Floating point processor for a three-dimensional graphics accelerator
which includes single-pass stereo capability
    1.
    发明授权
    Floating point processor for a three-dimensional graphics accelerator which includes single-pass stereo capability 失效
    用于三维图形加速器的浮点处理器,包括单通道立体声功能

    公开(公告)号:US5982375A

    公开(公告)日:1999-11-09

    申请号:US879621

    申请日:1997-06-20

    摘要: A computer system which exhibits increased performance for stereo viewing. The computer system includes a display screen, a bus for transferring data, a memory coupled to the bus for storing geometric primitives and left and right view transformation matrices. Furthermore, the computer system includes a processor coupled to the bus, wherein the processor is configured to enable stereo mode and to execute an application for rendering objects on the display screen in the stereo mode. The computer system also includes a graphics accelerator coupled to the bus. The graphics accelerator includes a buffer for storing a received geometric primitive to be rendered in stereo mode, as well as memory for storing the left and right view transformation matrices. The graphics accelerator also includes a transformation unit which is configured to generate a first transformed geometric primitive in response to the received geometric primitive and the left view transformation matrices. The transformation unit is configured to subsequently generate a second transformed geometric primitive in response to the received geometric primitive and the right view transformation matrices. The received geometric primitive is maintained in the buffer subsequent to generation of the first transformed geometric primitive at least until accessed by said transformation unit during generation of second transformed geometric primitive.

    摘要翻译: 一种显示增强立体观看性能的计算机系统。 计算机系统包括显示屏,用于传送数据的总线,耦合到总线的存储器用于存储几何图元和左右视图变换矩阵的存储器。 此外,计算机系统包括耦合到总线的处理器,其中处理器被配置为启用立体声模式并执行用于在立体声模式下在显示屏上呈现对象的应用。 计算机系统还包括耦合到总线的图形加速器。 图形加速器包括用于存储要以立体声模式渲染的接收几何基元的缓冲器,以及用于存储左视图和右视图变换矩阵的存储器。 图形加速器还包括变换单元,其被配置为响应于所接收的几何图元和左视图变换矩阵生成第一变换的几何图元。 变换单元被配置为随后响应于接收到的几何原语和右视图变换矩阵而生成第二变换几何基元。 所接收的几何图元在第一变换的几何图元的生成之后被保持在缓冲器中,至少直到由所述变换单元在第二变换几何图元的生成期间被访问。

    Creating a parallel structure for scene-based rendering
    2.
    发明授权
    Creating a parallel structure for scene-based rendering 有权
    为基于场景的渲染创建并行结构

    公开(公告)号:US07170511B2

    公开(公告)日:2007-01-30

    申请号:US09759597

    申请日:2001-01-11

    IPC分类号: G06T17/00

    摘要: A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a parallel structure including a plurality of data structures and corresponding threads that manage the data originally received as part of the scene graph. The data structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures.

    摘要翻译: 公开了一种用于快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为直接利用场景图。 在另一个实施例中,系统可以被配置为生成包括多个数据结构的并行结构以及管理作为场景图的一部分最初接收的数据的相应线程。 数据结构和线程可以被配置为通过使用消息传递来传达关于状态改变的信息。 该系统可以包括对线程之间的消息传递的支持,与时间和/或事件戳的消息传递,确保一致性的时期,以及辅助结构,诸如渲染箱,几何结构和呈现环境结构。

    Efficient communication in a client-server scene graph system
    3.
    发明申请
    Efficient communication in a client-server scene graph system 有权
    客户端 - 服务器场景图系统中的高效通信

    公开(公告)号:US20050182844A1

    公开(公告)日:2005-08-18

    申请号:US11054154

    申请日:2005-02-09

    摘要: A system and method for communicating 3D branch graph data and updates to branch graph data between clients and a display server in a 3D window system. A client locally creates a branch graph. When the client ready to make the branch graph live remote, it sends the branch graph to the display server using at least one batch protocol request. The display server builds a copy of the branch graph and attaches it to a centralized scene graph that it manages. The client may subsequently induce detachment of the branch graph from the scene graph. The client may buffer up changes to the local branch graph when its remote counterpart (in the display server) is not attached to the scene graph. The buffered changes may be sent to the display server using at least one batch protocol request when the client is again ready to make the branch graph live remote.

