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    • 2. 发明申请
    • GRAPHICS PROCESSING UNIT WITH DEFERRED VERTEX SHADING
    • 图形处理单元,带有VERTEX SHADING
    • WO2010138870A3
    • 2012-04-12
    • PCT/US2010036661
    • 2010-05-28
    • QUALCOMM INCJIAO GUOFANGDU YUNCHEN LINGJUNYU CHUN
    • JIAO GUOFANGDU YUNCHEN LINGJUNYU CHUN
    • G06T15/00
    • G06T15/40G06T1/20G06T15/005
    • Techniques are described for processing graphics images with a graphics processing unit (GPU) using deferred vertex shading. An example method includes the following: generating, within a processing pipeline of a graphics processing unit (GPU), vertex coordinates for vertices of each primitive within an image geometry, wherein the vertex coordinates comprise a location and a perspective parameter for each one of the vertices, and wherein the image geometry represents a graphics image; identifying, within the processing pipeline of the GPU, visible primitives within the image geometry based upon the vertex coordinates; and, responsive to identifying the visible primitives, generating, within the processing pipeline of the GPU, vertex attributes only for the vertices of the visible primitives in order to determine surface properties of the graphics image.
    • 描述了使用延迟顶点着色处理具有图形处理单元(GPU)的图形图像的技术。 示例性方法包括以下:在图形处理单元(GPU)的处理流水线内生成图像几何中每个图元的顶点的顶点坐标,其中顶点坐标包括位置和透视参数 顶点,并且其中图像几何表示图形图像; 在GPU的处理流水线内识别基于顶点坐标的图像几何图形内的可见原始图形; 并且响应于识别可见原语,在GPU的处理流水线内生成仅针对可见图元的顶点的顶点属性,以便确定图形图像的表面特性。
    • 3. 发明申请
    • CONVOLUTION FILTERING IN A GRAPHICS PROCESSOR
    • 图形处理器中的变换滤波
    • WO2007146574A3
    • 2009-08-27
    • PCT/US2007069663
    • 2007-05-24
    • QUALCOMM INCJIAO GUOFANGDU YUNYU CHUNCHEN LINGJUN
    • JIAO GUOFANGDU YUNYU CHUNCHEN LINGJUN
    • G06F17/15G06T5/00G06T15/04
    • G06F17/153G06T5/20G06T15/04
    • Techniques for performing convolution filtering using hardware normally available in a graphics processor are described. Convolution filtering of an arbitrary HxW grid of pixels is achieved by partitioning the grid into smaller sections, performing computation for each section, and combining the intermediate results for all sections to obtain a final result. In one design, a command to perform convolution filtering on a grid of pixels with a kernel of coefficients is received, e.g., from a graphics application. The grid is partitioned into multiple sections, where each section may be 2x2 or smaller. Multiple instructions are generated for the multiple sections, with each instruction performing convolution computation on at least one pixel in one section. Each instruction may include pixel position information and applicable kernel coefficients. Instructions to combine the intermediate results from the multiple instructions are also generated.
    • 描述使用图形处理器中通常可用的硬件执行卷积滤波的技术。 通过将网格划分为更小的部分,对每个部分执行计算,并组合所有部分的中间结果以获得最终结果,实现了任意HxW像素网格的卷积滤波。 在一种设计中,例如从图形应用程序接收用于对具有系数内核的像素网格进行卷积滤波的命令。 网格被划分成多个部分,其中每个部分可以是2x2或更小。 为多个部分生成多个指令,每个指令在一个部分中的至少一个像素上执行卷积计算。 每个指令可以包括像素位置信息和可应用的内核系数。 还会生成组合来自多条指令的中间结果的指令。
    • 4. 发明申请
    • PROGRAMMABLE BLENDING IN A GRAPHICS PROCESSING UNIT
    • 图形处理单元中的可编程混合
    • WO2008049110A3
    • 2008-07-17
    • PCT/US2007081952
    • 2007-10-19
    • QUALCOMM INCJIAO GUOFANGYU CHUNCHEN LINGJUN FRANKDU YUN
    • JIAO GUOFANGYU CHUNCHEN LINGJUN FRANKDU YUN
    • G06T15/50
    • G06T15/503G06T2210/32
    • Techniques for implementing blending equations for various blending modes with a base set of operations are described. Each blending equation may be decomposed into a sequence of operations. In one design, a device includes a processing unit that implements a set of operations for multiple blending modes and a storage unit that stores operands and results. The processing unit receives a sequence of instructions for a sequence of operations for a blending mode selected from the plurality of blending modes and executes each instruction in the sequence to perform blending in accordance with the selected blending mode. The processing unit may include (a) an ALU that performs at least one operation in the base set, e.g., a dot product, (b) a pre-formatting unit that performs gamma correction and alpha scaling of inbound color values, and (c) a post-formatting unit that performs gamma compression and alpha scaling of outbound color values.
