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    • 2. 发明授权
    • Method and apparatus for effective level of detail selection
    • 有效的细节选择水平的方法和装置
    • US06204857B1
    • 2001-03-20
    • US09061383
    • 1998-04-16
    • Thomas A. PiazzaMichael MantorRalph Clayton TaylorVal Gene Cook
    • Thomas A. PiazzaMichael MantorRalph Clayton TaylorVal Gene Cook
    • G06T1140
    • G06T15/04
    • Method and apparatus for rendering texture to an object to be displayed on a pixel screen display. This technique makes use of linear interpolation between perspectively correct texture address to calculate rates of change of individual texture addresses components to determine a selection of the correct LOD map to use and intermediate texture addresses for pixels of the object between the perspectively correct addresses. The method first determines perspectively correct texture address values associated with four corners of a predefined span or grid of pixels. Then, a linear interpolation technique is implemented to calculate a rate of change of texture address components in the screen x and y directions for pixels between the perspectively bound span corners. This linear interpolation technique is performed in both screen directions to thereby create a potentially unique level of detail value for each pixel, which is then used as an index to select the correct pre-filtered LOD texture map. When mapping an individually determined LOD value per pixel, the effect of producing undesirable artifacts that may appear if a single LOD for an entire span or polygon is used, is obviated.
    • 用于将纹理渲染到要在像素屏幕显示上显示的对象的方法和装置。 该技术利用透视正确的纹理地址之间的线性插值来计算各个纹理地址分量的变化率,以确定正确的LOD映射的使用选择,以及在透视正确的地址之间对象的像素的中间纹理地址。 该方法首先确定与预定义跨度或像素网格的四个角相关联的透视正确的纹理地址值。 然后,实现线性插值技术,以计算在透视边界角之间的像素的屏幕x和y方向上的纹理地址分量的变化率。 这种线性插值技术在两个屏幕方向上执行,从而为每个像素创建潜在唯一的细节值级,然后将其用作选择正确的预滤波LOD纹理图的索引。 当映射每个像素的单独确定的LOD值时,如果使用整个跨度或多边形的单个LOD,则可能出现产生不期望的伪影的效果。
    • 3. 发明授权
    • Method and apparatus for effective level of detail selection
    • 有效的细节选择水平的方法和装置
    • US06639598B2
    • 2003-10-28
    • US09735037
    • 2000-12-12
    • Thomas A. PiazzaMichael MantorRalph Clayton TaylorVal Gene Cook
    • Thomas A. PiazzaMichael MantorRalph Clayton TaylorVal Gene Cook
    • G06T1700
    • G06T15/04
    • Method and apparatus for rendering texture to an object to be displayed on a pixel screen display. This technique makes use of linear interpolation between perspectively correct texture address to calculate rates of change of individual texture addresses components to determine a selection of the correct LOD map to use and intermediate texture addresses for pixels of the object between the perspectively correct addresses. The method first determines perspectively correct texture address values associated with four corners of a predefined span or grid of pixels. Then, a linear interpolation technique is implemented to calculate a rate of change of texture address components in the screen x and y directions for pixels between the perspectively bound span corners. This linear interpolation technique is performed in both screen directions to thereby create a potentially unique level of detail value for each pixel, which is then used as an index to select the correct pre-filtered LOD texture map. When mapping an individually determined LOD value per pixel, the effect of producing undesirable artifacts that may appear if a single LOD for an entire span or polygon is used, is obviated.
