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    • 2. 发明授权
    • Method and apparatus for performing occlusion testing while exploiting frame to frame temporal coherence
    • 用于在利用帧以帧时间相干性的情况下进行遮挡测试的方法和装置
    • US06476806B1
    • 2002-11-05
    • US09292906
    • 1999-04-16
    • Ross CunniffHoward D. StroyanNorman Gee
    • Ross CunniffHoward D. StroyanNorman Gee
    • G06T1700
    • G06T15/40
    • A method and apparatus is provided for performing occlusion testing in a computer graphics display system. The apparatus comprises logic configured to determine whether or not an object of a current image frame was occluded in a previous image frame. If a determination is made that the object was not occluded in the previous image frame, then the logic causes the object of the current image frame to be rendered to a frame buffer of the computer graphics display system. The current and previous image frames are each comprised of a plurality of objects, and the logic determines whether or not each of the objects of the current image frame were occluded in the previous image frame. The logic causes any objects of the current image frame that were not occluded in the previous image frame to be rendered to the frame buffer. Once all of the objects of the current image frame that were not occluded in the previous image frame have been rendered to the frame buffer, the logic determines whether or not any of the rendered objects of the current image frame are occluded. If the logic determines that a particular rendered object of the current image frame is not occluded, the logic determines whether or not the particular object was occluded in the previous image frame. If so, then the logic determines that a prediction error has occurred because the object was not rendered even though it is visible. In accordance with a first embodiment of the present invention, when the logic determines that a prediction error has occurred, it causes the visible object to be rendered to the frame buffer to correct the error. In accordance with a second embodiment of the present invention, the logic waits until all of the objects have been tested and then causes all of the visible objects to be rendered to the frame buffer.
    • 提供了一种在计算机图形显示系统中执行遮挡测试的方法和装置。 该装置包括被配置为确定当前图像帧的对象是否在先前图像帧中被遮挡的逻辑。 如果确定对象在先前图像帧中未被遮挡,则逻辑使得当前图像帧的对象被呈现到计算机图形显示系统的帧缓冲器。 当前和先前的图像帧各自包括多个对象,并且该逻辑确定当前图像帧中的每个对象是否被遮挡在先前的图像帧中。 该逻辑使当前图像帧中未被遮挡的任何对象呈现在帧缓冲器中。 一旦当前图像帧中没有被遮挡在先前图像帧中的所有对象已被呈现给帧缓冲器,则该逻辑确定当前图像帧中的任何渲染对象是否被遮挡。 如果逻辑确定当前图像帧的特定渲染对象不被遮挡,则逻辑确定特定对象是否在先前图像帧中被遮挡。 如果是这样,则逻辑确定已经发生预测错误,因为即使可见对象也没有呈现对象。 根据本发明的第一实施例,当逻辑确定已经发生预测错误时,它使可见对象被渲染到帧缓冲器以校正错误。 根据本发明的第二实施例,逻辑等待直到所有对象都被测试,然后使得所有可见对象被呈现给帧缓冲器。
    • 3. 发明授权
    • System and method for real-time control of hardware in a multiprocessing
environment
    • 用于在多处理环境中实时控制硬件的系统和方法
    • US5842015A
    • 1998-11-24
    • US690425
    • 1996-07-26
    • Ross CunniffJ. Norman Gee
    • Ross CunniffJ. Norman Gee
    • G06F9/46G06F9/52G06F9/00
    • G06F9/52
    • A hardware resource manager for real-time control of a hardware resource in a multiprocessing environment is disclosed. The hardware resource manager performs control and management functions for a limited hardware resource that can be accessed by multiple asynchronous application programs in order to achieve real-time response by the limited hardware resource. The hardware resource manager of the present invention comprises a shared memory buffer and a resource daemon. The shared memory buffer provides for semaphore locking capability so that only one application program may control the hardware resource manager at a time, and virtual memory capability for storing data and command information from the application programs. The resource daemon provides interpretation and processing capability for controlling the limited hardware resource via the data and command information received from the shared memory buffer. In addition, the daemon provides operational functionality that is matched to the type of limited hardware resource with which the hardware resource manager is associated, such as audio hardware or texture mapping hardware.
