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    • 16. 发明申请
    • RAY TRACING CORE AND METHOD FOR PROCESSING RAY TRACING
    • RAY跟踪核和处理RAY跟踪的方法
    • US20130314420A1
    • 2013-11-28
    • US13985125
    • 2011-02-18
    • Hyung Min YoonWoo Chan Park
    • Hyung Min YoonWoo Chan Park
    • G06T15/06
    • G06T15/06G06T2200/28
    • A ray tracing core comprises a ray tracing unit (RTU), a control unit, and a tree build unit (TBU). The ray tracing unit performs ray tracing based on a special partitioning structure. The control unit calculates the degree of complexity of the spatial partitioning structure by monitoring the load state of the ray tracing unit. The tree build unit builds the spatial partitioning structure having the degree of complexity which is calculated. The load state is determined based on a frame rate which is processed in the pertinent unit. The spatial partitioning structure applies a K-dimensional tree. For example, the degree of complexity can be modified according to either the maximum primitive number of a leaf node with respect to a K-dimensional tree structure or a tree depth.
    • 光线跟踪核心包括光线跟踪单元(RTU),控制单元和树构建单元(TBU)。 光线跟踪单元基于特殊的分区结构执行光线跟踪。 控制单元通过监视光线跟踪单元的负载状态来计算空间分割结构的复杂程度。 树构建单元构建具有计算复杂程度的空间分区结构。 基于在相关单元中处理的帧速率来确定负载状态。 空间分割结构应用K维树。 例如,可以根据相对于K维树结构或树深度的叶节点的最大原始数来修改复杂度。
    • 20. 发明授权
    • Method and device of consistency buffer for high performance 3D graphic accelerator
    • 高性能3D图形加速器的一致性缓冲区的方法和设备
    • US06839060B1
    • 2005-01-04
    • US09650781
    • 2000-08-30
    • Woo Chan ParkTack Don Han
    • Woo Chan ParkTack Don Han
    • G06T17/00G06F15/80G06T1/60G06T15/00G06T15/40
    • G06T15/00G06T1/60G06T15/40G06T2210/52
    • A method and a device of consistency buffer for a high performance 3D graphic accelerator is disclosed to retain consistency without detecting any overlapping region in advance but determining an overlapping with respect to a rendered pixel. The device of consistency buffer according to the present invention comprises a fetch section for transmitting a plurality of primitives to be processed to a vacant region of the buffer, an issue section for buffering the plurality of the primitives transmitted from the said fetch section, and allotting positions to be inputted, a plurality of rendering accelerators for receiving and rendering the plurality of primitives allotted by the issue section, a consistency buffer for storing information required for processing with consistency according to a depth value and a color value of each primitive computed by each of the rendering accelerators, and a memory interface unit for performing read/write computation in a memory by mens of processing with consistency in order based on the information stored in the consistency buffer.
    • 公开了一种用于高性能3D图形加速器的一致性缓冲器的方法和装置,以保持一致性,而不事先检测任何重叠区域,但是确定相对于渲染像素的重叠。 根据本发明的一致性缓冲器的装置包括用于将要处理的多个图元发送到缓冲器的空闲区域的提取部分,用于缓冲从所述获取部分发送的多个图元的发行部分,以及分配 要输入的位置,用于接收和呈现由发行部分分配的多个基元的多个渲染加速器,用于根据深度值和每个基本计算的每个图元的颜色值来存储一致性的处理所需的信息的一致性缓冲器 的存储器接口单元,以及存储器接口单元,用于基于存储在一致性缓冲器中的信息,以一致的顺序,通过多项处理在存储器中进行读/写计算。