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    • 2. 发明授权
    • Graphic system with read/write overlap detector
    • 具有读/写重叠检测器的图形系统
    • US5870109A
    • 1999-02-09
    • US870482
    • 1997-06-06
    • Joel J. McCormackChristopher C. GianosAndrew V. HoarLarry D. SeilerNorman P. JouppiJames T. Claffey
    • Joel J. McCormackChristopher C. GianosAndrew V. HoarLarry D. SeilerNorman P. JouppiJames T. Claffey
    • G09G5/377G06T7/00G09G5/39G09G5/393G09G5/36
    • G09G5/393
    • A graphics system for storing and editing graphic images represented by digital data, includes a frame memory for storing pixel data representing graphic images including first and second graphic objects. The pixel data is stored at addresses, each being associated with one or more graphic fragment forming the first and second graphic objects. First and second addresses are respectively associated with those of the graphic fragments forming the first and second graphic objects. A memory controller controls writing and reading the pixel data to and from the frame memory. A fragment editor is provided to receive the pixel data read from the first address and modify the associated fragment with the received pixel data so as to form modified pixel data. An address detector detects the first address responsive to a request to read the pixel data from the first address and the second address responsive to a subsequent request to read pixel data from the second address. The detector compares the detected first and second addresses to identify an overlap of the first and second graphic objects. If an overlap is identified, the controller controls the writing of the modified pixel data to the first address before the reading of the pixel data from the second address.
    • 用于存储和编辑由数字数据表示的图形图像的图形系统包括用于存储表示包括第一和第二图形对象的图形图像的像素数据的帧存储器。 像素数据存储在地址处,每个地址与形成第一和第二图形对象的一个​​或多个图形片段相关联。 第一和第二地址分别与形成第一和第二图形对象的图形片段的相关联。 存储器控制器控制向帧存储器写入和读取像素数据。 提供片段编辑器以接收从第一地址读取的像素数据,并修改与接收到的像素数据相关联的片段,以便形成修改后的像素数据。 地址检测器响应于从第一地址读取像素数据的请求并响应于从第二地址读取像素数据的后续请求而检测第一地址。 检测器将检测到的第一和第二地址进行比较以识别第一和第二图形对象的重叠。 如果识别出重叠,则在从第二地址读取像素数据之前,控制器控制将修改的像素数据写入第一地址。
    • 3. 发明授权
    • Pre-filtered antialiased lines using distance functions
    • 使用距离函数的预滤波抗锯齿线
    • US06329977B1
    • 2001-12-11
    • US09037412
    • 1998-03-10
    • Robert S. McNamaraJoel J. McCormackNorman P. JouppiJames T. ClaffeyJames M. KnittelLarry D. Seiler
    • Robert S. McNamaraJoel J. McCormackNorman P. JouppiJames T. ClaffeyJames M. KnittelLarry D. Seiler
    • G09G510
    • G09G5/20G06T11/203
    • A computer graphics system renders an image on a display device using improved pre-filtering techniques that minimize aliasing artifacts in the image, particularly at the endpoints of lines. To anti-alias the image, a plurality of edges are placed near a line in the image. An edge function represents the edge. This edge function is multiplied by a scale factor to produce a distance function. This scale factor is the reciprocal of the Euclidean length of the line. The distance function is evaluated to determine the distance of selected pixels from each edge in units of pixels. These distances determine the intensity value for each selected pixel. Pixels on or beyond an edge, with respect to the line, are given a minimum intensity value; pixels inside all edges are given intensity values corresponding to their distances from the edge. An intensity function describing a relationship between pixel distances from the edges and their corresponding intensity values is developed. The intensity function can be implemented in a look-up table or approximated with hardware.
