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    • 1. 发明申请
    • VGPU: A real time GPU emulator
    • VGPU:实时GPU模拟器
    • US20100214301A1
    • 2010-08-26
    • US12391066
    • 2009-02-23
    • Jinyu LiChen LiGang ChenXin Tong
    • Jinyu LiChen LiGang ChenXin Tong
    • G06T1/00
    • G06T1/20
    • An exemplary method for emulating a graphics processing unit (GPU) includes executing a graphics application on a host computing system to generate commands for a target GPU wherein the host computing system includes host system memory and a different, host GPU; converting the generated commands into intermediate commands; based on one or more generated commands that call for one or more shaders, caching one or more corresponding shaders in a shader cache in the host system memory; based on one or more generated commands that call for one or more resources, caching one or more corresponding resources in a resource cache in the host system memory; based on the intermediate commands, outputting commands for the host GPU; and based on the output commands for the host GPU, rendering graphics using the host GPU where output commands that call for one or more shaders access the one or more corresponding shaders in the shader cache and where output commands that call for one or more resources access the one or more corresponding resources in the resource cache. Other methods, devices and systems are also disclosed.
    • 用于模拟图形处理单元(GPU)的示例性方法包括在主计算系统上执行图形应用以生成目标GPU的命令,其中主计算系统包括主机系统存储器和不同的主机GPU; 将生成的命令转换为中间命令; 基于一个或多个生成的命令来调用一个或多个着色器,将一个或多个对应的着色器缓存在所述主机系统存储器中的着色器高速缓存中; 基于调用一个或多个资源的一个或多个生成的命令,高速缓存所述主机系统存储器中的资源高速缓存中的一个或多个相应的资源; 基于中间命令,输出主机GPU的命令; 并且基于用于主机GPU的输出命令,使用主机GPU渲染图形,其中调用一个或多个着色器的输出命令访问着色器高速缓存中的一个或多个对应的着色器,以及其中调用一个或多个资源访问的输出命令 资源高速缓存中的一个或多个相应的资源。 还公开了其它方法,装置和系统。
    • 2. 发明授权
    • VGPU: a real time GPU emulator
    • VGPU:实时GPU模拟器
    • US08711159B2
    • 2014-04-29
    • US12391066
    • 2009-02-23
    • Jinyu LiChen LiGang ChenXin Tong
    • Jinyu LiChen LiGang ChenXin Tong
    • G06T1/00
    • G06T1/20
    • An exemplary method for emulating a graphics processing unit (GPU) includes executing a graphics application on a host computing system to generate commands for a target GPU wherein the host computing system includes host system memory and a different, host GPU; converting the generated commands into intermediate commands; based on one or more generated commands that call for one or more shaders, caching one or more corresponding shaders in a shader cache in the host system memory; based on one or more generated commands that call for one or more resources, caching one or more corresponding resources in a resource cache in the host system memory; based on the intermediate commands, outputting commands for the host GPU; and based on the output commands for the host GPU, rendering graphics using the host GPU where output commands that call for one or more shaders access the one or more corresponding shaders in the shader cache and where output commands that call for one or more resources access the one or more corresponding resources in the resource cache. Other methods, devices and systems are also disclosed.
    • 用于模拟图形处理单元(GPU)的示例性方法包括在主计算系统上执行图形应用以生成目标GPU的命令,其中主计算系统包括主机系统存储器和不同的主机GPU; 将生成的命令转换为中间命令; 基于一个或多个生成的命令来调用一个或多个着色器,将一个或多个对应的着色器缓存在所述主机系统存储器中的着色器高速缓存中; 基于调用一个或多个资源的一个或多个生成的命令,高速缓存所述主机系统存储器中的资源高速缓存中的一个或多个相应的资源; 基于中间命令,输出主机GPU的命令; 并且基于用于主机GPU的输出命令,使用主机GPU渲染图形,其中调用一个或多个着色器的输出命令访问着色器高速缓存中的一个或多个对应的着色器,以及其中调用一个或多个资源访问的输出命令 资源高速缓存中的一个或多个相应的资源。 还公开了其它方法,装置和系统。
    • 3. 发明授权
    • Shader-based finite state machine frame detection
    • 基于着色器的有限状态机帧检测
    • US08237720B2
    • 2012-08-07
    • US12370258
    • 2009-02-12
    • Jinyu LiChen LiXin Tong
    • Jinyu LiChen LiXin Tong
    • G06T15/00
    • G06T13/00G06T15/005G06T2200/28
    • Embodiments for shader-based finite state machine frame detection for implementing alternative graphical processing on an animation scenario are disclosed. In accordance with one embodiment, the embodiment includes assigning an identifier to each shader used to render animation scenarios. The embodiment also includes defining a finite state machine for a key frame in each of the animation scenarios, whereby each finite state machine representing a plurality of shaders that renders the key frame in each animation scenario. The embodiment further includes deriving a shader ID sequence for each finite state machine based on the identifier assigned to each shader. The embodiment additionally includes comparing an input shader ID sequence of a new frame of a new animation scenario to each derived shader ID sequences. Finally, the embodiment includes executing alternative graphics processing on the new animation scenario when the input shader ID sequence matches one of the derived shader ID sequences.
