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    • 12. 发明授权
    • Apparatus and method for fragment operations in a 3D-graphics pipeline
    • 3D图形管道中的碎片操作的装置和方法
    • US06614444B1
    • 2003-09-02
    • US09372137
    • 1999-08-20
    • Jerome F. Duluk, Jr.Sushma S. TrivediSam NgLindy FungRichard E. HesselJack Benkual
    • Jerome F. Duluk, Jr.Sushma S. TrivediSam NgLindy FungRichard E. HesselJack Benkual
    • G09G500
    • G06T15/30G06T11/40G06T15/005G06T15/04G06T15/20G06T15/405G06T15/50G06T15/83
    • Apparatus and methods for rendering 3D graphics images. The apparatus include a port for receiving commands from a graphics application, an output for sending a rendered image to a display and a fragment-operations pipeline, coupled to the port and to the output, the pipeline including a stage for performing a fragment operation on a fragment on a per-pixel basis, as well as a stage for performing a fragment operation on the fragment on a per-sample basis. The stage for performing on a per-pixel basis is one of the following: a scissor-test stage, a stipple-test stage, an alpha-test stage or a colorest stage, and the stage for performing on a per-sample basis is one of the following: a Z-test stage, a blending stage or a dithering stage. The apparatus programmatically selects whether to perform a stencil test on a per-pixel or a per-sample basis and performs the stencil test on the selected basis. The apparatus also programmatically selects pixel samples for per-sample operations, where the sample selections differ with different instances of the same per-sample operation. The apparatus also programmatically selects a set of subdivisions of a pixel as samples for use in the per-sample fragment operation, programmatically assigns different weights to at least two samples in the set and performs the per-sample fragments operation on the fragment using the programmatically selected and differently weighted samples.
    • 用于渲染3D图形图像的装置和方法。 该装置包括用于从图形应用程序接收命令的端口,用于将呈现的图像发送到显示器的输出端和耦合到端口和输出端的分段操作流水线,流水线包括用于执行片段操作的级 基于每个像素的片段,以及在每个样本的基础上对片段执行片段操作的阶段。 基于每像素执行的阶段是以下之一:剪刀测试阶段,点测试阶段,α测试阶段或阶段阶段,以及每个采样基础执行的阶段是 以下之一:Z测试阶段,混合阶段或抖动阶段。 该设备以编程方式选择是在每个像素还是每个样本的基础上执行模板测试,并在所选择的基础上执行模板测试。 该设备还以编程方式选择每采样操作的像素采样,其中样本选择与相同每采样操作的不同实例不同。 该装置还以编程方式选择一组像素的细分作为在每个样本片段操作中使用的样本,以编程方式向集合中的至少两个样本分配不同的权重,并使用编程方式对该片段执行每个样本片段的操作 选择和不同加权的样本。
    • 20. 发明授权
    • Method and apparatus for performing tangent space lighting and bump mapping in a deferred shading graphics processor
    • 在延迟着色图形处理器中执行切线空间照明和凹凸贴图的方法和装置
    • US06771264B1
    • 2004-08-03
    • US09213990
    • 1999-12-17
    • Jerome F. DulukStephen L. DodgenJoseph P. BrattMatthew PapakiposNathan TuckRichard E. Hessel
    • Jerome F. DulukStephen L. DodgenJoseph P. BrattMatthew PapakiposNathan TuckRichard E. Hessel
    • G06T1560
    • G06T15/30G06T11/40G06T15/005G06T15/04G06T15/20G06T15/405G06T15/50G06T15/83
    • A system and method for performing tangent space lighting in a deferred shading graphics processor (DSGP) encompasses blocks of the DSGP that preprocess data and a Phong shader that executes only after all fragments have been preprocessed. A preprocessor block receives texture maps specified in a variety of formats and converts those texture maps to a common format for use by the Phong shader. The preprocessor blocks provide the Phong shader with interpolated surface basis vectors (vs, vt, n), a vector Tb that represents in tangen/object space the texture/bump data from the texture maps, light data, material data, eye coordinates and other information used by the Phong shader to perform the lighting and bump mapping computations. The data from the preprocessor is provided for each fragment for which lighting effects need to be computed. The Phong shader computes the color of a fragment using the information provided by the preprocessor. The Phong shader performs all lighting computations in eye space, which requires it first to transform bump data from tangent space to eye space. In one embodiment the Phong hardware does this by multiplying a matrix M whose columns comprise eye space basis vectors (bs, bt, n) derived from the surface basis vectors (vs, vt, n) and the vector Tb of bump map data. The eye space basis vectors are derived by the DSGP preprocessor so that the multiplication (M×Tb) gives the perturbed surface normal N′ in eye space, reflecting the bump effects. The perturbed surface normal N′ is subsequently used in the lighting computations.
    • 用于在延迟着色图形处理器(DSGP)中执行切线空间照明的系统和方法包括预处理数据的DSGP的块和仅在所有片段被预处理之后才执行的Phong着色器。 预处理器块接收以各种格式指定的纹理贴图,并将这些纹理贴图转换为普通格式供Phong着色器使用。 预处理器块为Phong着色器提供了内插表面基向量(vs,vt,n),一个向量Tb,它在切向/对象空间中表示纹理贴图中的纹理/凹凸数据,光数据,材料数据,眼睛坐标等 Phong着色器使用的信息执行照明和凹凸贴图计算。 为需要计算照明效果的每个片段提供来自预处理器的数据。 Phong着色器使用预处理器提供的信息计算片段的颜色。 Phong着色器执行眼睛空间中的所有照明计算,这需要它首先将凹凸数据从切线空间转换为眼睛空间。 在一个实施例中,Phong硬件通过乘以其列包括从表面基矢量(vs,vt,n)导出的凹凸贴图数据的矢量Tb的基准矢量(bs,bt,n)的矩阵M来实现。 通过DSGP预处理器导出眼空间基矢量,使得乘法(MxTb)给出了眼空间中的扰动表面法线N',反映了碰撞效应。 扰动表面法线N'随后用于照明计算。