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    • 12. 发明授权
    • Thread queueing method and apparatus
    • 线程排队方法和设备
    • US08544019B2
    • 2013-09-24
    • US13116245
    • 2011-05-26
    • Hong JiangThomas A. PiazzaBrian D. RauchfussSreedevi ChalasaniSteven J. Spangler
    • Hong JiangThomas A. PiazzaBrian D. RauchfussSreedevi ChalasaniSteven J. Spangler
    • G06F9/46G06F15/00
    • G06F9/546
    • In some embodiments, a method includes receiving a request to generate a thread and supplying a request to a queue in response at least to the received request. The method may further include fetching a plurality of instructions in response at least in part to the request supplied to the queue and executing at least one of the plurality of instructions. In some embodiments, an apparatus includes a storage medium having stored therein instructions that when executed by a machine result in the method. In some embodiments, an apparatus includes circuitry to receive a request to generate a thread and to queue a request to generate a thread in response at least to the received request. In some embodiments, a system includes circuitry to receive a request to generate a thread and to queue a request to generate a thread in response at least to the received request, and a memory unit to store at least one instruction for the thread.
    • 在一些实施例中,一种方法包括接收生成线程的请求并至少响应于所接收的请求向队列提供请求。 该方法还可以包括至少部分地响应于提供给队列的请求并且执行多个指令中的至少一个指令来获取多个指令。 在一些实施例中,装置包括存储介质,其中存储有当机器执行时产生该方法的指令。 在一些实施例中,一种装置包括用于接收生成线程的请求并至少对接收到的请求作出响应来排队请求生成线程的电路。 在一些实施例中,系统包括电路,用于接收生成线程的请求,并至少响应于所接收到的请求来对请求进行排队以生成线程;以及存储器单元,用于存储线程的至少一条指令。
    • 15. 发明授权
    • Upgrading an integrated graphics subsystem
    • 升级集成图形子系统
    • US06760031B1
    • 2004-07-06
    • US09476658
    • 1999-12-31
    • Brian K. LangendorfThomas A. Piazza
    • Brian K. LangendorfThomas A. Piazza
    • G06F1516
    • G06F3/14G06F3/1438G09G5/363G09G5/393G09G2352/00G09G2360/06
    • Apparatus and methods are provided for allowing two graphics controllers to cooperate on a single screen and for modifying the AGP protocol to provide symmetric capabilities for both AGP targets and AGP masters. According to one embodiment of the present invention two graphics controllers may cooperate as one virtual graphics controller. A first graphics controller renders a first subset of pixels of a display to a local memory of the first graphics controller. A second graphics controller renders a second subset of pixels of the display to a local memory of the second graphics controller. Then, after both the first graphics controller and the second graphics controller have completed their respective rendering, merging the content of the local memory of the first graphics controller and the content of the local memory of the second graphics controller.
    • 提供了装置和方法,用于允许两个图形控制器在单个屏幕上协作并且用于修改AGP协议以为AGP目标和AGP主机提供对称能力。 根据本发明的一个实施例,两个图形控制器可以协作为一个虚拟图形控制器。 第一图形控制器将显示器的像素的第一子集渲染到第一图形控制器的本地存储器。 第二图形控制器将显示器的像素的第二子集呈现给第二图形控制器的本地存储器。 然后,在第一图形控制器和第二图形控制器都已经完成它们各自的渲染之后,合并第一图形控制器的本地存储器的内容和第二图形控制器的本地存储器的内容。
    • 17. 发明授权
    • Method and apparatus for effective level of detail selection
    • 有效的细节选择水平的方法和装置
    • US06204857B1
    • 2001-03-20
    • US09061383
    • 1998-04-16
    • Thomas A. PiazzaMichael MantorRalph Clayton TaylorVal Gene Cook
    • Thomas A. PiazzaMichael MantorRalph Clayton TaylorVal Gene Cook
    • G06T1140
    • G06T15/04
    • Method and apparatus for rendering texture to an object to be displayed on a pixel screen display. This technique makes use of linear interpolation between perspectively correct texture address to calculate rates of change of individual texture addresses components to determine a selection of the correct LOD map to use and intermediate texture addresses for pixels of the object between the perspectively correct addresses. The method first determines perspectively correct texture address values associated with four corners of a predefined span or grid of pixels. Then, a linear interpolation technique is implemented to calculate a rate of change of texture address components in the screen x and y directions for pixels between the perspectively bound span corners. This linear interpolation technique is performed in both screen directions to thereby create a potentially unique level of detail value for each pixel, which is then used as an index to select the correct pre-filtered LOD texture map. When mapping an individually determined LOD value per pixel, the effect of producing undesirable artifacts that may appear if a single LOD for an entire span or polygon is used, is obviated.