    • 公开了一种用于在多处理环境中实时控制硬件资源的硬件资源管理器。 硬件资源管理器为有限的硬件资源执行控制和管理功能,可以由多个异步应用程序访问,以便通过有限的硬件资源实现实时响应。 本发明的硬件资源管理器包括共享存储器缓冲器和资源守护进程。 共享内存缓冲区提供信号量锁定功能,因此只有一个应用程序可以一次控制硬件资源管理器,以及用于存储来自应用程序的数据和命令信息的虚拟内存功能。 资源守护进程通过从共享存储器缓冲器接收的数据和命令信息提供用于控制有限硬件资源的解释和处理能力。 此外,守护进程提供与硬件资源管理器相关联的有限硬件资源类型(如音频硬件或纹理映射硬件)匹配的操作功能。
    • 6. 发明授权
    • Method and apparatus for performing H-space bump mapping suitable for implementation with H-space lighting in a graphics pipeline of a computer graphics display system
    • 用于在计算机图形显示系统的图形管线中执行适于实施H空间照明的H空间凹凸贴图的方法和装置
    • US06518968B1
    • 2003-02-11
    • US09573059
    • 2000-05-17
    • Bradford A. RitterRoss Cunniff
    • Bradford A. RitterRoss Cunniff
    • G06T1706
    • G06T15/04
    • The present invention provides a method and apparatus for performing H-space bump mapping. The apparatus of the present invention is a fragment processor of a computer graphics display system. The method of the present invention is performed by the fragment processor. In accordance with the method of the present invention, for each vertex of each polygon being processed, the fragment processor calculates both diffuse and specular lighting terms. Then, for each fragment within the polygon defined by the vertices, the fragment processor interpolates the specular and diffuse lighting terms to obtain diffuse and specular lighting terms for each fragment. If bump mapping has been enabled, the fragment processor adds perturbations to the diffuse and specular lighting terms to generate the bump mapping. Preferably, prior to performing the H-space bump mapping algorithm, texture coordinate gradient vectors are calculated for the image to be rendered. During the H-space bump mapping algorithm of the present invention, the H-space reference vectors are aligned with the texture coordinate gradient vectors. The specular and diffuse lighting terms are calculated using the H-space reference vectors. Since the H-space reference vectors are aligned with the texture coordinate vectors, it is not necessary to transform the specular and diffuse lighting terms into the coordinate system associated with the texture coordinates of the bump map on a per fragment (i.e., per pixel basis). Once the H-space reference vectors have been aligned with the texture coordinate gradient vectors, the algorithm proceeds in the aforementioned manner.
    • 本发明提供一种用于执行H空间凹凸映射的方法和装置。 本发明的装置是计算机图形显示系统的片段处理器。 本发明的方法由片段处理器执行。 根据本发明的方法,对于正在处理的每个多边形的每个顶点,片段处理器计算漫反射和镜面光照项。 然后,对于由顶点定义的多边形内的每个片段,片段处理器内插镜面和漫射照明项,以获得每个片段的漫反射和镜面照明术语。 如果已经启用了凹凸贴图,片段处理器将漫反射和镜面照明项添加到生成凹凸贴图中。 优选地,在执行H空间凹凸贴图算法之前,为要渲染的图像计算纹理坐标梯度向量。 在本发明的H空间凸点映射算法期间,H空间参考矢量与纹理坐标梯度矢量对齐。 使用H空间参考矢量计算镜面和漫射照明项。 由于H空间参考向量与纹理坐标向量对齐,因此不需要在每个片段(即,每像素基础上)将镜面和漫射照明项变换成与凹凸贴图的纹理坐标相关联的坐标系 )。 一旦H空间参考向量已经与纹理坐标梯度向量对齐,则算法以上述方式进行。
    • 7. 发明授权
    • System and method for implementing accumulation buffer operations in texture mapping hardware
    • 用于在纹理映射硬件中实现累加缓冲区操作的系统和方法
    • US06396502B1
    • 2002-05-28
    • US09419373
    • 1999-10-15
    • Ross Cunniff
    • Ross Cunniff
    • G06T1140
    • G06T15/50
    • The present invention is generally directed to a system and method for performing accumulation buffer operations using texture mapping hardware. In accordance with one aspect of the invention, a method is provided that operates by allocating a texture map of equal size as a display screen and copying contents of a frame buffer to the allocated texture map. The method then identifies an accumulation buffer operation and performs the accumulation buffer operation in a fragment unit. Preferably, the fragment unit includes an arithmetic logic unit (ALU) to perform high-speed mathematical operations. Finally, the method directs results of the accumulation buffer operation to the frame buffer, and copies contents of the frame buffer to the allocated texture map.