    摘要翻译: 用于在3D窗口系统中的客户机和显示服务器之间传送3D分支图形数据和更新分支图形数据的系统和方法。 客户端本地创建一个分支图。 当客户端准备使分支图形远程执行时,它将使用至少一个批处理协议请求将分支图发送到显示服务器。 显示服务器构建分支图的副本,并将其附加到其管理的集中式场景图。 客户端随后可以引起分支图从场景图中分离出来。 当远程对方(在显示服务器中)未附加到场景图时,客户端可以缓冲对本地分支图的更改。 缓存的更改可以在客户端再次准备好使分支图形远程执行时,使用至少一个批处理协议请求发送到显示服务器。

    Using rendering molecules to manage scene-based rendering
    4.
    发明授权
    Using rendering molecules to manage scene-based rendering 有权
    使用渲染分子来管理基于场景的渲染

    公开(公告)号:US06734852B2

    公开(公告)日:2004-05-11

    申请号:US09760002

    申请日:2001-01-11

    IPC分类号: G06T1700

    摘要: A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize render molecules to more efficiently render objects. A render molecule is an object that defines the rest of the attribute settings for the geometries it contains. The attribute settings can include settings such as materials settings, the composite transform from the root of the scene graph to the objects contained in the render molecule.

    摘要翻译: 公开了一种用于快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为利用渲染分子来更有效地渲染对象。 渲染分子是定义其包含的几何属性设置的其余部分的对象。 属性设置可以包括设置,如材料设置,从场景图的根组合到渲染分子中包含的对象的复合转换。

    Using render bin parallelism for rendering scene graph based graphics data
    5.
    发明授权
    Using render bin parallelism for rendering scene graph based graphics data 有权
    使用渲染bin并行来渲染基于场景图的图形数据

    公开(公告)号:US07184038B2

    公开(公告)日:2007-02-27

    申请号:US09760000

    申请日:2001-01-11

    IPC分类号: G06T17/00

    摘要: A system and method for rapid processing of scene-graph-based data and/or programs using a render bin is disclosed. In one embodiment, the system may be configured to generate a plurality of structures and thread that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures. One of the structures may be a render bin that may be used to implement parallel rendering.

    摘要翻译: 公开了一种用于使用渲染箱快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为生成管理作为场景图的一部分最初接收的数据的多个结构和线程。 结构和线程可以被配置为通过使用消息传递来传达关于状态改变的信息。 该系统可以包括对线程之间的消息传递的支持,与时间和/或事件戳的消息传递,确保一致性的时期,以及辅助结构,诸如渲染箱,几何结构和呈现环境结构。 其中一个结构可以是可以用于实现并行渲染的渲染仓。

    Using messaging to manage scene-based rendering
    6.
    发明授权
    Using messaging to manage scene-based rendering 有权
    使用消息传递来管理基于场景的渲染

    公开(公告)号:US07061486B2

    公开(公告)日:2006-06-13

    申请号:US09760511

    申请日:2001-01-11

    IPC分类号: G06T17/00

    摘要: A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and thread that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures.

    摘要翻译: 公开了一种用于快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为直接利用场景图。 在另一个实施例中,系统可以被配置为生成管理作为场景图的一部分最初接收的数据的多个结构和线程。 结构和线程可以被配置为通过使用消息传递来传达关于状态改变的信息。 该系统可以包括对线程之间的消息传递的支持,与时间和/或事件戳的消息传递,确保一致性的时期,以及辅助结构,诸如渲染箱,几何结构和呈现环境结构。

    Using a master controller to manage threads and resources for scene-based rendering
    7.
    发明授权
    Using a master controller to manage threads and resources for scene-based rendering 有权
    使用主控制器来管理基于场景的渲染的线程和资源

    公开(公告)号:US06765571B2

    公开(公告)日:2004-07-20

    申请号:US09759598

    申请日:2001-01-11

    IPC分类号: G06T1700

    摘要: A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and threads that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures. A master control thread may be utilized to manage the allocation of resources and the timing of thread execution.

