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公开(公告)号:US08289343B2
公开(公告)日:2012-10-16
申请号:US13314985
申请日:2011-12-08
CPC分类号: G06T9/00
摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of color values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colors of the individual texture elements using that generated set of colors. As well as the individual texture data blocks, a header data block encoding a base set of colors is generated. This base color set defines a set of colors that is used to generate the colors to be used when reproducing each individual encoded texture data block.
摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。
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公开(公告)号:US08199146B2
公开(公告)日:2012-06-12
申请号:US12929956
申请日:2011-02-28
申请人: Jørn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sørgard
发明人: Jørn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sørgard
IPC分类号: G06T15/00
CPC分类号: G06T15/503 , G06T11/001
摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering.The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image.The data from the tile buffers 52 is input to a downsampling unit 53, and hence output to a frame buffer 54 of a display device 55 for display.
摘要翻译: 图形处理平台包括光栅器50,其接收表示待显示以供处理的图像的图元。 光栅化器50确定图像的哪组采样点包括由给定原语所覆盖的采样点,然后生成用于为每组采样点进行渲染的片段,该采样点被发现包括由原语覆盖并通过的采样点 那些片段到渲染器51渲染。 渲染器51对其接收到的片段执行渲染操作,并将渲染的片段数据存储在片缓冲器52中。所渲染的片段数据被存储在片缓冲器52中的适当采样位置中的多个副本中,以便提供 对于图像拍摄的每个单独样本位置的单独的片段数据集。 来自瓦片缓冲器52的数据被输入到下采样单元53,因此输出到显示设备55的帧缓冲器54以进行显示。
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公开(公告)号:US20120081384A1
公开(公告)日:2012-04-05
申请号:US13314985
申请日:2011-12-08
IPC分类号: G09G5/00
CPC分类号: G06T9/00
摘要: An array of texture data elements (texels) is subdivided into a plurality of 8×4 texture element blocks, each of which 8×4 texture element blocks encodes two 4×4 texture element sub-blocks 3, 4. Each encoded texture data block includes data indicating a method to be used to generate a set of colour values to be used for the texture elements that the encoded data block represents, and data indicating a method to be used for generating the colours of the individual texture elements using that generated set of colours. As well as the individual texture data blocks, a header data block encoding a base set of colours is generated. This base colour set defines a set of colours that is used to generate the colours to be used when reproducing each individual encoded texture data block.
摘要翻译: 一组纹理数据元素(纹理素材)被细分为多个8×4纹理元素块,每个纹理元素块中的8×4个纹理元素块对两个4×4纹理元素子块3,4进行编码。每个编码的纹理数据块 包括指示用于生成要用于编码数据块表示的纹理元素的一组颜色值的方法的数据,以及指示用于使用该生成的集合来生成各个纹理元素的颜色的方法的数据 的颜色。 除了各个纹理数据块之外,还生成编码基本颜色集合的标题数据块。 该基色组定义了一组颜色,用于在再现每个单独编码的纹理数据块时产生要使用的颜色。
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公开(公告)号:US20070146380A1
公开(公告)日:2007-06-28
申请号:US10569345
申请日:2004-08-20
申请人: Jorn Nystad , Edvard Sorgard , Borgar Ljosland , Mario Blazevic
发明人: Jorn Nystad , Edvard Sorgard , Borgar Ljosland , Mario Blazevic
IPC分类号: G09G5/00
CPC分类号: H04N19/43
摘要: A 3D graphics rendering pipeline is used to carry out data comparisons for motion estimation in video data encoding. Video data for the pixel block of the video frame currently being encoded is loaded into the output buffers of the rendering pipeline. The video data for the comparison pixel blocks from the reference video frame is stored as texture map values in the texture cache of the rendering pipeline. Once the sets of pixel data for comparison have been stored, the rendering pipeline is controlled to render a primitive having fragment positions and texture coordinates corresponding to the data values that it is desired to compare. As each fragment is rendered, the stored and rendered fragment data is compared by fragment compare unit and the determined differences in the data values are accumulated in an error term register.
