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    • 3. 发明申请
    • Partial guardband clipping
    • 部分防护带剪辑
    • US20060061596A1
    • 2006-03-23
    • US10943488
    • 2004-09-17
    • Yang Jiao
    • Yang Jiao
    • G06T11/20G09G5/00
    • G06T15/30
    • A method for rendering a visible portion of an image that includes a plurality of graphics primitives. The size of the graphics primitives may be large and require the use of floating point numbers to represent the vertices. When the graphics primitives have a common vertex that is visible, the edge functions for the primitive are computed so as to avoid the common vertex becoming different for the different primitives. If the other vertices of the graphics primitives lie outside a bounding rectangle, then a vertex is formed at the intersection of the bounding rectangle and the graphics primitive. Fixed point numbers for the common vertex and other vertices including intersection vertices are then used to compute edge functions of the primitive and the primitive is rendered using the edge functions. If the common vertex is not visible, then floating point numbers are used to compute the edge functions.
    • 一种用于渲染包括多个图形基元的图像的可视部分的方法。 图形基元的大小可能很大,并且需要使用浮点数来表示顶点。 当图形基元具有可见的公共顶点时,计算基元的边缘函数,以避免不同基元的公共顶点变得不同。 如果图形基元的其他顶点位于边界矩形之外,则在边界矩形和图形基元的交点处形成顶点。 然后使用公共顶点和包括交点顶点的其他顶点的固定点编号来计算图元的边缘函数,并使用边缘函数渲染图元。 如果公共顶点不可见,则使用浮点数来计算边缘函数。
    • 6. 发明申请
    • Anti-aliasing line pixel coverage calculation using programmable shader
    • 使用可编程着色器的抗锯齿线像素覆盖计算
    • US20050068321A1
    • 2005-03-31
    • US10671849
    • 2003-09-25
    • Yang JiaoZhou Hong
    • Yang JiaoZhou Hong
    • G06T5/00G06T11/00G06T11/20
    • G06T11/203
    • A system and method for rendering a non-zero thickness line on a pixel-limited output device such that aliasing of the line is reduced. The edges defining a line segment are expanded to insure that any pixel touched by the line segment has its center included in the bounds of the line segment. The area of any pixel partially or fully covered by the expanded line is determined. If one edge of the line traverses the pixel, the area is determined according to whether a triangular or triangular plus parallelogram area is covered. If more than one edge of the line segment traverses a pixel, the area covered is computed based on the single edge case. With the area covered by the line segment known, the color or shading of the pixel is determined by linear interpolation between the line and the background.
    • 一种用于在像素限制输出设备上呈现非零厚度线的系统和方法,使得线的混叠减少。 定义线段的边缘被扩展以确保由线段触摸的任何像素的中心包括在线段的边界中。 确定由扩展线部分或完全覆盖的任何像素的面积。 如果线的一个边缘穿过像素,则根据三角形或三角形加上平行四边形区域是否被覆盖来确定该区域。 如果线段的多于一个边缘穿过像素,则覆盖的区域将基于单个边缘情况计算。 在线段所覆盖的区域已知时,通过线与背景之间的线性插值来确定像素的颜色或阴影。
    • 8. 发明申请
    • Merging entries in processor caches
    • 合并处理器高速缓存中的条目
    • US20070067567A1
    • 2007-03-22
    • US11229884
    • 2005-09-19
    • Yang JiaoYiping Chen
    • Yang JiaoYiping Chen
    • G06F12/00
    • G06F12/0844
    • The present disclosure relates to caches that are capable of improving processor performance. In some embodiments, among others, incoming requests are compared to determine whether or not those requests match. In the event that the incoming requests match, the matching requests are merged. For other embodiments, an incoming request is compared to a previous entry to determine whether the request matches the entry. In the event that the request matches the entry, the request and the entry are merged. These entries may originate from the same cache line, or, alternatively, may originate from different cache lines.
    • 本公开涉及能够提高处理器性能的高速缓存。 在一些实施例中,等待传入请求被比较以确定这些请求是否匹配。 在传入请求匹配的情况下,匹配的请求将被合并。 对于其他实施例,将传入请求与先前条目进行比较,以确定请求是否与条目匹配。 如果请求与条目匹配,则请求和条目将合并。 这些条目可以来自相同的高速缓存行,或者可以来自不同的高速缓存行。
    • 10. 发明申请
    • System and method for dynamically load balancing multiple shader stages in a shared pool of processing units
    • 在共享处理单元池中动态负载平衡多个着色器阶段的系统和方法
    • US20070091089A1
    • 2007-04-26
    • US11406543
    • 2006-04-19
    • Yang JiaoYijung Su
    • Yang JiaoYijung Su
    • G06T15/50
    • G06T15/005G06T15/80
    • The present disclosure is directed to novel methods and apparatus for managing or performing the dynamic allocation or reallocation of processing resources among a vertex shader, a geometry shader, and pixel shader of a graphics processing unit. In one embodiment a method for graphics processing comprises assigning at least one execution unit to each of a plurality of shader units, the plurality of shader units comprising a vertex shader, a geometry shader, and a pixel shader, wherein an execution unit assigned to a given shader unit performs processing tasks for only that shader unit, determining that one of the plurality of shader units is bottlenecked, and reassigning at least one execution unit from a non-bottlenecked shader unit to the shader unit determined to be bottlenecked.
    • 本公开涉及用于在图形处理单元的顶点着色器,几何着色器和像素着色器之间管理或执行处理资源的动态分配或重新分配的新颖方法和装置。 在一个实施例中,用于图形处理的方法包括将至少一个执行单元分配给多个着色器单元中的每一个,所述多个着色器单元包括顶点着色器,几何着色器和像素着色器,其中分配给 给定的着色器单元仅执行着色器单元的处理任务,确定多个着色器单元中的一个是瓶颈的,并且将至少一个执行单元从非瓶颈着色器单元重新分配到被确定为瓶颈的着色器单元。