    摘要翻译: 公开了一种用于快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为直接利用场景图。 在另一个实施例中,系统可以被配置为生成管理作为场景图的一部分最初接收的数据的多个结构和线程。 结构和线程可以被配置为通过使用消息传递来传达关于状态改变的信息。 该系统可以包括对线程之间的消息传递的支持,与时间和/或事件戳的消息传递,确保一致性的时期,以及辅助结构,诸如渲染箱,几何结构和呈现环境结构。 可以使用主控线程来管理资源的分配和线程执行的时序。

    Method and apparatus for rapid processing of scene-based programs
    8.
    发明授权
    Method and apparatus for rapid processing of scene-based programs 有权
    用于快速处理场景节目的方法和装置

    公开(公告)号:US06570564B1

    公开(公告)日:2003-05-27

    申请号:US09668493

    申请日:2000-09-22

    IPC分类号: G06T1700

    摘要: A system and method for rapid processing of scene-graph-based data and/or programs is disclosed. In one embodiment, the system may be configured to utilize a scene graph directly. In another embodiment, the system may be configured to generate a plurality of structures and thread that manage the data originally received as part of the scene graph. The structures and threads may be configured to convey information about state changes through the use of messaging. The system may include support for messaging between threads, messaging with time and/or event stamps, epochs to ensure consistency, and ancillary structures such as render-bins, geometry structures, and rendering environment structures.

    摘要翻译: 公开了一种用于快速处理基于场景图的数据和/或程序的系统和方法。 在一个实施例中,系统可以被配置为直接利用场景图。 在另一个实施例中,系统可以被配置为生成管理作为场景图的一部分最初接收的数据的多个结构和线程。 结构和线程可以被配置为通过使用消息传递来传达关于状态改变的信息。 该系统可以包括对线程之间的消息传递的支持,与时间和/或事件戳的消息传递,确保一致性的时期,以及辅助结构,诸如渲染箱,几何结构和呈现环境结构。

    Lighting unit for a three-dimensional graphics accelerator with improved
handling of incoming color values
    9.
    发明授权
    Lighting unit for a three-dimensional graphics accelerator with improved handling of incoming color values 失效
    用于三维图形加速器的照明单元,改进了对输入颜色值的处理

    公开(公告)号:US5914724A

    公开(公告)日:1999-06-22

    申请号:US884688

    申请日:1997-06-30

    CPC分类号: G06T15/80

    摘要: A lighting unit which exhibits improved handling of incoming color values corresponding to a polygon. The lighting unit includes an input buffer for storing a plurality of color values, a mode register including a color mode field specifying whether the plurality of color values corresponds to the front or back side of the polygon. Furthermore, the lighting unit includes a register file for storing color information. The register file includes a first and second plurality of registers for storing front and back side color information, respectively. Still further, the lighting unit includes input/output logic configured to perform a transfer color instruction, which first comprises accessing the mode register to obtain a value of the color mode field, and then transferring the plurality of color values from the input buffer to one or more registers within the register file. The one or more registers are located within the first plurality of registers if the value of the color mode field indicates that the plurality of color values correspond to front side color information, and are located within the second plurality of registers if the value of the color mode field indicates back side color information. The one or more registers are located within the first and second plurality of registers if the value of the color mode field indicates both front and back side color information. Finally, the lighting unit includes a lighting computation unit configured to determine a face direction of the polygon. The lighting unit is further configured to use one or more of the plurality of color values (selected in accordance with the face direction) to perform lighting calculations for the polygon.

    摘要翻译: 对与多边形对应的输入颜色值进行改进处理的照明单元。 照明单元包括用于存储多个颜色值的输入缓冲器,包括指定多个颜色值是否对应于多边形的正面或背面的颜色模式字段的模式寄存器。 此外,照明单元包括用于存储颜色信息的寄存器文件。 寄存器文件包括分别用于存储正面和背面颜色信息的第一和第二多个寄存器。 此外,照明单元包括被配置为执行传输颜色指令的输入/输出逻辑,其首先包括访问模式寄存器以获得颜色模式字段的值,然后将多个颜色值从输入缓冲器传送到一个 或更多寄存器。 如果颜色模式字段的值指示多个颜色值对应于前侧颜色信息,则一个或多个寄存器位于第一多个寄存器内,并且如果颜色的值 模式字段表示背面颜色信息。 一个或多个寄存器位于第一和第二多个寄存器内,如果颜色模式字段的值指示前侧和后侧颜色信息。 最后,照明单元包括被配置为确定多边形的面方向的照明计算单元。 照明单元还被配置为使用多个颜色值中的一个或多个(根据面部方向选择)来执行多边形的照明计算。