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    • 81. 发明授权
    • Program flow control for multiple divergent SIMD threads using a minimum resume counter
    • 使用最小恢复计数器对多个发散SIMD线程进行程序流控制
    • US08832417B2
    • 2014-09-09
    • US13227274
    • 2011-09-07
    • Lin ChenDavid Rigel Garcia GarciaAndrew E. GruberGuofang Jiao
    • Lin ChenDavid Rigel Garcia GarciaAndrew E. GruberGuofang Jiao
    • G06F9/38
    • G06F9/3887G06F9/322G06F9/3851
    • This disclosure describes techniques for handling divergent thread conditions in a multi-threaded processing system. In some examples, a control flow unit may obtain a control flow instruction identified by a program counter value stored in a program counter register. The control flow instruction may include a target value indicative of a target program counter value for the control flow instruction. The control flow unit may select one of the target program counter value and a minimum resume counter value as a value to load into the program counter register. The minimum resume counter value may be indicative of a smallest resume counter value from a set of one or more resume counter values associated with one or more inactive threads. Each of the one or more resume counter values may be indicative of a program counter value at which a respective inactive thread should be activated.
    • 本公开描述了用于处理多线程处理系统中的发散线程状况的技术。 在一些示例中,控制流程单元可以获得由存储在程序计数器寄存器中的程序计数器值所标识的控制流程指令。 控制流程指令可以包括指示控制流程指令的目标程序计数器值的目标值。 控制流程单元可以选择目标程序计数器值和最小恢复计数器值之一作为加载到程序计数器寄存器中的值。 最小恢复计数器值可以指示与一个或多个非活动线程相关联的一个或多个恢复计数器值的集合中的最小恢复计数器值。 一个或多个恢复计数器值中的每一个可以指示应该激活相应的非活动线程的程序计数器值。
    • 82. 发明申请
    • TECHNIQUES FOR HANDLING DIVERGENT THREADS IN A MULTI-THREADED PROCESSING SYSTEM
    • 在多螺纹加工系统中处理多条螺纹的技术
    • US20130061027A1
    • 2013-03-07
    • US13227274
    • 2011-09-07
    • Lin ChenDavid Rigel Garcia GarciaAndrew E. GruberGuofang Jiao
    • Lin ChenDavid Rigel Garcia GarciaAndrew E. GruberGuofang Jiao
    • G06F9/38G06F9/30
    • G06F9/3887G06F9/322G06F9/3851
    • This disclosure describes techniques for handling divergent thread conditions in a multi-threaded processing system. In some examples, a control flow unit may obtain a control flow instruction identified by a program counter value stored in a program counter register. The control flow instruction may include a target value indicative of a target program counter value for the control flow instruction. The control flow unit may select one of the target program counter value and a minimum resume counter value as a value to load into the program counter register. The minimum resume counter value may be indicative of a smallest resume counter value from a set of one or more resume counter values associated with one or more inactive threads. Each of the one or more resume counter values may be indicative of a program counter value at which a respective inactive thread should be activated.
    • 本公开描述了用于处理多线程处理系统中的发散线程状况的技术。 在一些示例中,控制流程单元可以获得由存储在程序计数器寄存器中的程序计数器值所标识的控制流程指令。 控制流程指令可以包括指示控制流程指令的目标程序计数器值的目标值。 控制流程单元可以选择目标程序计数器值和最小恢复计数器值之一作为加载到程序计数器寄存器中的值。 最小恢复计数器值可以指示与一个或多个非活动线程相关联的一个或多个恢复计数器值的集合中的最小恢复计数器值。 一个或多个恢复计数器值中的每一个可以指示应该激活相应的非活动线程的程序计数器值。
    • 83. 发明申请
    • DISCARDING OF VERTEX POINTS DURING TWO-DIMENSIONAL GRAPHICS RENDERING USING THREE-DIMENSIONAL GRAPHICS HARDWARE
    • 在使用三维图形硬件的二维图形渲染期间对VERTEX点进行分类
    • US20100141659A1
    • 2010-06-10
    • US12331273
    • 2008-12-09
    • ALEXEI V. BOURDGuofang JiaoJay Chunsup Yun
    • ALEXEI V. BOURDGuofang JiaoJay Chunsup Yun
    • G06T11/20
    • G06T11/203
    • This disclosure describes techniques for removing vertex points during two-dimensional (2D) graphics rendering using three-dimensional (3D) graphics hardware. In accordance with the described techniques one or more vertex points may be removed during 2D graphics rendering using 3D graphics hardware. For example, the techniques may remove redundant vertex points in the display coordinate space by discarding vertex points that have the substantially same positional coordinates in the display coordinate space as a previous vertex point. Alternatively or additionally, the techniques may remove excess vertex points that lie in a straight line. Removing the redundant vertex points or vertex points that lie in a straight line allow for more efficient utilization of the hardware resources of the GPU and increase the speed at which the GPU renders the image for display.
