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    • 4. 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。
    • 5. 发明授权
    • Method and system for patching instructions in a shader for a 3-D graphics pipeline
    • 用于在3-D图形管线的着色器中修补指令的方法和系统
    • US07852341B1
    • 2010-12-14
    • US10959568
    • 2004-10-05
    • Christian RouetRui BastosLordson Yue
    • Christian RouetRui BastosLordson Yue
    • G06T1/20G06F12/02
    • G06T15/005
    • A method and system for patching instructions in a 3-D graphics pipeline. Specifically, in one embodiment, instructions to be executed within a scheduling process for a shader pipeline of the 3-D graphics pipeline are patchable. A scheduler includes a decode table, an expansion table, and a resource table that are each patchable. The decode table translates high level instructions to an appropriate microcode sequence. The patchable expansion table expands a high level instruction to a program of microcode if the high level instruction is complex. The resource table assigns the units for executing the microcode. Addresses within each of the tables can be patched to modify existing instructions and create new instructions. That is, contents in each address in the tables that are tagged can be replaced with a patch value of a corresponding register.
    • 一种用于在三维图形管道中修补指令的方法和系统。 具体来说,在一个实施例中,要在三维图形流水线的着色器流水线的调度过程中执行的指令是可拼接的。 调度器包括每个可拼接的解码表,扩展表和资源表。 解码表将高电平指令转换为适当的微码序列。 如果高级指令复杂,则可补丁扩展表将高级指令扩展到微代码程序。 资源表分配用于执行微代码的单元。 每个表中的地址可以进行修补,以修改现有指令并创建新的指令。 也就是说,标记的表中每个地址中的内容可以用对应寄存器的修补程序值替换。
    • 6. 发明授权
    • Generating image data
    • 生成图像数据
    • US06487322B1
    • 2002-11-26
    • US09261146
    • 1999-03-03
    • Rui BastosFilippo Tampieri
    • Rui BastosFilippo Tampieri
    • H04N140
    • G06T15/50
    • A surface generated from a radiosity simulation is shaded. The surface is divided into a plurality of elements and a brightness value is calculated for each of the elements. An initial surface shading is defined in which the resolution of shading is determined in response to the highest element density of the surface. Element brightness values are processed to generate brightness values for the initial surface shading and values of the initial surface shading are filtered to generate brightness values for an enhanced surface shading. Brightness values of a plurality of elements may be combined to generate a single texel brightness value in the initial surface shading. The filtering step may include steps of increasing the resolution of the initial surface shading and filtering the increased resolution shading. A galcion filtering process may be performed.
    • 从辐射模拟产生的表面是阴影的。 表面被分成多个元素,并且为每个元素计算亮度值。 定义初始表面阴影,其中根据表面的最高元素密度确定阴影的分辨率。 处理元素亮度值以产生初始表面阴影的亮度值,并且过滤初始表面阴影的值以生成增强的表面阴影的亮度值。 可以组合多个元素的亮度值以在初始表面阴影中产生单个纹素亮度值。 滤波步骤可以包括增加初始表面阴影的分辨率并过滤增加的分辨率阴影的步骤。 可以执行电泳过滤处理。