会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 2. 发明申请
    • IMAGE PROCESSING
    • 图像处理
    • WO2007084062A3
    • 2007-09-13
    • PCT/SE2007000053
    • 2007-01-22
    • ERICSSON TELEFON AB L MAKENINE-MOELLER TOMASMUNKBERG JACOBCLARBERG PETRIKHASSELGREN JONSTROEM JACOB
    • AKENINE-MOELLER TOMASMUNKBERG JACOBCLARBERG PETRIKHASSELGREN JONSTROEM JACOB
    • H04N7/26G06T9/00
    • G06T9/00H04N19/103H04N19/176H04N19/90
    • First (710) and (720) second codewords are determined, based on first feature vector components of the image elements (610) in an image block (600), as representations of a first (10) and second (12) component value. Third (730) and fourth (740) codewords are determined, based on second vector components, as representations of a third (20) and fourth (22) component value. First N1 and second N2 resolution numbers are selected based on the relation of a distribution of the first vector components and a distribution of the second vector components. N1 additional component values are generated based on the first (10) and second (12) component values and N2 additional component values are generated based on the third (20) and fourth (22) component values. Component indices indicative of the generated component values (750, 760) are then provided for the different image elements (610).
    • 基于图像块(600)中的图像元素(610)的第一特征向量分量来确定第一(710)和(720)第二码字,作为第一(10)和第二(12)分量值的表示。 基于第二矢量分量,确定第三(730)和第四(740)码字作为第三(20)和第四(22)分量值的表示。 基于第一矢量分量的分布和第二矢量分量的分布的关系来选择第一N1和第二N2分辨率数。 基于第一(10)和第二(12)分量值产生N1个附加分量值,并且基于第三(20)和第四(22)分量值产生N2个附加分量值。 然后为不同的图像元素(610)提供指示所生成的分量值(750,760)的分量指数。
    • 5. 发明申请
    • IMAGE PROCESSING
    • 图像处理
    • WO2007084062A8
    • 2008-01-17
    • PCT/SE2007000053
    • 2007-01-22
    • ERICSSON TELEFON AB L MAKENINE-MOELLER TOMASMUNKBERG JACOBCLARBERG PETRIKHASSELGREN JONSTROEM JACOB
    • AKENINE-MOELLER TOMASMUNKBERG JACOBCLARBERG PETRIKHASSELGREN JONSTROEM JACOB
    • H04N7/26G06T9/00
    • G06T9/00H04N19/103H04N19/176H04N19/90
    • First (710) and (720) second codewords are determined, based on first feature vector components of the image elements (610) in an image block (600), as representations of a first (10) and second (12) component value. Third (730) and fourth (740) codewords are determined, based on second vector components, as representations of a third (20) and fourth (22) component value. First N1 and second N2 resolution numbers are selected based on the relation of a distribution of the first vector components and a distribution of the second vector components. N1 additional component values are generated based on the first (10) and second (12) component values and N2 additional component values are generated based on the third (20) and fourth (22) component values. Component indices indicative of the generated component values (750, 760) are then provided for the different image elements (610).
    • 基于图像块(600)中的图像元素(610)的第一特征向量分量来确定第一(710)和(720)第二码字,作为第一(10)和第二(12)分量值的表示。 基于第二矢量分量,确定第三(730)和第四(740)码字作为第三(20)和第四(22)分量值的表示。 基于第一矢量分量的分布和第二矢量分量的分布的关系来选择第一N1和第二N2分辨率数。 基于第一(10)和第二(12)分量值产生N1个附加分量值,并且基于第三(20)和第四(22)分量值产生N2个附加分量值。 然后为不同的图像元素(610)提供指示所生成的分量值(750,760)的分量指数。
    • 6. 发明申请
    • GRAPHICS-PROCESSING ARCHITECTURE BASED ON APPROXIMATE RENDERING
    • 基于近似渲染的图形处理架构
    • WO2010029008A1
    • 2010-03-18
    • PCT/EP2009/061391
    • 2009-09-03
    • TELEFONAKTIEBOLAGET L M ERICSSON (PUBL)RASMUSSON, JimAKENINE-MÖLLER, TomasHASSELGREN, JonMUNKBERG, JacobCLARBERG, Petrik
    • RASMUSSON, JimAKENINE-MÖLLER, TomasHASSELGREN, JonMUNKBERG, JacobCLARBERG, Petrik
    • G06T15/00
    • G06T15/005
    • A graphics processing circuit for rendering three-dimensional graphics data is disclosed. The circuit includes pipelined graphics processing stages, wherein each of two or more of the stages is configured to process at least one of graphics primitives, vertices, tiles, and pixels, according to a stage-specific error budget. Depending on its error budget, each of these stages may select a high- or low-precision calculation, select between lossless and lossy compression, adjust the compression ratio of a variable lossy compression algorithm, or some combination of these approaches. The circuit further comprises a global error-control unit configured to determine error budgets for each of the two or more stages, based on at least one of error data received from the two or more stages, predetermined scene complexity data, and user-defined error settings, and to assign the error budgets to the graphics processing stages. Corresponding methods for processing graphics data are also disclosed.
