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    • 33. 发明授权
    • System and method for temporal load balancing across GPUs
    • 用于跨GPU的时间负载平衡的系统和方法
    • US08427474B1
    • 2013-04-23
    • US12245639
    • 2008-10-03
    • Andrei KhodakovskyFranck R. Diard
    • Andrei KhodakovskyFranck R. Diard
    • G06T15/40G06F15/80
    • G06T15/005G06T15/40G06T2210/52
    • One embodiment of the present invention sets forth a method for dynamically load balancing rendering operations across an IGPU and a DGPU. For each frame, the graphics driver configures the IGPU to pre-compute Z-values for a portion of the display surface and to write feedback data to the system memory indicating the time that the IGPU used to process the frame. The graphics driver then configures the DGPU to use the pre-computed Z-values while rendering to the complete display surface and to write feedback data to the system memory indicating the time that the DGPU used to process the frame. The graphics driver uses the feedback data from the IGPU and DGPU in conjunction with the percentage of the display surface that the IGPU Z-rendered for the frame to scale the portion of the display surface that the IGPU Z-renders for one or more subsequent frames. In this fashion, overall processing within the graphics pipeline is optimized across the IGPU and DGPU.
    • 本发明的一个实施例提出了一种用于在IGPU和DGPU之间动态地负载平衡渲染操作的方法。 对于每个帧,图形驱动程序配置IGPU以为显示表面的一部分预先计算Z值,并将反馈数据写入系统存储器,指示IGPU用于处理帧的时间。 然后,图形驱动程序将DGPU配置为使用预计算的Z值,同时渲染到完整的显示表面,并将反馈数据写入系统内存,指示DGPU用于处理帧的时间。 图形驱动程序使用来自IGPU和DGPU的反馈数据结合显示表面的百分比,IGPU Z渲染为帧缩放显示表面的部分,IGPU Z呈现一个或多个后续帧 。 以这种方式,图形流水线内的整体处理在IGPU和DGPU之间进行了优化。
    • 35. 发明授权
    • Method and system for using a GPU frame buffer in a multi-GPU system as cache memory
    • 在多GPU系统中使用GPU帧缓冲器作为缓存存储器的方法和系统
    • US08345052B1
    • 2013-01-01
    • US11937474
    • 2007-11-08
    • Franck R. Diard
    • Franck R. Diard
    • G06F15/16
    • G06T1/60G06F12/0875G06F2212/455
    • A method and system for using a graphics processing unit (“GPU”) frame buffer in a multi-GPU computing device as cache memory are disclosed. Specifically, one embodiment of the present invention sets forth a method, which includes the steps of designating a first GPU subsystem in the multi-GPU computing device as a rendering engine, designating a second GPU subsystem in the multi-GPU computing device as a cache accelerator, and directing an upstream memory access request associated with an address from the first GPU subsystem to a port associated with a first address range, wherein the address falls within the first address range. The first and the second GPU subsystems include a first GPU and a first frame buffer and a second GPU and a second frame buffer, respectively.
    • 公开了一种在多GPU计算设备中使用图形处理单元(GPU)帧缓冲器作为高速缓冲存储器的方法和系统。 具体地,本发明的一个实施例阐述了一种方法,其包括以下步骤:将多GPU计算设备中的第一GPU子系统指定为呈现引擎,将多GPU计算设备中的第二GPU子系统指定为缓存 并且将与来自第一GPU子系统的地址相关联的上行存储器访问请求定向到与第一地址范围相关联的端口,其中该地址落在第一地址范围内。 第一和第二GPU子系统分别包括第一GPU和第一帧缓冲器,第二GPU和第二帧缓冲器。
    • 36. 发明授权
    • Variable length data compression using a geometry shading unit
    • 使用几何阴影单元的可变长度数据压缩
    • US08243086B1
    • 2012-08-14
    • US11956315
    • 2007-12-13
    • Franck R. Diard
    • Franck R. Diard
    • G06T9/00G06T15/50G06F13/00
    • H04N19/436H04N19/423H04N19/91
    • A system and method uses the capabilities of a geometry shader unit within the multi-threaded graphics processor to offload data compression computations from a central processing unit (CPU), reduce the memory needed to store image data, and reduce the bandwidth needed to transfer image data between graphics processors and between a graphics processor and a system memory. The multi-threaded graphics processor is also configured to compress data for use in memory paging and when data is relocated to lie within an accessible memory aperture. The data is losslessly compressed using a geometry shading program to produce variable length compressed data.
    • 系统和方法使用多线程图形处理器内的几何着色器单元的功能来从中央处理单元(CPU)卸载数据压缩计算,减少存储图像数据所需的存储空间,并减少传输图像所需的带宽 图形处理器之间以及图形处理器和系统存储器之间的数据。 多线程图形处理器还被配置为压缩用于存储器寻呼的数据,并且当数据被重新定位以位于可访问存储器孔内时。 数据使用几何阴影程序进行无损压缩,以生成可变长度的压缩数据。