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    • 2. 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。
    • 4. 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。
    • 6. 发明申请
    • FRAME BUFFER COMPRESSION AND DECOMPRESSION METHOD FOR GRAPHICS RENDERING
    • 用于图形渲染的框架缓冲器压缩和解压缩方法
    • WO2008122536A2
    • 2008-10-16
    • PCT/EP2008/053810
    • 2008-03-31
    • TELEFONAKTIEBOLAGET LM ERICSSON (publ)RASMUSSON, JimAKENINE-MÖLLER, TomasHASSELGREN, JonMUNKBERG, Jacob
    • RASMUSSON, JimAKENINE-MÖLLER, TomasHASSELGREN, JonMUNKBERG, Jacob
    • G06T11/40G09G5/363G09G5/393G09G2340/02G09G2340/10H04N19/12H04N19/147H04N19/154H04N19/176H04N19/40H04N19/423
    • Methods and apparatus are disclosed for the processing of frame buffer data, such as color buffer data, in graphics processing applications. Although more generally applicable, these methods and apparatus are particularly useful in real-time, polygon-based, 3D rendering applications. An exemplary method for processing graphics data according to one or more embodiments of the invention begins with the retrieval, from a buffer, of pixel values corresponding to a tile of two or more pixels, and with the updating of one or more of those updated pixel values. The updated pixel values are selectively compressed using a lossy compression operation or a lossless compression operation, based on an accumulated error metric value for the tile. If lossy compression is used, then the accumulated error metric value for the tile is updated; in either event, the compressed pixel values are stored in the frame buffer for further processing. With this approach, the accumulated error caused by successive, or tandem, compression operations may be limited to a pre-determined maximum.
    • 公开了用于在图形处理应用中处理帧缓冲器数据(例如彩色缓冲器数据)的方法和装置。 尽管更普遍适用,但是这些方法和装置在实时,基于多边形的3D渲染应用中特别有用。 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从缓冲器检索对应于两个或更多个像素的图块的像素值,并且随着更新这些更新像素中的一个或多个 值。 基于瓦片的累积误差度量值,使用有损压缩操作或无损压缩操作来选择性地压缩更新的像素值。 如果使用有损压缩,则更新瓦片的累积误差量度值; 在任一情况下,将压缩像素值存储在帧缓冲器中用于进一步处理。 利用这种方法,由连续或串联的压缩操作引起的累积误差可能被限制为预定的最大值。
    • 10. 发明申请
    • PRIMING HIERARCHICAL DEPTH LOGIC WITHIN A GRAPHICS PROCESSOR
    • 在图形处理器内启动分级深度逻辑
    • WO2018052525A1
    • 2018-03-22
    • PCT/US2017/042857
    • 2017-07-19
    • INTEL CORPORATION
    • ANDERSSON, MagnusHASSELGREN, JonAKENINE-MOLLER, Tomas
    • G06T15/40G06T7/50G06T1/20G06T1/60
    • Embodiments described herein enable a hierarchical-Z unit of a graphics processor to be primed using Hi-Z data generated by occlusion culling operations performed on a general purpose processor. One embodiment provides for instructions to cause operations including performing occlusion culling for a scene via the general purpose processor and storing generated hierarchical-Z data. The Hierarchical-Z data generated during the occlusion culling operations can be shared with the graphics processor and used to prime a hierarchical-Z unit of the graphics processor. The at least a portion of the scene can then be rendered using the hierarchical-Z data after priming the hierarchical-Z unit, improving the effectiveness of hierarchical-Z operations of the graphics processor for the scene.
    • 这里描述的实施例使得能够使用在通用处理器上执行的遮挡剔除操作所生成的Hi-Z数据来启动图形处理器的分层Z单元。 一个实施例提供了用于引起操作的指令,包括经由通用处理器对场景执行遮挡剔除并存储所生成的分层Z数据。 在遮挡剔除操作期间生成的Hierarchical-Z数据可以与图形处理器共享并且用于初始化图形处理器的分层Z单元。 然后可以在启动分层Z单元之后使用分层Z数据渲染场景的至少一部分,提高图形处理器对场景的分层Z操作的有效性。