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    • 2. 发明授权
    • Color format conversion in a parallel processor
    • 并行处理器中的颜色格式转换
    • US5798753A
    • 1998-08-25
    • US398111
    • 1995-03-03
    • Chang-Guo ZhouDaniel S. Rice
    • Chang-Guo ZhouDaniel S. Rice
    • H04N9/67G06T1/20H04N9/64G06F15/00
    • H04N9/641
    • A pixel of a color video image is converted from one color format having luminance and chrominance signals, e.g., YUV format, to a destination format, e.g., RGB or CMY formats, by forming luminance and chrominance component words which include partitioned words representing various color components of the luminance and chrominance signals. The luminance and chrominance component words are summed using a partitioned addition operation to thereby accumulate the various color components of the luminance and chrominance signals simultaneously and in parallel. Formation of the luminance and chrominance component words is, in some instances, done by a load and store unit of a central processing unit while a graphics execution unit simultaneously sums the luminance and chrominance components using the partitioned addition operation. By using this technique, conversion of pixels of a color motion image from YUV format to a different format, e.g., RGB format, is reduced from approximately 20 instruction cycles per pixel to generally less than 2.5 instruction cycles per pixel. Such a reduction in processing requirements has enabled full real-time rendering, e.g., thirty frames per second, of full-sized, digital NTSC, MPEG-compressed, motion video images using only a central processing unit and appropriately configured computer software. No additional, special-purpose hardware components were needed.
    • 通过形成包括表示各种颜色的分割字的亮度和色度分量字,将彩色视频图像的像素从具有亮度和色度信号(例如YUV格式)的一种颜色格式转换为目的地格式,例如RGB或CMY格式 亮度和色度信号的分量。 亮度和色度分量词使用分割加法运算相加,从而同时和并行地累积亮度和色度信号的各种颜色分量。 在一些情况下,亮度和色度分量词的形成由中央处理单元的加载和存储单元完成,而图形执行单元使用分区加法运算来同时对亮度和色度分量求和。 通过使用这种技术,从YUV格式的颜色运动图像的像素到不同格式(例如,RGB格式)的转换从每像素的大约20个指令周期减少到每个像素通常小于2.5个指令周期。 这样的处理要求的降低使得仅使用中央处理单元和适当配置的计算机软件的全尺寸,数字NTSC,MPEG压缩,运动视频图像的全实时渲染,例如,每秒30帧。 不需要额外的专用硬件组件。