    • 计算机图形系统使用改进的预滤波技术在显示设备上呈现图像,该技术最小化图像中的混叠伪像,特别是在线的端点处。 为了使图像反锯齿,多个边缘放置在图像中的一行附近。 边缘函数表示边缘。 该边缘函数乘以比例因子以产生距离函数。 该比例因子是线的欧几里德长度的倒数。 评估距离函数以确定每个边缘中所选像素的距离(以像素为单位)。 这些距离决定了每个所选像素的强度值。 相对于线,边缘以上的像素被赋予最小强度值; 所有边缘内的像素都具有与其距离边缘的距离对应的强度值。 开发描述从边缘的像素距离与其对应的强度值之间的关系的强度函数。 强度函数可以在查找表中实现或用硬件近似。
    • 5. 发明授权
    • Method for providing improved graphics performance through atypical
pixel storage in video memory
    • 用于通过视频存储器中的非典型像素存储提供改进的图形性能的方法
    • US5781201A
    • 1998-07-14
    • US642149
    • 1996-05-01
    • Joel J. McCormackRobert S. McNamaraLarry D. SeilerChristopher C. Gianos
    • Joel J. McCormackRobert S. McNamaraLarry D. SeilerChristopher C. Gianos
    • G09G5/39G09G5/393G09G5/36
    • G09G5/39G09G2360/123
    • A method for improving the performance of a graphics system includes the steps of allocating appropriate pixels to slices of memory such that corresponding subsets of bits of neighboring pixels are allocated to different slices of memory, where `neighboring pixels` includes both consecutive pixels in a scan line, or pixels in consecutive scan lines. In addition, hardware is provided that allows for the individual memory slices to be independently accessed, thus allowed each slice to access data from a different 64 bit word in video memory during one video access period. Controllers which independently access the memory slices are advantageously totally time independent, to allow the most flexibility in the starting and finishing of the access of the memory slice. Performance is further gained by buffering of both the read and write requests to the video memory. Buffering requests allows reads and writes to neighboring locations to be merged to allow for the maximal bus utilization and minimizes the number of stalls in the video subsystem.
    • 用于改善图形系统的性能的方法包括以下步骤:将适当的像素分配给存储器片,使得相邻像素的相应位的子集分配给不同的存储器片段,其中“相邻像素”包括扫描中的两个连续像素 线或像素。 此外,提供了允许独立存取切片的硬件,从而允许每个切片在一个视频访问周期期间从视频存储器中不同的64位字访问数据。 独立地访问存储器片的控制器有利地是完全时间独立的,以允许在存储器片的访问的开始和结束时的最大的灵活性。 通过缓冲读取和写入请求到视频存储器进一步获得性能。 缓冲请求允许对相邻位置的读取和写入被合并以允许最大总线利用率并且使视频子系统中的档位数量最小化。
    • 6. 发明授权
    • Method for increasing the performance of lines drawn into a framebuffer
memory
    • 提高绘制到帧缓冲存储器中的线的性能的方法
    • US5559953A
    • 1996-09-24
    • US270189
    • 1994-07-01
    • Larry D. SeilerRobert S. McNamaraChristopher C. GianosJoel J. McCormack
    • Larry D. SeilerRobert S. McNamaraChristopher C. GianosJoel J. McCormack
    • G09G5/395G06T11/20G09G5/39G06F15/00
    • G06T11/203
    • An apparatus and method for storing pixel data in a video memory having a plurality of slices increases the performance of line drawing by ensuring that for a given pixel, neighboring pixels in neighboring scan lines are stored in separate slices of video memory. One embodiment of the invention includes the step of appending a number of offset bits to the end of each scan line, where the number of offset bits is less than the total number of bits contained in the plurality of slices. Another embodiment of the invention rearranges the pixels of every other scan line. Another embodiment adds an offset number of pixels which is equal to the number of pixels per slice times the number of slices, then alternates ordered pixels with rearranged pixels throughout successive scan lines. Performance is further increased by providing a plurality of memory controllers corresponding to the plurality of slices of memory which may operate asynchronously to interleave memory access commands. Therefore, during line draw operations successive pixels which reside in different slices of memory may be accessed in one command, and subsequent accesses may be interleaved to further increase the performance of line drawing operations.
