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    • 3. 发明申请
    • Increased scalability in the fragment shading pipeline
    • 增加片段着色管道中的可扩展性
    • US20060055695A1
    • 2006-03-16
    • US10940070
    • 2004-09-13
    • Karim AbdallaEmmett KilgariffRui Bastos
    • Karim AbdallaEmmett KilgariffRui Bastos
    • G06T15/50
    • G06T11/40G06T15/005G06T15/50G06T15/80
    • A fragment processor includes a fragment shader distributor, a fragment shader collector, and a plurality of fragment shader pipelines. Each fragment shader pipeline executes a fragment shader program on a segment of fragments. The plurality of fragment shader pipelines operate in parallel, executing the same or different fragment shader programs. The fragment shader distributor receives a stream of fragments from a rasterization unit and dispatches a portion of the stream of fragments to a selected fragment shader pipeline until the capacity of the selected fragment shader pipeline is reached. The fragment shader distributor then selects another fragment shader pipeline. The capacity of each of the fragment shader pipelines is limited by several different resources. As the fragment shader distributor dispatches fragments, it tracks the remaining available resources of the selected fragment shader pipeline. A fragment shader collector retrieves processed fragments from the plurality of fragment shader pipelines.
    • 片段处理器包括片段着色器分配器,片段着色器收集器和多个片段着色器管线。 每个片段着色器流水线在片段片段上执行片段着色器程序。 多个片段着色器管线并行操作,执行相同或不同的片段着色程序。 片段着色器分配器从光栅化单元接收片段流,并将片段流的一部分分派到所选择的片段着色器管线,直到达到所选片段着色器管线的容量。 片段着色器分配器然后选择另一个片段着色器管道。 每个片段着色器管道的容量受到几个不同的资源的限制。 当片段着色器分配器调度片段时,它会跟踪所选片段着色器管道的剩余可用资源。 片段着色器收集器从多个片段着色器管道中检索已处理的片段。
    • 4. 发明申请
    • Optimizing a graphics rendering pipeline using early Z-mode
    • 使用早期Z模式优化图形渲染管道
    • US20070257905A1
    • 2007-11-08
    • US11430635
    • 2006-05-08
    • Mark FrenchEmmett KilgariffSteven MolnarWalter SteinerDouglas VoorhiesAdam Weitkemper
    • Mark FrenchEmmett KilgariffSteven MolnarWalter SteinerDouglas VoorhiesAdam Weitkemper
    • G06T15/00
    • G06T15/405G06T15/005
    • One embodiment of the present invention sets forth an architecture for optimizing graphics rendering efficiency by advancing the Z-test operation prior to pixel shading whenever possible. The current rendering state, as maintained by the setup engine, determines whether advancing the Z-test function above the shader engine for “early” Z-testing is possible or whether the Z-test function should be deferred until after shading operations for “late” Z-testing. Data is dynamically routed to each processing engine in the pipeline, so that the appropriate data flow for either early Z or late Z is dynamically constructed, as determined by the current rendering state. Efficiency is gained by relieving the shader engine of unnecessary work whenever possible by discarding pixels before they enter the shader engine. The same functional units are utilized in both early Z and late Z configurations, minimizing any additional hardware required for implementation.
    • 本发明的一个实施例提出了一种用于通过在可能的情况下在像素着色之前推进Z检验操作来优化图形渲染效率的架构。 由设置引擎维护的当前呈现状态确定是否可以在着色引擎之上前进Z检验功能以进行“早期”Z检验,或者Z检验功能是否应该延迟到“晚期”的阴影操作之后 “Z测试。 数据在流水线中动态地路由到每个处理引擎,以便由当前呈现状态确定的早期Z或后期Z的适当数据流是动态构造的。 通过在进入着色引擎之前丢弃像素,尽可能地减轻不必要的工作的着色引擎来获得效率。 早期Z和晚Z配置都使用相同的功能单元,从而最大限度地减少了实施所需的任何其他硬件。
    • 8. 发明授权
    • Method for performing wavelet-based image compaction losslessly and low bit precision requirements
    • 基于小波图像压缩的无损和低位精度要求的方法
    • US06314136B1
    • 2001-11-06
    • US08905229
    • 1997-08-01
    • Emmett Kilgariff
    • Emmett Kilgariff
    • H04B166
    • H04N19/186H04N19/10H04N19/13H04N19/61H04N19/63
    • A system and method used to perform lossless wavelet-based image transformations. In one embodiment, the method used for these transformations and for bit precision reduction. First, at least a luminance value is produced for each row of pixels of a selected pixel block. Next, a determination is made as to whether a luminance value associated with a particular row of pixels of the selected pixel block is positive. Thereafter, a reduced luminance value is produced when the luminance value is determined to be positive, the reduced luminance value is represented by a lesser number of bits than the luminance value. Finally, the second and third steps are continued for each luminance value associated with each row of the selected pixel block. The values are used in an iterative fashion to calculate the low and high spatial frequency and create graphics with minimal use of bandwidth.
    • 一种用于执行无损小波图像变换的系统和方法。 在一个实施例中,用于这些变换的方法和位精度降低。 首先,对于所选择的像素块的每行像素产生至少亮度值。 接下来,确定与所选择的像素块的特定行像素相关联的亮度值是否为正。 此后,当将亮度值确定为正时,产生降低的亮度值,减少的亮度值由比亮度值更少的比特数表示。 最后,对于与所选择的像素块的每一行相关联的每个亮度值,继续第二和第三步骤。 这些值以迭代的方式用于计算低和高空间频率,并以最少的带宽使用创建图形。