    • 公开了用于在动画场景上实现替代图形处理的基于着色器的有限状态机帧检测的实施例。 根据一个实施例,该实施例包括向用于呈现动画场景的每个着色器分配标识符。 该实施例还包括为每个动画场景中的关键帧定义有限状态机,由此每个有限状态机表示在每个动画场景中呈现关键帧的多个着色器。 该实施例还包括基于分配给每个着色器的标识符为每个有限状态机导出着色器ID序列。 该实施例另外包括将新动画场景的新帧的输入着色器ID序列与每个导出的着色器ID序列进行比较。 最后,该实施例包括当输入着色器ID序列与派生的着色器ID序列之一匹配时,对新的动画场景执行替代图形处理。
    • 4. 发明申请
    • METHOD FOR TESSELLATION ON GRAPHICS HARDWARE
    • 图形硬件消除方法
    • US20100214294A1
    • 2010-08-26
    • US12390328
    • 2009-02-20
    • Chen LiJinyu LiXin Tong
    • Chen LiJinyu LiXin Tong
    • G06T15/50
    • G06T17/20
    • An exemplary method for tessellating a primitive of a graphical object includes receiving information for a primitive of a graphical object where the information includes vertex information and an edge factor for each edge of the primitive; based on the received information, dividing the primitive into parts where each part corresponds to at least a portion of an edge of the primitive and at least one vertex of the primitive and where each part has an association with the edge factor of the corresponding edge; for each of the parts, executing a geometry shader on a graphics processing unit (GPU) where the executing includes determining barycentric coordinates for a respective part based in part on its associated edge factor; for each of the parts, outputting the barycentric coordinates to a vertex buffer; and generating a tessellated mesh for the primitive based on the vertex information and the barycentric coordinates of the vertex buffer where the generating includes invoking a draw function of the GPU. Other methods, devices and systems are also disclosed.
    • 用于细分图形对象的原语的示例性方法包括:接收关于图形对象的图元的信息,其中所述信息包括所述图元的每个边缘的顶点信息和边缘因子; 基于所接收的信息,将所述原语划分为每个部分对应于所述图元的边缘的至少一部分和所述图元的至少一个顶点并且每个部分与所述对应边缘的边缘因子具有关联的部分; 对于每个部件,在图形处理单元(GPU)上执行几何着色器,其中所述执行包括:部分地基于其相关联的边缘因子来确定相应零件的重心坐标; 对于每个部件,将重心坐标输出到顶点缓冲器; 以及基于所述顶点信息和所述生成的所述顶点缓冲器的所述重心坐标生成包括调用所述GPU的绘图功能的所述基元生成镶嵌网格。 还公开了其它方法,装置和系统。
    • 5. 发明申请
    • CONTENT BASED CACHE FOR GRAPHICS RESOURCE MANAGEMENT
    • 基于内容的图形资源管理缓存
    • US20100188412A1
    • 2010-07-29
    • US12361216
    • 2009-01-28
    • Chen LiJinyu LiXin TongBarry C. BondGang Chen
    • Chen LiJinyu LiXin TongBarry C. BondGang Chen
    • G09G5/36
    • G06T1/60G06F12/0875G09G2360/121
    • Providing content based cache for graphic resource management is disclosed herein. In some aspects, a portion of a shadow copy of graphics resources is updated from an original copy of the graphics resources when a requested resource is not current. The shadow copy may be dedicated to a graphics processing unit (GPU) while the original copy may be maintained by a central processing unit (CPU). In further aspects, the requested graphics resource in the shadow copy may be compared to a corresponding graphics resource in the original copy when the GPU requests the graphics resource. The comparison may be performed by comparing hashes of each graphics resource and/or by comparing at least a portion of the graphics resources.
    • 本文公开了提供用于图形资源管理的基于内容的缓存。 在一些方面,当所请求的资源不是当前时,图形资源的卷影副本的一部分从图形资源的原始副本被更新。 影子副本可以专用于图形处理单元(GPU),而原始副本可以由中央处理单元(CPU)维护。 在另外的方面,当GPU请求图形资源时,可将影子副本中所请求的图形资源与原始副本中的对应图形资源进行比较。 可以通过比较每个图形资源的哈希和/或通过比较图形资源的至少一部分来执行比较。
    • 6. 发明申请
    • SINGLE-PASS BOUNDING BOX CALCULATION
    • 单通道边框计算
    • US20100188404A1
    • 2010-07-29
    • US12361676
    • 2009-01-29
    • Xin TongChen LiJinyu Li
    • Xin TongChen LiJinyu Li
    • G06T15/60
    • G06T15/005G06T11/40G06T2210/12
    • Embodiments for single-pass bounding box calculation are disclosed. In accordance with one embodiment, the single-pass bounding box calculation includes rendering a first target to a 2-dimensional screen space, whereby the first target includes at least six pixels. The calculation further includes producing transformed vertices in a set of geometry primitives based on an application-specified transformation. The calculation also includes generating six new points for each transformed vertex in the set of geometry primitives. The calculation additionally includes producing an initial third coordinate value for each pixel by rendering the at least six new points generate for each pixel to each corresponding pixel. The calculation further includes producing a post-rasterization value for each pixel by rasterizing the at least six new points rendered to each pixel with each corresponding pixel. Finally, the calculation includes computing bounding box information for the set of geometry primitives based on the produced third coordinate values.
