存储器和图形处理器配置。 该配置定义主存储器和高速缓冲存储器中的磁贴大小。 在一个实施例中,图形处理器依赖于平铺格式表(Tile Format Table,TFT格式表)来处理压缩格式的传入片。 本发明减少了存储器消耗并加速了渲染中的基本和重复操作。 因此,它在图形子系统的设计和制造中是有价值的。
    • 8. 发明授权
    • Method and apparatus for compression and decompression of Z data
    • Z数据的压缩和解压缩方法和装置
    • US06630933B1
    • 2003-10-07
    • US09653055
    • 2000-09-01
    • Timothy J. Van Hook
    • Timothy J. Van Hook
    • G06T1540
    • G06T9/001G06T15/405
    • The present invention provides a scheme for compressing the depth, or Z, components of image data. The data is grouped into a plurality of tiles. A test is performed to determine if a tile can be compressed so that its size after compression is less than its size before compression. If so, the tile is compressed. A tile table includes a flag that can be set for each tile that is compressed. In a data transfer from memory to a graphics processor, the tile table is examined to identify those tiles that are compressed and must be decompressed prior to use. In one scheme the number of primitives that are contained in a tile are determined. If the number of primitives is less than one third of the number of pixels in a tile, an assumption is made that the tile can be compressed. For example, for an 8×8 tile, if the number of primitives is equal to or less than 21, the tile is compressed. In one embodiment, the compression scheme comprises storing a plane equation for each primitive and storing the fragment ID (FID) for each pixel in a primitive.
    • 本发明提供一种用于压缩图像数据的深度或Z分量的方案。 数据被分组成多个瓦片。 执行测试以确定是否可以压缩瓦片,使其压缩后的大小小于压缩前的大小。 如果是这样,瓦片被压缩。 瓦片表包括可以为压缩的每个瓦片设置的标志。 在从存储器到图形处理器的数据传输中,检查瓦片表以识别在使用之前被压缩并且必须被解压缩的瓦片。 在一个方案中,确定包含在瓦片中的图元的数量。 如果图元的数量少于图块中的像素数量的三分之一,则假设可以压缩图块。 例如,对于8×8瓦片,如果图元的数量等于或小于21,则该瓦片被压缩。 在一个实施例中,压缩方案包括存储每个基元的平面等式,并将每个像素的片段ID(FID)存储在原语中。