Line rasterization techniques
    21.
    发明授权
    Line rasterization techniques 有权
    线光栅化技术

    公开(公告)号:US08482567B1

    公开(公告)日:2013-07-09

    申请号:US11592801

    申请日:2006-11-03

    IPC分类号: G06T11/20

    CPC分类号: G06T11/203

    摘要: A line rasterization technique in accordance with one embodiment includes conditioning a line by pulling in the ending vertex of the line or pushing out the starting vertex of the line. Thereafter, if the line exits a diamond test area of each pixel that it touches, the pixel may be lit.

    摘要翻译: 根据一个实施例的线光栅化技术包括通过拉入线的结束顶点或推出线的起始顶点来调节线。 此后,如果线退出其触摸的每个像素的钻石测试区域,则像素可以点亮。

    Stippled lines using direct distance evaluation
    23.
    发明授权
    Stippled lines using direct distance evaluation 有权
    使用直接距离评估的条纹线

    公开(公告)号:US07221368B1

    公开(公告)日:2007-05-22

    申请号:US10742558

    申请日:2003-12-18

    IPC分类号: G06T11/20

    CPC分类号: G06T11/203

    摘要: Stippled lines are drawn by evaluating a distance function for a set of points within the area of a stippled line. The distance function gives a distance value proportional to the distance from a point to the end of the stippled line. Using the point's distance value, a pattern index value defines a correspondence between a point and at least one stipple pattern bit. The value of pattern bits are applied to the points on the stippled line, masking the points such that only a portion of the set of points are displayed or determining intensity values according to the position of the points within the stipple pattern. A distance function may be an edge equation associated with the line end or a segment of a polyline. The distance function can be evaluated for the set of points in any order, allowing portions of a stippled line to be drawn in parallel.

    摘要翻译: 通过评估点划线的区域内的一组点的距离函数来绘制条纹线。 距离函数给出与从刻点线到点的距离成比例的距离值。 使用点的距离值,模式索引值定义点与至少一个点模式位之间的对应关系。 图案位的值被应用于点画线上的点,掩蔽点,使得仅显示点集的一部分,或者根据点模式中的点的位置来确定强度值。 距离函数可以是与线端或折线的段相关联的边缘方程。 距离函数可以以任意顺序对点集合进行评估,允许点划线的部分并行绘制。

    Method for rasterizing non-rectangular tile groups in a raster stage of a graphics pipeline
    25.
    发明授权
    Method for rasterizing non-rectangular tile groups in a raster stage of a graphics pipeline 有权
    在图形管道的光栅阶段中对非矩形平铺组进行栅格化的方法

    公开(公告)号:US09123173B2

    公开(公告)日:2015-09-01

    申请号:US11474161

    申请日:2006-06-23

    IPC分类号: G06T1/20 G06T11/40

    摘要: In a raster stage of a graphics pipeline, a method for rasterizing non-rectangular tile groups. The method includes receiving a graphics primitive for rasterization in a raster stage of a graphics processor. The graphics primitive is rasterized at a first level by generating a non-rectangular footprint comprising a set of pixels related to the graphics primitive. The graphics primitive is then rasterized at a second level by accessing the set of pixels and determining covered pixels out of the set of pixels. The raster stage subsequently outputs the covered pixels for rendering operations in a subsequent stage of the graphics processor.

    摘要翻译: 在图形流水线的光栅阶段,用于光栅化非矩形平铺组的方法。 该方法包括在图形处理器的光栅级中接收用于光栅化的图形基元。 图形原语通过生成包括与图形原语相关的一组像素的非矩形占空比在第一级被光栅化。 然后,通过访问像素集合并确定像素集合中的被覆盖的像素,在第二层次上对图形原语进行光栅化。 光栅级随后在图形处理器的后续级中输出被覆盖的像素以进行渲染操作。

    Method and system for efficiently rendering circles
    26.
    发明授权
    Method and system for efficiently rendering circles 有权
    有效渲染圆的方法和系统

    公开(公告)号:US09105113B1

    公开(公告)日:2015-08-11

    申请号:US11013977

    申请日:2004-12-15

    摘要: A graphics processor method and system for rendering a circle. The method includes the step of accessing an instruction to render a circle. A square is defined using at least one graphics primitive, and a circle is defined within the square, wherein a center of the circle corresponds to a center of the square and wherein a radius of the circle is defined by a width of the square. The circle is rasterized into at least one pixel and a coverage value is determined for each pixel of the circle by comparing a distance from the pixel to the center of the circle with the radius of the circle. Each pixel is then shaded in accordance with the coverage value.

