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    • 21. 发明授权
    • Semaphore controlled video chip loading in a computer video graphics
system
    • 信号量控制视频芯片加载在计算机视频图形系统中
    • US5058041A
    • 1991-10-15
    • US206203
    • 1988-06-13
    • Robert C. RoseLarry D. SeilerJames L. Pappas
    • Robert C. RoseLarry D. SeilerJames L. Pappas
    • G09G5/14G09G5/395
    • G09G5/395G09G5/14
    • A method and apparatus for updating the copies of state table values of a video data path chip set for a computer graphics system is provided. The apparatus uses off screen bitmap memory or other dual-ported memory in a frame buffer to store a shadow copy of the state that is stored in the video data path chips. The state tables include such things as color lookup tables, window definitions and cursors. A semaphore is used to prevent screen glitches caused by updating state tables from the copy of state table values that are partially modified. The state tables are loaded into the chips during vertical retrace, when the screen is being blanked. Before the CPU begins to update the shadow copy in the frame buffer, it claims the semaphore. If a vertical retrace occurs before the CPU has completed updating the frame buffer, the chips are not loaded during that vertical retrace. Before the chips start loading, a system timing chip claims the semaphore. The CPU cannot commence modifying the frame buffer until the load is finished.
    • 提供了一种用于更新计算机图形系统的视频数据路径芯片组的状态表值的副本的方法和装置。 该设备使用屏幕位图存储器或帧缓冲器中的其他双端口存储器来存储存储在视频数据路径芯片中的状态的影子副本。 状态表包括颜色查找表,窗口定义和光标等。 信号量用于防止从部分修改的状态表值的副本更新状态表导致的屏幕故障。 当屏幕被消隐时,状态表在垂直回扫期间加载到芯片中。 在CPU开始更新帧缓冲区中的卷影副本之前,它会声明信号量。 如果在CPU完成更新帧缓冲区之前发生垂直回扫,则在该垂直回扫期间芯片不会被加载。 在芯片开始加载之前,系统定时芯片要求信号量。 在负载完成之前,CPU无法开始修改帧缓冲区。
    • 22. 发明授权
    • Method and apparatus for hierarchical Z buffering and stenciling
    • 用于分级Z缓冲和模板的方法和装置
    • US07978194B2
    • 2011-07-12
    • US10790953
    • 2004-03-02
    • Larry D. SeilerStephen L. Morein
    • Larry D. SeilerStephen L. Morein
    • G06T15/40G06T15/50G06T1/00G09G5/02
    • G06T15/405
    • A method and apparatus for hierarchical Z buffering stenciling includes comparing an input tile Z value range with a hierarchical Z value range and a stencil code. The method and apparatus also updates the hierarchical Z value range and stencil code in response the comparison and determines whether to render a plurality of pixels within the input tile based on the comparison of the input tile Z value range with the hierarchical Z value range and stencil code. In determining whether to render the tile, a stencil test and a hierarchical Z value test is performed. If one of the test fails, the tile is killed as it is determined that the pixels are not visible in the graphical output. If the stencil test passes and the hierarchical Z test passes, the pixels within the tile are rendered, as it is determined that the pixels may be visible.
    • 用于分层Z缓冲模板的方法和装置包括将输入图块Z值范围与分层Z值范围和模版代码进行比较。 所述方法和装置还响应于比较而更新分层Z值范围和模板代码,并且基于输入瓦片Z值范围与分层Z值范围和模板的比较来确定是否在输入瓦片内呈现多个像素 码。 在确定是否渲染图块时,执行模板测试和分层Z值测试。 如果其中一个测试失败,那么瓷砖将被杀死,因为确定像素在图形输出中不可见。 如果模板测试通过并且层次化Z测试通过,则图块内的像素被渲染,因为确定像素可以是可见的。
    • 24. 发明授权
    • Method and apparatus for multi-phase rendering
    • 多相渲染方法和装置
    • US06359619B1
    • 2002-03-19
    • US09336387
    • 1999-06-18
    • Richard C. WatersThouis R. JonesRonald N. PerryLarry D. Seiler
    • Richard C. WatersThouis R. JonesRonald N. PerryLarry D. Seiler
    • G06F1500
    • G06T15/80
    • In a method for rendering an evolving three-dimensional scene description as a series of two-dimensional images (frames), the evolving scene description includes object geometries G and their associated shader procedures S. Each shader procedure S is factored into a static procedure Ss and a dynamic procedure Sd such that S(A,I)=Sd(Ss(A,R),I), where A denotes the appearance parameters required to shade objects, I denotes an instance of the control parameters, and R denotes a range of control parameters which include I. Similarly, the rendering procedure TSI (transform, sample, and interpolate) for object geometry is factored into a static procedure TSIs and a dynamic procedure TSId such that TSI(G,I)=TSId(TSIs(G,R),I). The factorization of both S and TSI is chosen to significantly reduce the overall rendering time for the evolving scene. Specifically, viewpoint independent or weakly viewpoint dependent computations Ss(A,R) and TSIs(G,R) are computed in the static phase of rendering and stored either as independent data structures or as a single combined data structure called the internal representation. This internal representation is then processed by the dynamic phase of rendering to produce each frame. Since the required dynamic computations to produce a frame are significantly reduced and the required static computations run infrequently both as a result of a clever factorization and an efficient internal representation, the overall rendering time is reduced.
