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    • 4. 发明授权
    • Primitive composition
    • 原始组成
    • US08872838B2
    • 2014-10-28
    • US13229342
    • 2011-09-09
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • G09G5/00
    • G09G5/00G06F9/451
    • Performing primitive composition within a user interface thread, enhancing the ability to scale a user interface framework to computing devices having limited resources. In one or more embodiments, a user interface thread walks a user interface hierarchy that describes elements of a program's user interface and directly generates static Graphics Processing Unit (GPU) data structures representing at least a portion of the user interface hierarchy. The user interface thread passes the static GPU data structures to a composition thread, which uses these static GPU data structures during generation of a plurality of video frames. This includes the composition thread, based on the static GPU data structures, sending GPU data and GPU commands for the plurality of video frames to a GPU for rendering.
    • 在用户界面线程内执行原始组合,增强将用户界面框架扩展到具有有限资源的计算设备的能力。 在一个或多个实施例中,用户界面线程移动描述程序的用户界面的元素的用户界面层次,并直接生成表示用户界面层次结构的至少一部分的静态图形处理单元(GPU)数据结构。 用户界面线程将静态GPU数据结构传递给组合线程,该线程在生成多个视频帧期间使用这些静态GPU数据结构。 这包括基于静态GPU数据结构的合成线程,将用于多个视频帧的GPU数据和GPU命令发送到GPU进行渲染。
    • 5. 发明授权
    • Primitive rendering using a single primitive type
    • 使用单一原始类型的原始渲染
    • US09153193B2
    • 2015-10-06
    • US13229448
    • 2011-09-09
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • G06T11/20G09G5/00
    • G09G5/00G06T11/20
    • Rendering different types of graphical content using a single primitive type. Embodiments enable graphical elements of different content types representing a scene to be rendered as a batch based on the single primitive type, thereby reducing data transfer and improving processing performance. For example, each graphical element in a batch of graphical elements can rendered based modifications to instances of a template shape, which represents a single primitive type usable for rendering different types of graphical content. The modifications to each instance can include modifying the instance according transformation data, clip data, and/or width and height data to position the instance in a scene, and filling the modified instance according to one or more of shape or brush data corresponding to the graphical element.
    • 使用单个原始类型呈现不同类型的图形内容。 实施例使得不同内容类型的图形元素表示将基于单个基本类型呈现为批处理的场景,从而减少数据传输并提高处理性能。 例如,一批图形元素中的每个图形元素可以对模板形状的实例进行基于渲染的修改,其表示可用于呈现不同类型的图形内容的单个基本类型。 对每个实例的修改可以包括根据转换数据,剪辑数据和/或宽度和高度数据来修改实例以将实例定位在场景中,以及根据对应于该场景的形状或画刷数据中的一个或多个来填充修改后的实例 图形元素。
    • 6. 发明授权
    • Real-time atlasing of graphics data
    • 图形数据的实时整合
    • US08872839B2
    • 2014-10-28
    • US13229405
    • 2011-09-09
    • Brendan J. ClarkAshraf MichailBede JordanGeorge Xin Gao
    • Brendan J. ClarkAshraf MichailBede JordanGeorge Xin Gao
    • G09G5/00
    • G09G5/00G06F3/14G06T11/001
    • Performing real-time atlasing of graphics data and creation and maintenance of texture atlases for applications having dynamic graphics content. Embodiments include allocating a texture atlas configured to store textural elements for use in rendering graphical elements, and providing a graphics processing unit (GPU) access to the texture atlas. During subsequent execution of an application, when a graphical element of the application is to be rendered by the GPU, a block of space can be allocated within the texture atlas and a textural element corresponding to the graphical element can be stored within the allocated block. The GPU therefore has access to the textural element when rendering the graphical element.