    • 用于将纹理渲染到要在像素屏幕显示上显示的对象的方法和装置。 该技术利用透视正确的纹理地址之间的线性内插来计算单个纹理地址分量的变化率,以确定正确的LOD图的使用选择,以及在透视正确的地址之间对象的像素的中间纹理地址。 该方法首先确定与预定义跨度或像素网格的四个角相关联的透视正确的纹理地址值。 然后,实现线性插值技术,以计算在透视边界角之间的像素的屏幕x和y方向上的纹理地址分量的变化率。 这种线性插值技术在两个屏幕方向上执行,从而为每个像素创建潜在唯一的细节值级,然后将其用作选择正确的预滤波LOD纹理图的索引。 当映射每个像素的单独确定的LOD值时,如果使用整个跨度或多边形的单个LOD,则可能出现产生不期望的伪影的效果。
    • 4. 发明授权
    • Method and apparatus to efficiently interpolate polygon attributes in
two dimensions at a prescribed clock rate
    • 以规定的时钟速率有效地在多维属性中插入多边形属性的方法和装置
    • US6072505A
    • 2000-06-06
    • US53589
    • 1998-04-01
    • Thomas A. PiazzaR. Scott HartogMichael MantorJeffrey D. PotterRalph Clayton TaylorMichael A. Mang
    • Thomas A. PiazzaR. Scott HartogMichael MantorJeffrey D. PotterRalph Clayton TaylorMichael A. Mang
    • G06T3/40G06T1/00G06F15/00
    • G06T3/403
    • A rasterizer comprised of a bounding box calculator, a plane converter, a windower, and incrementers. For each polygon to be processed, a bounding box calculation is performed which determines the display screen area, in spans, that totally encloses the polygon and passes the data to the plane converter. The plane converter also receives as input attribute values for each vertex of the polygon. The plane converter computes planar coefficients for each attribute of the polygon, for each of the edges of the polygon. The plane converter unit computes the start pixel center location at a start span and a starting coefficient value at that pixel center. The computed coefficients also include the rate of change or gradient, for each polygon attribute in the x and y directions, respectively. The plane converter also computes line coefficients for each of the edges of the polygon. Line equation values are passed through to the windower where further calculations allow the windower to determine which spans are either covered or intersected by the polygon. The incrementers receive the span coverage data from the windower in addition to receiving planar coefficient values from the plane converter. The incrementers utilize the data from both the windower and plane converter to walk or traverse the polygon in those intersected spans, pixel by pixel. As the incrementer visits each pixel, vertex attribute values are interpolated to each pixel.
    • 由边界计算器,平面转换器,加窗器和加法器构成的光栅化器。 对于要处理的每个多边形,执行边界框计算,其确定完全包围多边形并将数据传递到平面转换器的跨度的显示屏幕区域。 平面转换器还接收多边形的每个顶点的输入属性值。 平面转换器为多边形的每个边缘计算多边形的每个属性的平面系数。 平面转换器单元计算开始跨度处的开始像素中心位置和该像素中心处的起始系数值。 所计算的系数也分别包括x和y方向上每个多边形属性的变化率或梯度。 平面转换器还为多边形的每个边缘计算线系数。 线路方程值被传递到风力发电机,进一步的计算允许风轮确定哪个跨度被多边形覆盖或相交。 除了从平面转换器接收平面系数值之外,增量器还接收来自风力发电机的跨距覆盖数据。 增量器利用来自两台风力发电机和平面转换器的数据逐行扫描或横穿那些相交的跨度中的多边形。 随着增量器访问每个像素,顶点属性值被内插到每个像素。
    • 5. 发明授权
    • 3-D rendering texture caching scheme
    • 3-D渲染纹理缓存方案
    • US07050063B1
    • 2006-05-23
    • US09502994
    • 2000-02-11
    • Michael MantorJohn Austin CareyRalph Clayton TaylorThomas A. PiazzaJeffrey D. PotterAngel E. Socarras
    • Michael MantorJohn Austin CareyRalph Clayton TaylorThomas A. PiazzaJeffrey D. PotterAngel E. Socarras
    • G09G5/00
    • G09G5/39G06T1/60G06T15/04G09G3/003G09G2360/121
    • A 3D rendering texture caching scheme that minimizes external bandwidth requirements for texture and increases the rate at which textured pixels are available. The texture caching scheme efficiently pre-fetches data at the main memory access granularity and stores it in cache memory. The data in the main memory and texture cache memory is organized in a manner to achieve large reuse of texels with a minimum of cache memory to minimize cache misses. The texture main memory stores a two dimensional array of texels, each texel having an address and one of N identifiers. The texture cache memory has addresses partitioned into N banks, each bank containing texels transferred from the main memory that have the corresponding identifier. A cache controller determines which texels need to be transferred from the texture main memory to the texture cache memory and which texels are currently in the cache using a least most recently used algorithm. By labeling the texture map blocks (double quad words), a partitioning scheme is developed which allow the cache controller structure to be very modular and easily realized. The texture cache arbiter is used for scheduling and controlling the actual transfer of texels from the texture main memory into the texture cache memory and controlling the outputting of texels for each pixel to an interpolating filter from the cache memory.