    摘要翻译: 用于渲染圆的图形处理器方法和系统。 该方法包括访问指示以呈现圆的步骤。 使用至少一个图形基元定义正方形,并且在正方形内定义圆,其中圆的中心对应于正方形的中心,并且其中圆的半径由平方的宽度限定。 圆圈被光栅化成至少一个像素,并且通过将具有圆的半径的像素与圆心的距离进行比较来确定圆的每个像素的覆盖值。 然后根据覆盖值对每个像素进行遮蔽。

    Multiple tile output using interface compression in a raster stage
    27.
    发明授权
    Multiple tile output using interface compression in a raster stage 有权
    在光栅阶段使用接口压缩的多瓦输出

    公开(公告)号:US08427487B1

    公开(公告)日:2013-04-23

    申请号:US11592890

    申请日:2006-11-02

    申请人: Franklin C. Crow

    发明人: Franklin C. Crow

    IPC分类号: G06T1/20

    CPC分类号: G06T11/40

    摘要: A method and system for interface compression in a raster stage of a graphics processor. The method includes receiving a graphics primitive for rasterization in a raster stage of a graphics processor and rasterizing the graphics primitive at a first level in a coarse raster component to generate a plurality of tiles related to the graphics primitive. The method determines whether a window ID operation is required for the plurality of tiles. If the operation is required, a respective plurality of uncompressed coverage masks for the tiles are output from the coarse raster component to a fine raster component on a one coverage mask per clock cycle basis. If the operation is not required, a compressed coverage mask for the tiles is output in a single clock cycle. The tiles are subsequently rasterized at a second-level in the fine raster component to generate pixels related to the graphics primitive.

    摘要翻译: 用于图形处理器的光栅级中的接口压缩的方法和系统。 该方法包括在图形处理器的光栅级中接收用于光栅化的图形基元,并且在粗略光栅元件中的第一级光栅化图形原语以生成与图形基元相关的多个瓦片。 该方法确定多个瓦片是否需要窗口ID操作。 如果需要操作,则在每个时钟周期的基础上,对于瓦片的相应的多个未压缩的覆盖掩模从粗略的光栅分量输出到一个覆盖掩码上的精细的光栅分量。 如果不需要操作,则在单个时钟周期内输出瓦片的压缩覆盖掩码。 随后,瓷砖随后在精细光栅组件中的第二级光栅化,以生成与图形基元相关的像素。

    Method and system for rendering connecting antialiased line segments
    28.
    发明授权
    Method and system for rendering connecting antialiased line segments 有权
    用于渲染连接抗锯齿线段的方法和系统

    公开(公告)号:US08390645B1

    公开(公告)日:2013-03-05

    申请号:US11313075

    申请日:2005-12-19

    IPC分类号: G09G5/00

    CPC分类号: G06T11/203

    摘要: A method for rendering a plurality of line primitives. The method includes the step of accessing a first line primitive and a second line primitive of a line strip. For a junction between the first line primitive and the second line primitive, the first line primitive and the second line primitive are geometrically modified to generate an abutting edge between the first line primitive and the second line primitive. A majority status is assigned to a pixel on the abutting edge. A first color of the first line primitive or a second color of the second line primitive is allocated to the pixel in accordance with the majority status.

    摘要翻译: 一种用于渲染多个线原语的方法。 该方法包括访问线条的第一行原语和第二行原语的步骤。 对于第一行原语和第二行原语之间的连接点,第一行基元和第二行基元被几何修改以产生第一行原语和第二行原语之间的邻接边缘。 大多数状态被分配给邻接边缘上的像素。 根据多数状态,第一行原语的第一颜色或第二行图元的第二颜色被分配给像素。

    Variable performance rasterization with constant effort
    29.
    发明授权
    Variable performance rasterization with constant effort 有权
    可变性能光栅化,不断努力

    公开(公告)号:US07804499B1

    公开(公告)日:2010-09-28

    申请号:US11467665

    申请日:2006-08-28

    IPC分类号: G06T15/30

    摘要: The current invention involves new systems and methods for providing variable rasterization performance suited to the size and shape of the primitives being rendered. Portions of pixel tiles that are fully covered by a graphics primitive are encoded and processed by the system as rectangles, rather than expanding to explicit samples. This accelerates the rendering of large primitives without increasing the computation resources used for rasterization. In some embodiments, these fully-covered regions can be rendered compressed without ever expanding into samples.

    摘要翻译: 本发明涉及用于提供适于正在渲染的图元的尺寸和形状的可变光栅化性能的新系统和方法。 由图形原语完全覆盖的像素块的部分由系统编码和处理为矩形,而不是扩展到显式样本。 这样可以加快渲染大型图元而不增加用于光栅化的计算资源。 在一些实施例中,这些完全覆盖的区域可以被压缩而不会扩展到样本中。

    Method and system for rendering polygons having abutting edges
    30.
    发明授权
    Method and system for rendering polygons having abutting edges 有权
    用于渲染具有邻接边缘的多边形的方法和系统

    公开(公告)号:US07791617B2

    公开(公告)日:2010-09-07

    申请号:US11312962

    申请日:2005-12-19

    CPC分类号: G06T11/001 G06T11/203

    摘要: A method for rendering adjacent polygons. The method includes determining when a first polygon and a second polygon have an abutting edge. If an abutting edge exists, a majority status is assigned to a pixel on the abutting edge. A first color of the first polygon or a second color of the second polygon is then allocated to the pixel in accordance with the majority status.

    摘要翻译: 一种渲染相邻多边形的方法。 该方法包括确定第一多边形和第二多边形何时具有邻接边缘。 如果存在邻接边缘,则将多数状态分配给邻接边缘上的像素。 然后根据多数状态将第一多边形的第一颜色或第二多边形的第二颜色分配给像素。