    • 本发明一般涉及使用纹理映射硬件执行累加缓冲操作的系统和方法。 根据本发明的一个方面,提供了一种通过分配相同尺寸的纹理图作为显示屏并将帧缓冲器的内容复制到所分配的纹理图来进行操作的方法。 然后,该方法识别累加缓冲器操作,并以片段单元执行累加缓冲器操作。 优选地,片段单元包括用于执行高速数学运算的算术逻辑单元(ALU)。 最后,该方法将累加缓冲区操作的结果指向帧缓冲区,并将帧缓冲区的内容复制到分配的纹理映射。
    • 8. 发明授权
    • Multilevel, client-server, large model traverser
    • 多层次,客户端 - 服务器,大型运行器
    • US5945992A
    • 1999-08-31
    • US654652
    • 1996-05-29
    • Ross Cunniff
    • Ross Cunniff
    • G06T1/20G06F9/455
    • G06T1/20
    • In a client-server system in which scenes of objects are displayed by a client which receives data from a server, the rendering of the scene is speeded up by eliminating large amounts of data associated with objects which will not be rendered. This is accomplished by storing the object data in a tree hierarchy, and then first pruning those objects which are outside of the view of the observer in several defined steps. After the objects which will not be rendered have been pruned by the server, the data associated with objects which could not be pruned is transferred to the client over a data path, and the client goes through a number of steps to cull objects which will not be viewed. By utilizing the present invention, the display of graphics objects is significantly enhanced without need to use the former brute force methodology.
    • 在由服务器接收数据的客户端显示对象的场景的客户端 - 服务器系统中,通过消除与不被呈现的对象相关联的大量数据来加速场景的渲染。 这是通过将对象数据存储在树层次结构中,然后首先在几个定义的步骤中修剪在观察者视图外的那些对象来实现的。 在不会被渲染的对象已经被服务器修剪后,与不能修剪的对象相关联的数据通过数据路径被传送到客户端,并且客户机经过多个步骤来剔除不会被删除的对象 被看见 通过利用本发明,显着增强了图形对象的显示,而不需要使用前面的暴力方法。
    • 9. 发明授权
    • Method for polygon decomposition
    • 多边形分解方法
    • US5771045A
    • 1998-06-23
    • US546647
    • 1995-10-23
    • Karen M. GhavamRoss Cunniff
    • Karen M. GhavamRoss Cunniff
    • G06T17/20
    • G06T17/20
    • A method for decomposing a polygon into trapezoids and further decomposing the trapezoids. During the decomposition process, the method classifies vertices having a horizontal edge by traversing the active trapezoid list, and using the trapezoids found in the list to aid in classifying the vertex. When a polygon fully contains another polygon, the method slits a diagonal between the outside polygon and the inside polygon to create a single polygon. During the slitting produces, vertices are duplicated and diagonals connecting to the original vertex are left connected to the original vertex or are connected to the duplicated vertex. The method corrects improper ordering of the inside polygon, and the method provides consistency checks during the decomposition process to detect polygons with intersecting edges.
    • 将多边形分解成梯形并进一步分解梯形的方法。 在分解过程中,该方法通过遍历活动梯形列表来分类具有水平边缘的顶点,并使用列表中找到的梯形来帮助对顶点进行分类。 当多边形完全包含另一个多边形时,该方法将外部多边形和内部多边形之间的对角线切割以创建单个多边形。 在切割生成期间,顶点被重复,连接到原始顶点的对角线连接到原始顶点或连接到重复的顶点。 该方法纠正内部多边形的不正确排序,该方法在分解过程中提供一致性检查,以检测具有相交边的多边形。