    • 描述了用一组基本操作来实现各种混合模式的混合方程的技术。 每个混合等式可以被分解为一系列操作。 在一种设计中,设备包括处理单元,其执行用于多个混合模式的一组操作以及存储操作数和结果的存储单元。 处理单元接收用于从多个混合模式中选择的混合模式的一系列操作的指令序列,并且执行该序列中的每个指令以根据所选择的混合模式执行混合。 处理单元可以包括(a)在基本集合中执行至少一个操作的ALU,例如点积,(b)执行入站颜色值的伽马校正和阿尔法缩放的预格式化单元,以及(c) )后格式化单元,用于执行出站颜色值的伽玛压缩和alpha缩放。
    • 5. 发明申请
    • 3-D CLIPPING IN A GRAPHICS PROCESSING UNIT
    • 图形处理单元中的三维裁剪
    • WO2008051989A2
    • 2008-05-02
    • PCT/US2007082261
    • 2007-10-23
    • QUALCOMM INCJIAO GUOFANGYU CHUNCHEN LINGJUN FRANKDU YUN
    • JIAO GUOFANGYU CHUNCHEN LINGJUN FRANKDU YUN
    • G06T15/00G06T15/30
    • G06T1/20G06T11/40G06T11/60G06T15/005G06T15/30G06T19/00G09G5/393
    • A graphics processing unit (GPU) efficiently performs 3-dimensional (3-D) clipping using processing units used for other graphics functions. The GPU includes first and second hardware units and at least one buffer. The first hardware unit performs 3-D clipping of primitives using a first processing unit used for a first graphics function, e.g., an ALU used for triangle setup, depth gradient setup, etc. The first hardware unit may perform 3-D clipping by (a) computing clip codes for each vertex of each primitive, (b) determining whether to pass, discard or clip each primitive based on the clip codes for all vertices of the primitive, and (c) clipping each primitive to be clipped against clipping planes. The second hardware unit computes attribute component values for new vertices resulting from the 3-D clipping, e.g., using an ALU used for attribute gradient setup, attribute interpolation, etc. The buffer(s) store intermediate results of the 3-D clipping.
    • 图形处理单元(GPU)使用用于其他图形功能的处理单元有效地执行三维(3-D)裁剪。 GPU包括第一和第二硬件单元以及至少一个缓冲器。 第一硬件单元使用用于第一图形功能的第一处理单元(例如,用于三角形设置,深度梯度设置等的ALU)来执行基元的3-D剪切。第一硬件单元可以通过( a)计算每个图元的每个顶点的剪辑代码,(b)基于图元的所有顶点的剪辑代码,确定是否通过,丢弃或剪切每个图元,以及(c)剪裁每个图元以剪切平面 。 第二硬件单元例如使用用于属性梯度设置,属性内插等的ALU来计算由3-D裁剪产生的新顶点的属性分量值。缓冲器存储3-D裁剪的中间结果。
    • 7. 发明申请
    • GRAPHICS PROCESSING UNIT WITH SHARED ARITHMETIC LOGIC UNIT
    • 具有共享算术逻辑单元的图形处理单元
    • WO2008048940A2
    • 2008-04-24
    • PCT/US2007081428
    • 2007-10-15
    • QUALCOMM INCJIAO GUOFANGRUTTENBERG BRAINYU CHUNDU YUN
    • JIAO GUOFANGRUTTENBERG BRAINYU CHUNDU YUN
    • G06T15/00
    • G06T15/005
    • This disclosure describes a graphics processing unit (GPU) pipeline that uses one or more shared arithmetic logic units (ALUs). In order to facilitate such sharing of ALUs, the stages of the disclosed GPU pipeline may be rearranged relative to conventional GPU pipelines. In addition, by rearranging the stages of the GPU pipeline, efficiencies may be achieved in the image processing. Unlike conventional GPU pipelines, for example, an attribute gradient setup stage can be located much later in the pipeline, and the attribute interpolator stage may immediately follow the attribute gradient setup stage. This allows sharing of an ALU by the attribute gradient setup and attribute interpolator stages. Several other techniques and features for the GPU pipeline are also described, which may improve performance and possibly achieve additional processing efficiencies.