    • 对具有动态图形内容的应用程序执行图形数据的实时整合和纹理图形的创建和维护。 实施例包括分配纹理图集,其被配置为存储纹理元素以用于渲染图形元素,以及提供图形处理单元(GPU)对纹理图集的访问。 在应用程序的后续执行期间,当应用程序的图形元素将由GPU呈现时,可以在纹理图集内分配空间块,并且可以将所述图形元素对应的纹理元素存储在所分配的块内。 因此,GPU在渲染图形元素时可以访问纹理元素。
    • 7. 发明申请
    • PRIMITIVE RENDERING USING A SINGLE PRIMITIVE TYPE
    • 使用单一主题类型进行初步渲染
    • US20130063464A1
    • 2013-03-14
    • US13229448
    • 2011-09-09
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • G09G5/00
    • G09G5/00G06T11/20
    • Rendering different types of graphical content using a single primitive type. Embodiments enable graphical elements of different content types representing a scene to be rendered as a batch based on the single primitive type, thereby reducing data transfer and improving processing performance. For example, each graphical element in a batch of graphical elements can rendered based modifications to instances of a template shape, which represents a single primitive type usable for rendering different types of graphical content. The modifications to each instance can include modifying the instance according transformation data, clip data, and/or width and height data to position the instance in a scene, and filling the modified instance according to one or more of shape or brush data corresponding to the graphical element.
    • 使用单个原始类型呈现不同类型的图形内容。 实施例使得不同内容类型的图形元素表示将基于单个基本类型呈现为批处理的场景,从而减少数据传输并提高处理性能。 例如,一批图形元素中的每个图形元素可以对模板形状的实例进行基于渲染的修改,其表示可用于呈现不同类型的图形内容的单个基本类型。 对每个实例的修改可以包括根据转换数据,剪辑数据和/或宽度和高度数据来修改实例以将实例定位在场景中,以及根据对应于该场景的形状或画刷数据中的一个或多个来填充修改后的实例 图形元素。
    • 8. 发明申请
    • REAL-TIME ATLASING OF GRAPHICS DATA
    • 实时绘制图形数据
    • US20130063463A1
    • 2013-03-14
    • US13229405
    • 2011-09-09
    • Brendan J. ClarkAshraf MichailBede JordanGeorge Xin Gao
    • Brendan J. ClarkAshraf MichailBede JordanGeorge Xin Gao
    • G09G5/00
    • G09G5/00G06F3/14G06T11/001
    • Performing real-time atlasing of graphics data and creation and maintenance of texture atlases for applications having dynamic graphics content. Embodiments include allocating a texture atlas configured to store textural elements for use in rendering graphical elements, and providing a graphics processing unit (GPU) access to the texture atlas. During subsequent execution of an application, when a graphical element of the application is to be rendered by the GPU, a block of space can be allocated within the texture atlas and a textural element corresponding to the graphical element can be stored within the allocated block. The GPU therefore has access to the textural element when rendering the graphical element.
    • 对具有动态图形内容的应用程序执行图形数据的实时整合和纹理图形的创建和维护。 实施例包括分配纹理图集,其被配置为存储纹理元素以用于渲染图形元素,以及提供图形处理单元(GPU)对纹理图集的访问。 在应用程序的后续执行期间,当应用程序的图形元素将由GPU呈现时,可以在纹理图集内分配空间块,并且可以将所述图形元素对应的纹理元素存储在所分配的块内。 因此,GPU在渲染图形元素时可以访问纹理元素。
    • 9. 发明申请
    • PRIMITIVE COMPOSITION
    • 主要成分
    • US20130063459A1
    • 2013-03-14
    • US13229342
    • 2011-09-09
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • Gerhard SchneiderBede JordanAshraf MichailBrendan J. ClarkPawel Wiktor Olszta
    • G09G5/00
    • G09G5/00G06F9/451
    • Performing primitive composition within a user interface thread, enhancing the ability to scale a user interface framework to computing devices having limited resources. In one or more embodiments, a user interface thread walks a user interface hierarchy that describes elements of a program's user interface and directly generates static Graphics Processing Unit (GPU) data structures representing at least a portion of the user interface hierarchy. The user interface thread passes the static GPU data structures to a composition thread, which uses these static GPU data structures during generation of a plurality of video frames. This includes the composition thread, based on the static GPU data structures, sending GPU data and GPU commands for the plurality of video frames to a GPU for rendering.
    • 在用户界面线程内执行原始组合,增强将用户界面框架扩展到具有有限资源的计算设备的能力。 在一个或多个实施例中,用户界面线程移动描述程序的用户界面的元素的用户界面层次,并直接生成表示用户界面层次结构的至少一部分的静态图形处理单元(GPU)数据结构。 用户接口线程将静态GPU数据结构传递给组合线程,该线程在生成多个视频帧期间使用这些静态GPU数据结构。 这包括基于静态GPU数据结构的合成线程,将用于多个视频帧的GPU数据和GPU命令发送到GPU进行渲染。