    • 在用于将演进的三维场景描述呈现为一系列二维图像(帧)的方法中,演进场景描述包括对象几何G​​及其相关联的着色器过程S.每个着色器过程S被分解为静态过程Ss 以及S(A,I)= Sd(Ss(A,R),I))的动态过程Sd,其中A表示遮蔽对象所需的外观参数,I表示控制参数的实例,R表示 控制参数范围包括I.类似地,对象几何的渲染过程TSI(变换,采样和内插)被分解为静态过程TSI和动态过程TSId,使得TSI(G,I)= TSId(TSI G,R),I)。 选择S和TSI的因式分解以显着减少演进场景的整体渲染时间。 具体地说,在独立的数据结构或被称为内部表示的单一的组合数据结构中,在静态的渲染阶段计算出独立视点或弱视点的计算Ss(A,R)和TSI(G,R)。 然后通过渲染的动态阶段处理该内部表示以产生每个帧。 由于产生帧的所需动态计算显着减少,而由于智能因式分解和有效的内部表示,所需的静态计算不经常运行,因此总体渲染时间减少。
    • 25. 发明授权
    • Method for increasing the performance of lines drawn into a framebuffer
memory
    • 提高绘制到帧缓冲存储器中的线的性能的方法
    • US5559953A
    • 1996-09-24
    • US270189
    • 1994-07-01
    • Larry D. SeilerRobert S. McNamaraChristopher C. GianosJoel J. McCormack
    • Larry D. SeilerRobert S. McNamaraChristopher C. GianosJoel J. McCormack
    • G09G5/395G06T11/20G09G5/39G06F15/00
    • G06T11/203
    • An apparatus and method for storing pixel data in a video memory having a plurality of slices increases the performance of line drawing by ensuring that for a given pixel, neighboring pixels in neighboring scan lines are stored in separate slices of video memory. One embodiment of the invention includes the step of appending a number of offset bits to the end of each scan line, where the number of offset bits is less than the total number of bits contained in the plurality of slices. Another embodiment of the invention rearranges the pixels of every other scan line. Another embodiment adds an offset number of pixels which is equal to the number of pixels per slice times the number of slices, then alternates ordered pixels with rearranged pixels throughout successive scan lines. Performance is further increased by providing a plurality of memory controllers corresponding to the plurality of slices of memory which may operate asynchronously to interleave memory access commands. Therefore, during line draw operations successive pixels which reside in different slices of memory may be accessed in one command, and subsequent accesses may be interleaved to further increase the performance of line drawing operations.