    • 3D渲染纹理缓存方案,可最大限度地减少纹理的外部带宽需求,并提高纹理像素可用的速率。 纹理缓存方案有效地预取主存储器访问粒度的数据并将其存储在高速缓冲存储器中。 主存储器和纹理高速缓冲存储器中的数据被组织成以最小的高速缓冲存储器实现大量的纹理复用的重用,以最小化高速缓存未命中。 纹理主存储器存储纹素的二维阵列,每个纹素具有地址和N个标识符之一。 纹理高速缓冲存储器具有分割成N个存储体的地址,每个存储体包含从主存储器传送的具有相应标识符的纹素。 高速缓存控制器使用最近最少使用的算法来确定哪个纹素需要从纹理主存储器传送到纹理高速缓存存储器以及哪个纹素目前在高速缓存中。 通过标记纹理贴图块(双四字),开发了一种分区方案,允许高速缓存控制器结构非常模块化,轻松实现。 纹理高速缓存仲裁器用于调度和控制纹理主体存储器到纹理高速缓存存储器中的纹素的实际传输,并且控制从高速缓冲存储器输出每个像素的纹理像素到内插滤波器。
    • 6. 发明授权
    • Methods and systems for rendering line and point features for display
    • 渲染线和点特征进行显示的方法和系统
    • US06433790B1
    • 2002-08-13
    • US09234133
    • 1999-01-19
    • Ralph Clayton TaylorDaniel B. CliftonDavid GotwaltMichael A. MangThomas A. PiazzaJeffrey D. Potter
    • Ralph Clayton TaylorDaniel B. CliftonDavid GotwaltMichael A. MangThomas A. PiazzaJeffrey D. Potter
    • G09G536
    • G06T11/203G06T11/40G09G5/026G09G5/20
    • A method and system for rendering a feature, such as a line, for display on an array of pixels. With this method, the line is identified on the pixel array, the line is expanded into a polygon, and color values are determined for the pixels within the polygon. Also, an antialiasing region is identified in the polygon, and blend values are computed for the pixels in this antialiasing region. Then, the color values determined for the pixels in the antialiasing region are modified as a function of these computed blend values. The pixels in the antialiasing region may then be shown at their modified color values, while the pixels that are in the polygon but not in the antialising region may be shown at their original determined color value. Preferably, the blend values for the pixels in the antialiasing region are calculated as a function of the locations of the pixels in that region. For example, the blend value for each of these pixels may be calculated as a function of four values, each one representing the Manhattan distance from the pixel to a respective one of the edges of the polygon. Also, preferably the antialiasing region has a uniform width, and this region extends inward from side edges and outward from end edges of the formed polygon.
    • 用于渲染诸如线的特征的方法和系统,用于在像素阵列上显示。 使用该方法,在像素阵列上识别线,将线扩展为多边形,并且确定多边形内的像素的颜色值。 此外,在多边形中识别抗混叠区域,并且为该抗混叠区域中的像素计算混合值。 然后,针对抗锯齿区域中的像素确定的颜色值被修改为这些计算的混合值的函数。 然后可以以其修改的颜色值示出抗锯齿区域中的像素,而可以以其原始确定的颜色值示出处于多边形但不在反偏移区域中的像素。 优选地,根据该区域中的像素的位置来计算抗锯齿区域中的像素的混合值。 例如,可以将这些像素中的每一个的混合值计算为四个值的函数,每个值表示从像素到多边形的相应边缘的曼哈顿距离。 此外,优选地,抗锯齿区域具有均匀的宽度,并且该区域从侧边缘向内延伸并且从形成的多边形的端边缘向外延伸。
    • 8. 发明授权
    • Thread queueing method and apparatus
    • 线程排队方法和设备
    • US08544019B2
    • 2013-09-24
    • US13116245
    • 2011-05-26
    • Hong JiangThomas A. PiazzaBrian D. RauchfussSreedevi ChalasaniSteven J. Spangler
    • Hong JiangThomas A. PiazzaBrian D. RauchfussSreedevi ChalasaniSteven J. Spangler
    • G06F9/46G06F15/00
    • G06F9/546
    • In some embodiments, a method includes receiving a request to generate a thread and supplying a request to a queue in response at least to the received request. The method may further include fetching a plurality of instructions in response at least in part to the request supplied to the queue and executing at least one of the plurality of instructions. In some embodiments, an apparatus includes a storage medium having stored therein instructions that when executed by a machine result in the method. In some embodiments, an apparatus includes circuitry to receive a request to generate a thread and to queue a request to generate a thread in response at least to the received request. In some embodiments, a system includes circuitry to receive a request to generate a thread and to queue a request to generate a thread in response at least to the received request, and a memory unit to store at least one instruction for the thread.
    • 在一些实施例中,一种方法包括接收生成线程的请求并至少响应于所接收的请求向队列提供请求。 该方法还可以包括至少部分地响应于提供给队列的请求并且执行多个指令中的至少一个指令来获取多个指令。 在一些实施例中,装置包括存储介质,其中存储有当机器执行时产生该方法的指令。 在一些实施例中,一种装置包括用于接收生成线程的请求并至少对接收到的请求作出响应来排队请求生成线程的电路。 在一些实施例中,系统包括电路,用于接收生成线程的请求,并至少响应于所接收到的请求来对请求进行排队以生成线程;以及存储器单元,用于存储线程的至少一条指令。