    • 本公开描述了使用一个或多个共享算术逻辑单元(ALU)的图形处理单元(GPU)流水线。 为了促进ALU的这种共享,所公开的GPU流水线的阶段可以相对于传统的GPU管线重新排列。 此外,通过重新排列GPU流水线的各个阶段,可以在图像处理中实现效率。 与传统GPU流水线不同,例如,属性梯度建立阶段可以在流水线后面定位,并且属性内插器阶段可以立即跟随属性梯度建立阶段。 这允许通过属性渐变设置和属性内插器阶段共享ALU。 还描述了用于GPU流水线的若干其它技术和特征,其可以提高性能并且可能实现额外的处理效率。
    • 8. 发明申请
    • EFFICIENT 2-D AND 3-D GRAPHICS PROCESSING
    • 有效的二维和三维图形处理
    • WO2008101210A3
    • 2009-10-22
    • PCT/US2008054162
    • 2008-02-15
    • QUALCOMM INCJIAO GUOFANGDORBIE ANGUS MYUN JAY CDU YUNYU CHUN
    • JIAO GUOFANGDORBIE ANGUS MYUN JAY CDU YUNYU CHUN
    • G06T15/00
    • G06T15/005G06T11/40G09G5/363
    • Techniques for supporting both 2-D and 3-D graphics are described. A graphics processing unit (GPU) may perform 3-D graphics processing in accordance with a 3-D graphics pipeline to render 3-D images and may also perform 2-D graphics processing in accordance with a 2-D graphics pipeline to render 2-D images. Each stage of the 2-D graphics pipeline may be mapped to at least one stage of the 3-D graphics pipeline. For example, a clipping, masking and scissoring stage in 2-D graphics may be mapped to a depth test stage in 3-D graphics. Coverage values for pixels within paths in 2-D graphics may be determined using rasterization and depth test stages in 3-D graphics. A paint generation stage and an image interpolation stage in 2-D graphics may be mapped to a fragment shader stage in 3-D graphics. A blending stage in 2-D graphics may be mapped to a blending stage in 3-D graphics.
    • 描述了支持2-D和3-D图形的技术。 图形处理单元(GPU)可以根据3-D图形流水线执行3D图形处理以渲染3-D图像,并且还可以根据2-D图形流水线执行2-D图形处理以呈现2 -D图像。 2-D图形管线的每个阶段可以映射到3-D图形流水线的至少一个阶段。 例如,2-D图形中的裁剪,掩蔽和裁剪阶段可能被映射到3-D图形中的深度测试阶段。 2-D图形中路径内像素的覆盖值可以使用3-D图形中的光栅化和深度测试阶段来确定。 2-D图形中的油漆生成阶段和图像插值阶段可以映射到3-D图形中的片段着色器阶段。 2-D图形中的混合阶段可以映射到3-D图形的混合阶段。
    • 9. 发明申请
    • FRAGMENT SHADER BYPASS IN A GRAPHICS PROCESSING UNIT, AND APPARATUS AND METHOD THEREOF
    • 图形处理单元中的片状阴影旁边,及其装置及方法
    • WO2009036314A3
    • 2009-07-09
    • PCT/US2008076227
    • 2008-09-12
    • QUALCOMM INCJIAO GUOFANGDU YUNYU CHUN
    • JIAO GUOFANGDU YUNYU CHUN
    • G06T15/00
    • G06T15/005
    • Configuration information is used to make a determination to bypass fragment shading by a shader unit of a graphics processing unit, the shader unit capable of performing both vertex shading and fragment shader. Based on the determination, the shader unit performs vertex shading and bypasses fragment shading. A processing element other than the shader unit, such as a pixel blender, can be used to perform some fragment shading. Power is managed to 'turn off' power to unused components in a case that fragment shading is bypassed. For example, power can be turned off to a number of arithmetic logic units, the shader unit using the reduced number of arithmetic logic unit to perform vertex shading. At least one register bank of the shader unit can be used as a FIFO buffer storing pixel attribute data for use, with texture data, to fragment shading operations by another processing element.
    • 配置信息用于确定通过图形处理单元的着色器单元绕过片段着色,着色器单元能够执行顶点着色和片段着色。 基于确定,着色器单元执行顶点着色并绕过片段着色。 可以使用除着色器单元之外的处理元件,例如像素混合器,以执行某些片段着色。 在绕过片段着色的情况下,功率被设计为“关闭”未使用组件的电源。 例如,功率可以关闭到多个算术逻辑单元,着色器单元使用减少数量的算术逻辑单元来执行顶点着色。 着色器单元的至少一个寄存器组可以用作FIFO缓冲器,其存储与纹理数据一起使用的像素属性数据,以分割另一个处理元件的着色操作。