    • 用于将纹理渲染到要在像素屏幕显示上显示的对象的方法和装置。 该技术利用透视正确的纹理地址之间的线性插值来计算各个纹理地址分量的变化率,以确定正确的LOD映射的使用选择,以及在透视正确的地址之间对象的像素的中间纹理地址。 该方法首先确定与预定义跨度或像素网格的四个角相关联的透视正确的纹理地址值。 然后,实现线性插值技术,以计算在透视边界角之间的像素的屏幕x和y方向上的纹理地址分量的变化率。 这种线性插值技术在两个屏幕方向上执行,从而为每个像素创建潜在唯一的细节值级,然后将其用作选择正确的预滤波LOD纹理图的索引。 当映射每个像素的单独确定的LOD值时,如果使用整个跨度或多边形的单个LOD,则可能出现产生不期望的伪影的效果。
    • 18. 发明授权
    • Spatial augmentation of vertices and continuous level of detail
transition for smoothly varying terrain polygon density
    • 对于平滑变化的地形多边形密度,顶点的空间增加和细节过渡的连续水平
    • US5367615A
    • 1994-11-22
    • US115727
    • 1993-09-02
    • Richard EconomyWilliam A. KellyAnthony J. PelhamThomas A. PiazzaLee T. Quick
    • Richard EconomyWilliam A. KellyAnthony J. PelhamThomas A. PiazzaLee T. Quick
    • G06T15/50G06F15/62
    • G06T15/50
    • In a computer image generation system, the number of vertices which define each of a plurality of terrain-defining polygons is augmented in real time for providing finer detail and for effecting substantially continuous smooth level of detail (LOD) transition. Augmented vertices may have components that are statistically derived, in which case it is not necessary to store and/or predefine them. Alternatively, some vertex components may have predetermined values derived from mapping data or from other deterministic sources and may be stored in compact form. Processing polygons, typically triangles defined by selected ones of the sum of the augmented vertices and the original vertices, may be used for displaying the finer detail. Statistically derived finer detail is especially suited for providing non-specific detail to features such as terrain, while deterministic data allows highly accurate representations of specific `real world` locations. The decision to augment vertices is controlled by a predetermined breakup criteria, which may be selected as one, or a combination, of: range from the viewpoint; angle from the viewpoint boresight; desired maximum error; and other defined criteria.
    • 在计算机图像生成系统中,实时地增加了限定多个地形限定多边形中的每一个的顶点的数量,以提供更细的细节并且实现基本上连续的平滑的细节级别(LOD)转换。 增强顶点可能具有统计学导出的组件,在这种情况下,不需要存储和/或预定义它们。 或者,一些顶点分量可以具有从映射数据或来自其他确定性源导出的预定值,并且可以以紧凑形式存储。 处理多边形,通常由增加的顶点和原始顶点之和中的选定的三角形定义的三角形,可用于显示更细的细节。 统计得出更精细的细节特别适用于为诸如地形等特征提供非特定细节,而确定性数据允许特定“真实世界”位置的高度准确表示。 增加顶点的决定由预定的分解标准控制,预定的分解标准可以被选择为以下一个或组合:从视点的范围; 从视点视线角度; 期望最大误差; 和其他定义的标准。