    • 本公开描述了使用三维(3D)图形硬件在二维(2D)图形渲染期间去除顶点的技术。 根据描述的技术,可以使用3D图形硬件在2D图形渲染期间移除一个或多个顶点。 例如,这些技术可以通过丢弃在显示坐标空间中具有与先前顶点相同的位置坐标的顶点来去除显示坐标空间中的冗余顶点。 或者或另外,这些技术可以去除位于直线上的多余顶点。 去除位于直线上的冗余顶点或顶点可以更有效地利用GPU的硬件资源,并提高GPU渲染图像以进行显示的速度。
    • 84. 发明申请
    • Graphics system employing pixel mask
    • 采用像素掩码的图形系统
    • US20080030522A1
    • 2008-02-07
    • US11499200
    • 2006-08-03
    • Angus M. DorbieGuofang Jiao
    • Angus M. DorbieGuofang Jiao
    • G09G5/00
    • G06T11/40
    • The system includes a bounds primitive rasterizer that rasterizes a bounds primitive into a selection of primitive pixels. The selection of primitive pixels bounds a shape to be rendered to a screen. The system also includes a pixel mask generator that generates a pixel mask for the shape. The pixel mask includes mask pixels that each corresponds to one of the primitive pixels. A mask pixel is a covered pixel when the shape covers at least a threshold portion of the mask pixel and is an uncovered pixel when the shape does not cover the mask pixel. The system also includes a pixel screener configured to retain primitive pixels that correspond to covered mask pixels and to discard primitive pixels that correspond to uncovered mask pixels.
    • 该系统包括边界原始光栅化器,其将边界原语光栅化为原始像素的选择。 原始像素的选择限制要呈现到屏幕的形状。 该系统还包括产生形状的像素掩模的像素掩码生成器。 像素掩模包括每个对应于原始像素之一的掩模像素。 当形状覆盖掩模像素的至少阈值部分时,掩模像素是被覆盖的像素,并且当形状不覆盖掩模像素时,掩模像素是未覆盖的像素。 该系统还包括被配置为保留对应于被覆盖的掩模像素的原始像素并且丢弃对应于未覆盖的掩码像素的原始像素的像素筛选器。
    • 85. 发明授权
    • Floating-point complementary depth buffer
    • 浮点互补深度缓冲区
    • US06453065B1
    • 2002-09-17
    • US09778355
    • 2001-02-06
    • Eugene LapidousGuofang Jiao
    • Eugene LapidousGuofang Jiao
    • G06K900
    • G06K9/00G06T15/405
    • A method for evaluating the depth of a pixel in a scene, the scene enclosed in a view volume, the scene to be rendered from a camera position, the view volume having a near and a far plane, includes calculating a depth value for a pixel in the scene, the depth value being generated by a depth function of view distance within the view volume from the camera position, and storing the depth value in a floating-point format, the floating-point format including a mantissa and exponent, where, as the distance of the pixel to the far plane decreases, the absolute magnitude of the depth value generated by the depth function approaches the minimum non-negative number representable by the floating-point format.
    • 一种用于评估场景中的像素的深度,包含在视图体中的场景,从相机位置呈现的场景,具有近距离和远平面的视野体的方法,包括:计算像素的深度值 在场景中,深度值是通过从摄像机位置观看体积内的观看距离的深度函数产生的,并且将深度值以浮点格式存储,该浮点格式包括尾数和指数, 随着像素到远平面的距离减小,深度函数产生的深度值的绝对值接近浮点格式可表示的最小非负数。
    • 86. 发明授权
    • Floating-point complementary depth buffer
    • 浮点互补深度缓冲区
    • US06285779B1
    • 2001-09-04
    • US09365685
    • 1999-08-02
    • Eugene LapidousGuofang Jiao
    • Eugene LapidousGuofang Jiao
    • G06K900
    • G06K9/00G06T15/405
    • A method for evaluating the depth of a pixel in a scene, the scene enclosed in a view volume, the scene to be rendered from a camera position, the view volume having a near and a far plane, includes calculating a depth value for a pixel in the scene, the depth value being generated by a depth function of view distance within the view volume from the camera position, and storing the depth value in a floating-point format, the floating-point format including a mantissa and exponent, where, as the distance of the pixel to the far plane decreases, the absolute magnitude of the depth value generated by the depth function approaches the minimum non-negative number representable by the floating-point format.
    • 一种用于评估场景中的像素的深度,包含在视图体中的场景,从相机位置呈现的场景,具有近距离和远平面的视野体的方法,包括:计算像素的深度值 在场景中,深度值是通过从摄像机位置观看体积内的观看距离的深度函数产生的,并且将深度值以浮点格式存储,该浮点格式包括尾数和指数, 随着像素到远平面的距离减小,深度函数产生的深度值的绝对值接近浮点格式可表示的最小非负数。
    • 89. 发明申请
    • MULTI-STAGE TESSELLATION FOR GRAPHICS RENDERING
    • 用于图形渲染的多阶段测量
    • US20090237401A1
    • 2009-09-24
    • US12052628
    • 2008-03-20
    • Jian WeiGuofang JiaoNing BiChehui Wu
    • Jian WeiGuofang JiaoNing BiChehui Wu
    • G06T17/00
    • G06T11/203
    • This disclosure describes a multi-stage tessellation technique for tessellating a curve during graphics rendering. In particular, a first tessellation stage tessellates the curve into a first set of line segments that each represents a portion of the curve. A second tessellation stage further tessellates the portion of the curve represented by each of the line segments of the first set into additional line segments that more finely represent the shape of the curve. In this manner, each portion of the curve that was represented by only one line segment after the first tessellation stage is represented by more than one line segment after the second tessellation stage. In some instances, more than two tessellation stages may be performed to tessellate the curve.
    • 本公开描述了用于在图形渲染期间细分曲线的多阶段镶嵌技术。 特别地,第一细分阶段将曲线细分为第一组线段,每组线段表示曲线的一部分。 第二细分阶段进一步将由第一组的每个线段表示的曲线的部分细分为更精细地表示曲线形状的附加线段。 以这种方式,在第一细分阶段之后仅由一个线段表示的曲线的每个部分在第二细分阶段之后被多于一个线段表示。 在一些情况下,可以执行多于两个的细分阶段来细分曲线。