    • 用于将像素数据存储在具有多个片的视频存储器中的装置和方法通过确保对于给定像素,相邻扫描线中的相邻像素存储在视频存储器的分开的片段中来增加线条绘制的性能。 本发明的一个实施例包括将多个偏移位附加到每个扫描线的末端的步骤,其中偏移位的数量小于多个片中包含的总位数。 本发明的另一实施例重新排列每隔一个扫描线的像素。 另一个实施例将像素的偏移数量相加,每个切片的像素数乘以切片的数量,然后在连续的扫描线中交替排列像素与重新布置的像素。 通过提供与可以异步地操作以交织存储器访问命令的多个存储器片相对应的多个存储器控制器来进一步提高性能。 因此,在线绘制操作期间,可以在一个命令中访问位于不同切片存储器中的连续像素,并且随后的访问可以被交织以进一步增加线绘图操作的性能。
    • 26. 发明授权
    • Window dependent pixel datatypes in a computer video graphics system
    • 计算机视频图形系统中的窗口依赖像素数据类型
    • US5396263A
    • 1995-03-07
    • US849784
    • 1992-03-10
    • Larry D. SeilerJames L. PappasRobert C. Rose
    • Larry D. SeilerJames L. PappasRobert C. Rose
    • G09G5/06G09G5/08G09G5/14G09G1/06
    • G09G5/14G09G5/06G09G5/08
    • This invention allows each of a plurality of windows to use its own distinct datatype and format while more than one window is being displayed on a monitor screen of a computer video graphics system. Different windows can use full color or pseudocolor frame buffer organizations, can use overlay planes or not, and can have other differences in the interpretation of the pixel values without affecting each other. Window dependent pixel datatypes are provided by means of a lookup table that is contained in logic between the frame buffer and the colormap/DAC that drives the monitor. This lookup table contains descriptors for pixel datatypes. It is indexed by a window number that is specified for each pixel. The pixel datatype descriptor accessed at each pixel is then used to control logic that processes that pixel value to create an index for the colormap. This allows each window to specify its own pixel datatype and format, that is used to interpret the pixels contained in the window.
    • 本发明允许多个窗口中的每个窗口在计算机视频图形系统的监视器屏幕上显示多于一个窗口时使用其自己的不同数据类型和格式。 不同的窗口可以使用全彩色或伪彩色帧缓冲组织,可以使用覆盖平面,也可以在像素值的解释上有其他差异,而不会相互影响。 窗口相关像素数据类型通过查找表提供,该查找表包含在驱动监视器的帧缓冲区和色卡映射/ DAC之间的逻辑中。 此查找表包含像素数据类型的描述符。 它被为每个像素指定的窗口编号索引。 然后,在每个像素处访问的像素数据类型描述符用于控制逻辑,以处理该像素值以创建色彩映射的索引。 这允许每个窗口指定其自己的像素数据类型和格式,用于解释窗口中包含的像素。
    • 28. 发明授权
    • Pixel lookup in multiple variably-sized hardware virtual colormaps in a
computer video graphics system
    • 在计算机视频图形系统中的多个可变大小的硬件虚拟色彩映射中的像素查找
    • US5025249A
    • 1991-06-18
    • US206026
    • 1988-06-13
    • Larry D. SeilerJames L. PappasRobert C. Rose
    • Larry D. SeilerJames L. PappasRobert C. Rose
    • G09G5/06G09G5/14
    • G09G5/06G09G5/14
    • This invention adds a window dependent base value to the pixel values read from a frame buffer or other source of pixel values. The base value points to the base of the colormap for that window, which is allocated within a larger, physical colormap. Each window can access physical colormap entries starting at its base value and extending up to the base value plus the maximum pixel value used in that window. Adding a window dependent base value to the pixel values for each window allows different windows to use different colormaps, each of which can be allocated to any contiguous set of entries in the physical colormap. Each window's virtual colormap need only use as many entries in the physical colormap as there are entries in the virtual colormap. Finally, virtual colormaps can be compacted or otherwise reallocated in the physical colormap without requiring changes in the pixel values stored in the frame buffer. Only the colormap base values stored for each window need be changed.
    • 本发明对从帧缓冲器或其他像素值读取的像素值添加与窗口相关的基值。 基本值指向该窗口的颜色映射的基础,该颜色在更大的物理色彩映射中分配。 每个窗口可以访问从其基本值开始的物理色彩映射条目,并扩展到基本值加上该窗口中使用的最大像素值。 将窗口依赖的基础值添加到每个窗口的像素值允许不同的窗口使用不同的色彩映射,每个颜色可以分配给物理色彩映射中的任何连续的条目集。 每个窗口的虚拟色彩映射只需要在物理色彩映射中使用尽可能多的条目,因为虚拟色彩映射中有条目。 最后,可以在物理颜色映射中压缩或以其他方式重新分配虚拟色彩映射,而不需要改变存储在帧缓冲器中的像素值。 只需要更改为每个窗口存储的色彩映射基值。