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    • 21. 发明授权
    • Efficient object storage for zone rendering
    • 用于区域渲染的高效对象存储
    • US07791601B2
    • 2010-09-07
    • US11897738
    • 2007-08-31
    • Peter L. Doyle
    • Peter L. Doyle
    • G06T17/00G06T15/30G06T15/10
    • G06T15/005
    • Similar, contiguous primitives are stored as a single primitive in zone rendering bins. A primitive packet used in the bin is allowed to vary in length and the currently open type of primitive is recorded on a per-bin basis. A special code is used to specify a variable number of subsequent indices. With this mechanism, the hardware is able to start outputting and replicating primitive commands into bin lists on the fly without requiring the buffering of the entire primitive. Given the variable nature of the primitive instruction, multiple similar/sequential primitives can be concatenated using a single primitive command header.
    • 类似的连续原语作为单个基元存储在区域渲染区域中。 允许在箱中使用的原始包在长度上变化,并且当前打开的原语类型以每个箱为单位被记录。 特殊代码用于指定可变数量的后续索引。 利用这种机制,硬件能够在不需要缓冲整个原语的情况下开始将原始命令输出和复制到bin列表中。 给定基本指令的可变性质,可以使用单个基元命令头连接多个相似/顺序图元。
    • 22. 发明授权
    • Efficient image allocation for zone rendering
    • 区域渲染的高效图像分配
    • US06882349B2
    • 2005-04-19
    • US10038787
    • 2001-12-31
    • Peter L. Doyle
    • Peter L. Doyle
    • G06T15/00G06T15/40G09G5/00
    • G06T15/005G06T15/40
    • Embodiments of the present invention efficiently support rendering of high resolution images under zone rendering. In particular, a bin array rectangle and binner clipping rectangle for determining primitive-zone intersections. Both of these rectangles are defined by graphics device state variables containing the screen-space location of the rectangle corners. In particular, the binner clipping rectangle is used to define the visible region in screen coordinates. Objects completely outside the binner clipping rectangle in one or more directions will be discarded. Objects that cannot be trivially rejected are subjected to bin determination. The bin array rectangle handles color buffer resolutions larger than could otherwise be accommodated by the optimally-renderer image limits.
    • 本发明的实施例有效地支持在区域渲染下渲染高分辨率图像。 特别地,用于确定原始区域交叉的bin数组矩形和折边裁剪矩形。 这两个矩形由包含矩形角的屏幕空间位置的图形设备状态变量定义。 特别地,使用折边裁剪矩形来定义屏幕坐标中的可见区域。 完全在一个或多个方向的折边裁剪矩形外的物体将被丢弃。 不能平凡拒绝的对象将进行仓确定。 bin数组矩形处理颜色缓冲区分辨率大于否则可以通过最佳渲染器图像限制来适应。
    • 27. 发明授权
    • Bandwidth reduction for rendering using vertex data
    • 使用顶点数据进行渲染的带宽减少
    • US06950108B2
    • 2005-09-27
    • US10856054
    • 2004-05-27
    • Peter L. DoyleThomas A. Piazza
    • Peter L. DoyleThomas A. Piazza
    • G06T1/60G06T15/00G09G5/37G06F12/02
    • G06T1/60G06T15/005
    • Embodiments of the present invention provide a split vertex buffer where the data for each vertex is split between parallel vertex buffers. The first buffer contains vertex X and Y data, while the second parallel buffer contains the remainder of the vertex data. Given the split vertex buffers, the hardware binning-engine is now permitted to read and cache only vertex screen X and Y data. Especially given a typically high level of temporal coherency between indexed vertex references, the reading and caching of large parcels of vertex screen-space X and Y leads to lower and highly efficient utilization of memory bandwidth for hardware binning input. Embodiments of the present invention thus reduce the hardware binning memory bandwidth requirements and improve memory utilization.
    • 本发明的实施例提供一种分割顶点缓冲器,其中每个顶点的数据在平行顶点缓冲器之间分割。 第一个缓冲区包含顶点X和Y数据,而第二个并行缓冲区包含顶点数据的其余部分。 给定分割顶点缓冲区,现在允许硬件分箱引擎读取和缓存顶点屏幕X和Y数据。 特别是考虑到索引顶点参考之间通常具有高水平的时间一致性,大块顶点屏幕空间X和Y的读取和高速缓存导致硬件分档输入的存储器带宽的较低和高效利用。 因此,本发明的实施例减少了硬件分组存储器带宽需求并提高了存储器利用率。
    • 29. 发明授权
    • Efficient graphics state management for zone rendering
    • 区域渲染的高效图形状态管理
    • US06738069B2
    • 2004-05-18
    • US10039007
    • 2001-12-31
    • Peter L. Doyle
    • Peter L. Doyle
    • G09G536
    • G06T15/005
    • The present invention provides a mechanism to track and manage graphics state with hardware state-binning logic for use with the tile-based zone rendering method of generating graphical images. Only the current values of the dynamic state variables are maintained in hardware. Dynamic includes, but is not limited to, state variables that are considered likely to change between primitives. The set of dynamic state variables is subdivided into subgroups. Each state group is associated with a per-bin array of tracking bits. Whenever a state change is encountered, the tracking bit corresponding to the associated state group is set for all bins. Prior to placing a primitive in a bin, the tracking bits associated with that bin are examined, and the current state corresponding to set tracking bits is inserted in the bin before the primitive. Then the tracking bits for that bin are cleared.
    • 本发明提供一种用于利用硬件状态分级逻辑来跟踪和管理图形状态的机制,以用于生成图形图像的基于瓦片的区域渲染方法。 只有硬件中维护动态状态变量的当前值。 动态包括但不限于被认为可能在原语之间变化的状态变量。 一组动态状态变量被细分为子组。 每个状态组与跟踪位的每个二进制数组相关联。 每当遇到状态改变时,对应于相关联的状态组的跟踪位都设置为所有存储区。 在将原语放在一个bin之前,检查与该bin相关联的跟踪位,并将与设置的跟踪位对应的当前状态插入到该原语前的bin中。 然后清除该仓的跟踪位。