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    • 61. 发明授权
    • Efficient method for storing texture maps in multi-bank memory
    • 将纹理贴图存储在多行存储器中的高效方法
    • US06246422B1
    • 2001-06-12
    • US09144863
    • 1998-09-01
    • Brian EmberlingMichael G. Lavelle
    • Brian EmberlingMichael G. Lavelle
    • G06T1140
    • G06F12/0607G06T15/04
    • A method for storing mip map series in a multi-bank texture memory is disclosed. Each mip map has a different size and represents a different resolution version of a texture map image that is to be mapped onto a three dimensional object comprising one or more polygons. To prevent page faults when accessing corresponding texels in consecutive mip maps, each mip map is divided in two halves. The halves are stored in different banks of the multi-bank texture memory. The banks used are alternated so that corresponding texels in consecutive mip maps are stored in different memory banks. Mip maps may be categorized as large or small, with all small mip maps after the first being stored in their entirety in one memory bank. Small mip maps are those that are equal to or smaller than the page size of the multi-bank texture memory. A computer system, graphics subsystem, and software program capable to efficiently store mip map series in a multi-bank texture memories are also disclosed.
    • 公开了一种在多组织纹理存储器中存储mip映射序列的方法。 每个mip映射具有不同的大小,并且表示要映射到包括一个或多个多边形的三维对象的纹理映射图像的不同分辨率版本。 为了防止在连续的mip地图访问相应的纹素时出现页面错误,每个mip映射被分成两半。 一半存储在多银行纹理存储器的不同库中。 使用的存储体是交替的,使得连续mip映射中的相应纹素被存储在不同的存储体中。 Mip地图可能被分类为大或小,所有小的mip地图首先被全部存储在一个存储器中。 小的mip映射是等于或小于多存储库纹理存储器的页面大小的映射。 还公开了能够有效地将mip映射序列存储在多存储体纹理存储器中的计算机系统,图形子系统和软件程序。
    • 64. 发明授权
    • Scalable high performance 3D graphics
    • 可扩展的高性能3D图形
    • US08593468B2
    • 2013-11-26
    • US12898249
    • 2010-10-05
    • Michael F. DeeringMichael G. Lavelle
    • Michael F. DeeringMichael G. Lavelle
    • G06F13/14G06F12/02G06T1/20
    • G06T1/20G06T1/60G06T5/002G06T15/005
    • A high-speed ring topology. In one embodiment, two base chip types are required: a “drawing” chip, LoopDraw, and an “interface” chip, LoopInterface. Each of these chips have a set of pins that supports an identical high speed point to point unidirectional input and output ring interconnect interface: the LoopLink. The LoopDraw chip uses additional pins to connect to several standard memories that form a high bandwidth local memory sub-system. The LoopInterface chip uses additional pins to support a high speed host computer host interface, at least one video output interface, and possibly also additional non-local interconnects to other LoopInterface chip(s).
    • 高速环形拓扑。 在一个实施例中,需要两种基本芯片类型:“绘图”芯片,LoopDraw和“接口”芯片,LoopInterface。 每个芯片都有一组引脚,支持相同的高速点对点输入和输出环互连接口:LoopLink。 LoopDraw芯片使用额外的引脚连接到形成高带宽本地存储器子系统的多个标准存储器。 LoopInterface芯片使用额外的引脚来支持高速主机主机接口,至少一个视频输出接口,以及可能与其他LoopInterface芯片的附加非本地互连。
    • 67. 发明授权
    • Dynamically adjusting a number of rendering passes in a graphics system
    • 动态调整图形系统中的渲染通过次数
    • US06975322B2
    • 2005-12-13
    • US10383234
    • 2003-03-06
    • Michael G. Lavelle
    • Michael G. Lavelle
    • G06T15/00G06F12/02G09G5/399
    • G06T15/005
    • A graphics system includes a hardware accelerator and a frame buffer. The frame buffer includes a sample storage area and a double-buffered display pixel area. The hardware accelerator is operable to (a) render a stream of primitives into samples, (b) store the samples into the sample storage area of the frame buffer, (c) read the samples from the sample storage area, (d) filter the samples to generate pixels, and (e) store the pixels into a first buffer of the display pixel area of the frame buffer. Furthermore, the hardware accelerator is operable to perform (a), (b), (c), (d) and (e) one or more times on one or more corresponding streams of primitives to complete a frame of an animation before passing control of the first buffer to a video output processor.
    • 图形系统包括硬件加速器和帧缓冲器。 帧缓冲器包括样本存储区域和双缓冲显示像素区域。 硬件加速器可操作以(a)将原始流渲染为样本,(b)将样本存储到帧缓冲器的样本存储区域中,(c)从样本存储区域读取样本,(d)过滤 用于生成像素的样本,以及(e)将像素存储到帧缓冲器的显示像素区域的第一缓冲器中。 此外,硬件加速器可操作地在一个或多个相应的图元流上执行(a),(b),(c),(d)和(e)一次或多次以在通过控制之前完成动画的帧 的第一个缓冲区到视频输出处理器。
    • 69. 发明授权
    • Vertex assembly buffer and primitive launch buffer
    • 顶点汇编缓冲区和原始启动缓冲区
    • US06816161B2
    • 2004-11-09
    • US10060969
    • 2002-01-30
    • Michael G. LavelleHuang PanAnthony S. Ramirez
    • Michael G. LavelleHuang PanAnthony S. Ramirez
    • G06F1300
    • G06T15/005
    • A graphics system and method for processing geometry compressed, three-dimensional graphics data are disclosed. After transforming and lighting each vertex, a vertex data stream is decompressed using connectivity information, and vertexes are reassembled into geometric primitives. The connectivity information may include mesh buffer references, vertex tags, or other types of information. Independent buffers, queues, and/or caches are used to simultaneously store: (a) vertex data for the next several primitives, (b) vertex data that will be reused, (c) vertex tags, (d) control tags, (e) vertex data being assembled into a primitive, and (f) an assembled primitive ready to be launched. The assembled primitive may be clip tested for visibility in a defined viewport, before investing time to have the primitive processed into pixel data for display. The independent buffers, queues, and/or caches may also enable the vertex processing steps to be performed in parallel and at different rates.
    • 公开了用于处理几何压缩的三维图形数据的图形系统和方法。 在对每个顶点进行变换和点亮之后,使用连通性信息解压缩顶点数据流,并将顶点重新组合成几何图元。 连接信息可以包括网格缓冲器引用,顶点标签或其他类型的信息。 独立缓冲区,队列和/或高速缓存用于同时存储:(a)下一个原语的顶点数据,(b)将被重用的顶点数据,(c)顶点标签,(d)控制标签,(e )顶点数据被组装成原始图形,(f)准备启动的组合原始图形。 在投入时间以将原始图像处理成像素数据进行显示之前,组合的原始图像可以在定义的视口中进行剪辑测试。 独立缓冲器,队列和/或高速缓存也可以使顶点处理步骤以并行且不同的速率执行。