    • 公开了一种用于渲染三维图形数据的图形处理电路。 电路包括流水线图形处理阶段,其中两个或多个阶段中的每一个被配置为根据阶段特定的错误预算来处理图形基元,顶点,瓦片和像素中的至少一个。 根据其错误预算,这些阶段中的每一个可以选择高精度或低精度的计算,在无损压缩和有损压缩之间进行选择,调整可变有损压缩算法的压缩比,或这些方法的某种组合。 该电路还包括全局误差控制单元,其被配置为基于从两个或多个阶段接收到的错误数据,预定场景复杂性数据和用户定义的误差中的至少一个来确定两个或更多个阶段中的每一个的错误预算 设置,并将错误预算分配给图形处理阶段。 还公开了处理图形数据的相应方法。
    • 8. 发明申请
    • UNIFIED COMPRESSION/DECOMPRESSION GRAPHICS ARCHITECTURE
    • 统一的压缩/解码图形架构
    • WO2009080448A1
    • 2009-07-02
    • PCT/EP2008/066594
    • 2008-12-02
    • TELEFONAKTIEBOLAGET LM ERICSSON (PUBL)RASMUSSON, JimMUNKBERG, JacobHASSELGREN, JonCLARBERG, PetrikAKENINE-MÖLLER, Tomas
    • RASMUSSON, JimMUNKBERG, JacobHASSELGREN, JonCLARBERG, PetrikAKENINE-MÖLLER, Tomas
    • G06T15/00
    • G06T11/001G06T1/60G06T9/00G06T15/04G06T2210/08
    • A unified compression/decompression architecture is disclosed for reducing memory bandwidth requirements in 3D graphics processing applications. The techniques described erase several distinctions between a texture (compressed once, and decompressed many times), and buffers (compressed and decompressed repeatedly during rendering of an image). An exemplary method for processing graphics data according to one or more embodiments of the invention thus begins with the updating of one or more tiles of a first image array, which are then compressed, using a real-time buffer compression algorithm, to obtain compressed image array tiles. The compressed image array tiles are stored for subsequent use as a texture. During real-time rendering of a second image array, the compressed image array tiles are retrieved and decompressed using a decompression algorithm corresponding to the buffer compression algorithm. The decompressed image array tiles are then applied as a texture to one or more primitives in the second image array.
    • 公开了一种用于减少3D图形处理应用中的存储器带宽要求的统一的压缩/解压缩架构。 描述的技术擦除纹理(压缩一次,解压缩多次)和缓冲区(在渲染图像期间重复压缩和解压缩)之间的几个区别。 因此,根据本发明的一个或多个实施例的用于处理图形数据的示例性方法开始于使用实时缓冲器压缩算法来更新第一图像阵列的一个或多个瓦片,然后将其压缩以获得压缩图像 阵列瓦片。 压缩的图像阵列瓦片被存储以供随后用作纹理。 在第二图像阵列的实时渲染期间,使用对应于缓冲器压缩算法的解压缩算法来检索和解压缩压缩图像阵列瓦片。 然后将解压缩的图像阵列瓦片作为纹理应用于第二图像阵列中的一个或多个基元。