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    • 3. 发明申请
    • Techniques for Render Pass Dependencies in an API
    • API中渲染通过依赖关系的技术
    • US20160077896A1
    • 2016-03-17
    • US14856468
    • 2015-09-16
    • NVIDIA Corporation
    • Jeffrey Bolz
    • G06F9/54
    • G06F9/54
    • Techniques for passing dependencies in an application programming interface API includes identifying a plurality of passes of execution commands. For each set of passes, wherein one pass is a destination pass and the other pass is a source pass to each other, one or more dependencies, of one or more dependency types, are determined between the execution commands of the destination pass and the source pass. Pass objects are then created for each identified pass, wherein each pass object records the execution commands and dependencies between the corresponding destination and source passes.
    • 用于在应用程序编程接口API中传递依赖性的技术包括识别执行命令的多个遍。 对于每组通行证,其中一个通行证是目的地通行证,另一个通行证是彼此的源代码,一个或多个依赖类型的一个或多个依赖关系在目的地通行证的执行命令和源之间确定 通过。 然后为每个识别的通过创建传递对象,其中每个传递对象记录执行命令和对应的目标和源程序之间的依赖关系。
    • 6. 发明申请
    • SURFACE RESOURCE VIEW HASH FOR COHERENT CACHE OPERATIONS IN TEXTURE PROCESSING HARDWARE
    • 表面资源浏览用于纹理加工硬件中的高速缓存操作
    • US20150089151A1
    • 2015-03-26
    • US14037212
    • 2013-09-25
    • NVIDIA CORPORATION
    • Jeffrey BolzPatrick R. BROWNSteven J. HEINRICHDale L. KIRKLANDJoel MCCORMACK
    • G06F12/08
    • G06F12/0815G06F12/1018G06F12/128G06F2212/455Y02D10/13
    • Techniques are disclosed for performing memory access operations. A texture unit receives a memory access operation that includes a tuple associated with a first view in a plurality of views. The texture unit retrieves a first hash value associated with a first texture header in a plurality of texture headers, where the first texture header is related to the first view. The texture unit retrieves a second hash value associated with a second texture header in the plurality of texture headers, where the second texture header is related to a second view. The texture unit determines whether the first view is potentially aliased with the second view, based on the first and second hash values. If so, then the texture unit invalidates a cache entry in a cache memory associated with the second texture header. Otherwise, the texture unit maintains the cache entry.
    • 公开了用于执行存储器访问操作的技术。 纹理单元接收包括与多个视图中的第一视图相关联的元组的存储器访问操作。 纹理单元检索与多个纹理标题中的第一纹理标题相关联的第一散列值,其中第一纹理标题与第一视图相关。 纹理单元检索与多个纹理标题中的第二纹理标题相关联的第二散列值,其中第二纹理标题与第二视图相关。 基于第一和第二哈希值,纹理单元确定第一视图是否与第二视图潜在地别名。 如果是,则纹理单元使与第二纹理头相关联的高速缓冲存储器中的高速缓存条目无效。 否则,纹理单元维护高速缓存条目。
    • 9. 发明申请
    • METHODS OF ELIMINATING REDUNDANT RENDERING OF FRAMES
    • 消除框架冗余渲染的方法
    • US20150242988A1
    • 2015-08-27
    • US14627496
    • 2015-02-20
    • Nvidia Corporation
    • Jeffrey BolzXinheng LiEric LumEmmett Kilgariff
    • G06T1/20G06T3/40G06T11/60
    • G06T1/20
    • A method for reducing redundant rendering of frames includes receiving draw calls including state information for a frame. The method includes generating respective bounding boxes for the draw calls. The bounding box is generated based on vertex data, vertex programs and transformation matrices. The method includes comparing the draw calls of the frame to the draw calls of one or more previous frames and identifying draw calls that are not identical in the compared frames. The method includes identifying the bounding boxes containing altered regions of the frames based on the draw calls that are not identical in the compared frames. The method includes reducing the altered regions into a smaller set of clip rectangles and rendering only inside the clip rectangles.
    • 用于减少帧的冗余渲染的方法包括接收包括帧的状态信息的绘制呼叫。 该方法包括为绘制调用生成相应的边界框。 边界框是基于顶点数据,顶点程序和变换矩阵生成的。 该方法包括将帧的绘制调用与一个或多个先前帧的绘制调用进行比较,并且识别在比较帧中不相同的绘制调用。 该方法包括基于在比较帧中不相同的绘制调用来识别包含帧的改变区域的边界框。 该方法包括将改变的区域减少为较小的一组剪辑矩形并且仅在剪辑矩形内部呈现。