    • 用于将像素数据存储在具有多个片的视频存储器中的装置和方法通过确保对于给定像素,相邻扫描线中的相邻像素存储在视频存储器的分开的片段中来增加线条绘制的性能。 本发明的一个实施例包括将多个偏移位附加到每个扫描线的末端的步骤,其中偏移位的数量小于多个片中包含的总位数。 本发明的另一实施例重新排列每隔一个扫描线的像素。 另一个实施例将像素的偏移数量相加,每个切片的像素数乘以切片的数量,然后在连续的扫描线中交替排列像素与重新布置的像素。 通过提供与可以异步地操作以交织存储器访问命令的多个存储器片相对应的多个存储器控制器来进一步提高性能。 因此,在线绘制操作期间,可以在一个命令中访问位于不同切片存储器中的连续像素,并且随后的访问可以被交织以进一步增加线绘图操作的性能。
    • 7. 发明授权
    • System and method for determining illumination of a pixel by shadow planes
    • 用于通过阴影平面确定像素的照明的系统和方法
    • US07924281B2
    • 2011-04-12
    • US10906852
    • 2005-03-09
    • Stephen L. MoreinLarry D. SeilerMichael DoggettJocelyn Houle
    • Stephen L. MoreinLarry D. SeilerMichael DoggettJocelyn Houle
    • G06T15/50
    • G06T15/50G06T15/005G06T15/60G06T15/80G06T2215/12
    • A graphics processing circuit includes a pixel shader operative to provide pixel color information in response to image data representing a scene to be rendered; a texture circuit, coupled to the pixel shader, operative to determine a luminance value to be applied to a pixel of interest based on the luminance values of the pixels that define a plane including the pixel of interest; and a render back end circuit, coupled to the texture circuit, operative to compute the luminance values from a shadow map that specifies the distance from the light source of the nearest object at a plurality of locations. A pixel illumination method includes receiving color information for a pixel to be rendered, defining a plane containing at least one pixel of interest, the plane including a plurality of planar values; comparing the plurality of planar values to a corresponding set of distance values; determining a luminance value for the at least one pixel of interest; and applying the luminance value to the at least one pixel of interest.
    • 图形处理电路包括像素着色器,用于响应于表示要渲染的场景的图像数据而提供像素颜色信息; 耦合到像素着色器的纹理电路,用于基于限定包括感兴趣像素的平面的像素的亮度值来确定要施加到感兴趣像素的亮度值; 以及耦合到纹理电路的渲染后端电路,用于从阴影图计算亮度值,所述阴影贴图指定在多个位置处距离最近物体的光源的距离。 像素照明方法包括:接收要渲染的像素的颜色信息,定义包含至少一个感兴趣像素的平面,所述平面包括多个平面值; 将所述多个平面值与相应的一组距离值进行比较; 确定所述感兴趣的所述至少一个像素的亮度值; 以及将所述亮度值应用于所述至少一个感兴趣的像素。
    • 8. 发明授权
    • Method and apparatus for volume rendering with multiple depth buffers
    • 具有多个深度缓冲区的体绘制方法和装置
    • US06310620B1
    • 2001-10-30
    • US09219059
    • 1998-12-22
    • Hugh C. LauerLarry D. Seiler
    • Hugh C. LauerLarry D. Seiler
    • G06T1700
    • G06T15/405
    • A method for rendering a three-dimensional volume onto a two-dimensional image plane partitions translucent portions of the volume as defined by polygons into layers. The layers are sorted in a front-to-back order. A near color buffer is set to a transparent color, and a near depth buffer is set to a near clip surface. Then, the layers are processed in the sorted order by initializing a far color buffer to a background color, initializing a far depth buffer to a far clip surface, drawing a current layer into the far color and depth buffers, and rendering the volume, from the near clip surface to the far clip surface, into the near color and depth buffers. After all of the layers have been processed the far color buffer is reinitialized to the background color, the far depth buffer is reinitialized to the far clip surface, and the volume, from the near clip surface to the far clip surface, is rendered into the near color and depth buffers.
    • 将三维体积渲染到二维图像平面上的方法将由多边形定义的体积的半透明部分分成多个层。 这些图层按照前后顺序进行排序。 将近色缓冲器设置为透明颜色,并将近深度缓冲区设置为近的剪辑表面。 然后,通过将远彩色缓冲区初始化为背景颜色,将远距离缓冲区初始化为远剪辑表面,将当前图层绘制为远色和深度缓冲区,并将卷从 近剪辑表面到远的剪辑表面,进入近彩色和深度缓冲区。 在处理所有层之后,将远色缓冲区重新初始化为背景颜色,远深度缓冲区将重新初始化为远剪辑表面,并将从近剪辑表面到远剪辑表面的卷呈现为 靠近颜色和深度缓冲区。