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:
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:
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:
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:
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:
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:
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:
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:
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.