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    • 13. 发明授权
    • System and method for structuring an A-buffer
    • 用于构建A缓冲区的系统和方法
    • US08040349B1
    • 2011-10-18
    • US11950355
    • 2007-12-04
    • John M. Danskin
    • John M. Danskin
    • G06T15/00
    • G06T15/005G06T11/40G06T15/503
    • One embodiment of the present invention sets forth a technique for efficiently creating and accessing an A-Buffer with a GPU. The A-Buffer is organized in arrays of uniformly-sized tiles. Each array represents a group of pixels, and each tile within an array includes the set of fragments at a specific depth complexity that are associated with the pixels in the pixel group represented by the array. The size of the tiles may be selected to be the minimum necessary for efficient memory access. The GPU determines the number of tiles in each array by calculating the maximum of the depth complexity associated with the pixels in the pixel group represented by the array and creates a corresponding prefix sum image to allow the GPU to efficiently locate the array associated with a given pixel group in the A-Buffer for addressing purposes. Advantageously, structuring the A-Buffer by both pixel proximity and depth complexity improves memory locality, thereby improving the overall rendering performance of the graphics pipeline.
    • 本发明的一个实施例提出了一种用于有效地创建和访问具有GPU的A缓冲器的技术。 A缓冲区以均匀尺寸的瓦片阵列组织。 每个阵列表示一组像素,并且阵列中的每个片段包括与由阵列表示的像素组中的像素相关联的特定深度复杂度的片段集合。 可以将瓦片的尺寸选择为有效存储器访问所需的最小值。 GPU通过计算与由阵列表示的像素组中的像素相关联的深度复杂度的最大值来确定每个阵列中的瓦片的数量,并且创建相应的前缀和图像以允许GPU有效地定位与给定的相关联的阵列 A缓冲区中的像素组用于寻址目的。 有利地,通过像素接近度和深度复杂度来构造A缓冲器改善了存储器位置,从而提高了图形管线的整体渲染性能。
    • 14. 发明授权
    • Multiple simultaneous context architecture
    • 多个同时上下文体系结构
    • US07979683B1
    • 2011-07-12
    • US11696928
    • 2007-04-05
    • John M. DanskinJohn Erik Lindholm
    • John M. DanskinJohn Erik Lindholm
    • G06F9/40
    • G06F9/461G06T1/00
    • Graphics processing elements are capable of processing multiple contexts simultaneously, reducing the need to perform time consuming context switches compared with processing a single context at a time. Processing elements of a graphics processing pipeline may be configured to support all of the multiple contexts or only a portion of the multiple contexts. Each processing element may be allocated to process a particular context or a portion of the multiple contexts in order to simultaneously process more than one context. The allocation of processing elements to the multiple contexts may be determined dynamically in order to improve graphics processing throughput.
    • 与一次处理单个上下文相比,图形处理元件能够同时处理多个上下文,减少了执行耗时的上下文切换的需要。 图形处理流水线的处理元件可以被配置为支持多个上下文中的所有或上述多个上下文的一部分。 可以分配每个处理元件以处理特定上下文或多个上下文的一部分,以便同时处理多于一个上下文。 可以动态地确定处理元件到多个上下文的分配,以便提高图形处理吞吐量。
    • 17. 发明授权
    • System and method for structuring an A-buffer to support multi-sample anti-aliasing
    • 用于构造A缓冲区以支持多样本抗锯齿的系统和方法
    • US08553041B1
    • 2013-10-08
    • US12208211
    • 2008-09-10
    • John M. Danskin
    • John M. Danskin
    • G06T1/60
    • G06T9/00G06T15/005G06T2210/08
    • One embodiment of the present invention sets forth a technique for efficiently creating and accessing an A-Buffer that supports multi-sample compression techniques. The A-Buffer is organized in stacks of uniformly-sized tiles, wherein the tile size is selected to facilitate compression techniques. Each stack represents the samples included in a group of pixels. Each tile within a stack represents the set of sample data at a specific per-sample rendering order index that are associated with the group of pixels represented by the stack. Advantageously, each tile includes tile compression bits that enable the tile to maintain data using existing compression formats. As the A-Buffer is created, a corresponding stack compression buffer is also created. For each stack, the stack compression buffer includes a bit that indicates whether all of the tiles in the stack are similarly compressed and, consequently, whether the GPU may operate on the stack at an efficient per pixel granularity.
    • 本发明的一个实施例提出了一种用于有效地创建和访问支持多样本压缩技术的A缓冲器的技术。 A缓冲器以均匀尺寸的瓦片的堆叠组织,其中选择瓦片尺寸以便于压缩技术。 每个堆栈表示包含在一组像素中的样本。 堆栈中的每个瓦片表示与由堆栈表示的像素组相关联的特定每样本渲染顺序索引处的采样数据集合。 有利地,每个瓦片包括瓦片压缩比特,使得瓦片能够使用现有的压缩格式来维护数据。 当创建A缓冲区时,也会创建相应的堆栈压缩缓冲区。 对于每个堆栈,堆栈压缩缓冲器包括指示堆栈中的所有瓦片是否被类似地压缩的位,并且因此,GPU是否可以以每像素粒度有效地在堆栈上操作。
    • 20. 发明授权
    • Screen compression
    • 屏幕压缩
    • US07965895B1
    • 2011-06-21
    • US11837336
    • 2007-08-10
    • John M. DanskinZiyad S. HakuraEdward L. RiegelsbergerJason M. MusicerStephen D. Lew
    • John M. DanskinZiyad S. HakuraEdward L. RiegelsbergerJason M. MusicerStephen D. Lew
    • G06K9/36G06K9/46
    • G09G5/397G09G5/393G09G2340/02G09G2340/12G09G2360/122H04N19/428H04N19/593
    • Methods, circuits, and apparatus for reducing memory bandwidth used by a graphics processor. Uncompressed tiles are read from a display buffer portion of a graphics memory and received by an encoder. The uncompressed tiles are compressed and written back to the graphics memory. When a tile is needed again before it has been modified, the compressed version is read from memory, uncompressed, and displayed. To reduce the number of unnecessary writes of compressed tiles to memory, a tile is only written to memory if it has remained static for some number of refresh cycles. Also, to prevent a large number of compressed tiles being written to the display buffer in one refresh cycle, the encoder can be throttled after a number of tiles have been written. Validity information can be stored for use by a CRTC. If a tile is updated, the validity information is updated such that invalid compressed data is not read from memory and displayed.
    • 用于减少由图形处理器使用的存储器带宽的方法,电路和装置。 未压缩的瓦片从图形存储器的显示缓冲器部分读取并由编码器接收。 未压缩的瓦片被压缩并写回图形存储器。 在修改瓦片之前,再次需要一个瓦片时,从内存中读取压缩版本,解压缩并显示。 为了将压缩瓦片的不必要的写入数量减少到存储器,如果在一些刷新周期内保持静态,则瓦片仅写入存储器。 此外,为了防止在一个刷新周期中将大量的压缩瓦片写入显示缓冲器,编码器可以在写入多个瓦片之后被节流。 有效信息可以存储供CRTC使用。 如果更新瓦片,则更新有效性信息,使得无法从存储器读取无效的压缩数据并显示。