    • 公开了单程界限框计算的实施例。 根据一个实施例,单程界限框计算包括将第一目标渲染到二维屏幕空间,由此第一目标包括至少六个像素。 该计算还包括基于应用指定的变换在一组几何图元中产生经变换的顶点。 该计算还包括为几何图元集合中的​​每个变换的顶点生成六个新点。 该计算另外包括通过将针对每个像素生成的至少六个新点渲染到每个对应像素来产生每个像素的初始第三坐标值。 该计算还包括通过用每个对应的像素光栅化渲染到每个像素的至少六个新点来为每个像素产生光栅后值。 最后,计算包括基于产生的第三坐标值来计算几何图元集合的边界框信息。
    • 7. 发明授权
    • Single-pass bounding box calculation
    • 单程边界计算
    • US08217962B2
    • 2012-07-10
    • US12361676
    • 2009-01-29
    • Xin TongChen LiJinyu Li
    • Xin TongChen LiJinyu Li
    • G09G5/00G06T15/00G06T15/40
    • G06T15/005G06T11/40G06T2210/12
    • Embodiments for single-pass bounding box calculation are disclosed. In accordance with one embodiment, the single-pass bounding box calculation includes rendering a first target to a 2-dimensional screen space, whereby the first target includes at least six pixels. The calculation further includes producing transformed vertices in a set of geometry primitives based on an application-specified transformation. The calculation also includes generating six new points for each transformed vertex in the set of geometry primitives. The calculation additionally includes producing an initial third coordinate value for each pixel by rendering the at least six new points generate for each pixel to each corresponding pixel. The calculation further includes producing a post-rasterization value for each pixel by rasterizing the at least six new points rendered to each pixel with each corresponding pixel. Finally, the calculation includes computing bounding box information for the set of geometry primitives based on the produced third coordinate values.
    • 公开了单程界限框计算的实施例。 根据一个实施例,单程界限框计算包括将第一目标渲染到二维屏幕空间,由此第一目标包括至少六个像素。 该计算还包括基于应用指定的变换在一组几何图元中产生经变换的顶点。 该计算还包括为几何图元集合中的​​每个变换的顶点生成六个新点。 该计算另外包括通过将针对每个像素生成的至少六个新点渲染到每个对应像素来产生每个像素的初始第三坐标值。 该计算还包括通过用每个对应的像素光栅化渲染到每个像素的至少六个新点来为每个像素产生光栅后值。 最后,计算包括基于产生的第三坐标值来计算几何图元集合的边界框信息。
    • 8. 发明申请
    • SHADER-BASED FINITE STATE MACHINE FRAME DETECTION
    • 基于阴影的有限状态机框架检测
    • US20100201691A1
    • 2010-08-12
    • US12370258
    • 2009-02-12
    • Jinyu LiChen LiXin Tong
    • Jinyu LiChen LiXin Tong
    • G06T13/00
    • G06T13/00G06T15/005G06T2200/28
    • Embodiments for shader-based finite state machine frame detection for implementing alternative graphical processing on an animation scenario are disclosed. In accordance with one embodiment, the embodiment includes assigning an identifier to each shader used to render animation scenarios. The embodiment also includes defining a finite state machine for a key frame in each of the animation scenarios, whereby each finite state machine representing a plurality of shaders that renders the key frame in each animation scenario. The embodiment further includes deriving a shader ID sequence for each finite state machine based on the identifier assigned to each shader. The embodiment additionally includes comparing an input shader ID sequence of a new frame of a new animation scenario to each derived shader ID sequences. Finally, the embodiment includes executing alternative graphics processing on the new animation scenario when the input shader ID sequence matches one of the derived shader ID sequences.
    • 公开了用于在动画场景上实现替代图形处理的基于着色器的有限状态机帧检测的实施例。 根据一个实施例,该实施例包括向用于呈现动画场景的每个着色器分配标识符。 该实施例还包括为每个动画场景中的关键帧定义有限状态机,由此每个有限状态机表示在每个动画场景中呈现关键帧的多个着色器。 该实施例还包括基于分配给每个着色器的标识符为每个有限状态机导出着色器ID序列。 该实施例另外包括将新动画场景的新帧的输入着色器ID序列与每个导出的着色器ID序列进行比较。 最后,该实施例包括当输入着色器ID序列与派生的着色器ID序列之一匹配时,对新的动画场景执行替代图形处理。