摘要翻译: 3D图形渲染流水线用于对视频数据编码中的运动估计进行数据比较。 当前正在编码的视频帧的像素块的视频数据被加载到渲染管线的输出缓冲器中。 来自参考视频帧的比较像素块的视频数据作为纹理映射值存储在渲染管线的纹理缓存中。 一旦已经存储了用于比较的像素数据集合,则控制渲染流水线以渲染具有对应于期望比较的数据值的片段位置和纹理坐标的原始图像。 当渲染每个片段时,通过片段比较单元比较存储和渲染的片段数据,并将所确定的数据值差异累积在错误项寄存器中。
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公开(公告)号:US08106921B2
公开(公告)日:2012-01-31
申请号:US10569345
申请日:2004-08-20
申请人: Jorn Nystad , Edvard Sorgard , Borgar Ljosland , Mario Blazevic
发明人: Jorn Nystad , Edvard Sorgard , Borgar Ljosland , Mario Blazevic
IPC分类号: G09G5/00
CPC分类号: H04N19/43
摘要: A 3D graphics rendering pipeline is used to carry out data comparisons for motion estimation in video data encoding.Video data for the pixel block of the video frame currently being encoded is loaded into the output buffers of the rendering pipeline. The video data for the comparison pixel blocks from the reference video frame is stored as texture map values in the texture cache of the rendering pipeline.Once the sets of pixel data for comparison have been stored, the rendering pipeline is controlled to render a primitive having fragment positions and texture coordinates corresponding to the data values that it is desired to compare. As each fragment is rendered, the stored and rendered fragment data is compared by fragment compare unit and the determined differences in the data values are accumulated in an error term register.
摘要翻译: 3D图形渲染流水线用于对视频数据编码中的运动估计进行数据比较。 当前正在编码的视频帧的像素块的视频数据被加载到渲染管线的输出缓冲器中。 来自参考视频帧的比较像素块的视频数据作为纹理映射值存储在渲染管线的纹理缓存中。 一旦已经存储了用于比较的像素数据集合,则控制渲染流水线以渲染具有对应于期望比较的数据值的片段位置和纹理坐标的原始图像。 当渲染每个片段时,通过片段比较单元比较存储和渲染的片段数据,并将所确定的数据值差异累积在错误项寄存器中。
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公开(公告)号:US20080100627A1
公开(公告)日:2008-05-01
申请号:US11667656
申请日:2005-11-15
申请人: Jorn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sorgard
发明人: Jorn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sorgard
IPC分类号: G06F15/16
CPC分类号: G06T15/005
摘要: A graphic rendering pipeline has a number of different rendering units and receives fragments for rendering. A renderer stated word cache is used to store rendering state data to be used to configure the rendering units when they render a fragment. Each rendering unit includes a functional block which carries out a rendering operation on a received fragment and a renderer state word interface that can be used to look up the required rendering state data from the renderer state word cache. Each fragment is provided to the rendering pipeline with fragment data that indicates, inter alia, a fragment index, a renderer state word index, and other fragment data that is necessary to render the fragment. When a rendering unit of the rendering pipeline receives a fragment to be rendered, it firstly uses the renderer state word index associated with the fragment to look-up, using its renderer state word interface, the relevant rendering state data from the renderer state word cache. It then uses that rendering state data to configure its functional block, and then renders the fragment.
摘要翻译: 图形渲染流水线具有多个不同的渲染单元,并接收用于渲染的碎片。 渲染器说,字缓存用于存储渲染状态数据,用于在呈现片段时配置渲染单元。 每个渲染单元包括对接收到的片段执行渲染操作的功能块和可用于从渲染器状态字高速缓存查找所需渲染状态数据的渲染器状态字界面。 每个片段被提供给具有片段数据的片段数据,片段数据特别指出片段索引,渲染器状态字索引和渲染片段所必需的其他片段数据。 当渲染流水线的渲染单元接收到要渲染的片段时,首先使用与片段相关联的渲染器状态字索引来使用其渲染器状态字界面来查找来自渲染器状态字高速缓存的相关渲染状态数据 。 然后使用该渲染状态数据来配置其功能块,然后渲染该片段。
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公开(公告)号:US20080012878A1
公开(公告)日:2008-01-17
申请号:US11791753
申请日:2005-11-29
申请人: Jorn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sorgard
发明人: Jorn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sorgard
IPC分类号: G09G5/00
CPC分类号: G06T15/503 , G06T11/001
摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering. The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image. The data from the tile buffers 52 is input to a downsampling unit 53, and thence output to a frame buffer 54 of a display device 55 for display.
摘要翻译: 图形处理平台包括光栅器50,其接收表示待显示以供处理的图像的图元。 光栅化器50确定图像的哪组采样点包括由给定原语所覆盖的采样点,然后生成用于为每组采样点进行渲染的片段,该采样点被发现包括由原语覆盖并通过的采样点 那些片段到渲染器51渲染。 渲染器51对其接收的片段执行渲染操作,并将渲染的片段数据存储在片缓冲器52中。 渲染的片段数据以瓦片缓冲器52中的适当采样位置的多个副本存储,以便为图像中的每个单独采样位置提供一组单独的碎片数据。 来自瓦片缓冲器52的数据被输入到下采样单元53,然后输出到显示设备55的帧缓冲器54以进行显示。
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公开(公告)号:US09965886B2
公开(公告)日:2018-05-08
申请号:US11987265
申请日:2007-11-28
申请人: Edvard Sorgard , Borgar Ljosland , Jorn Nystad , Mario Blazevic , Frank Langtind
发明人: Edvard Sorgard , Borgar Ljosland , Jorn Nystad , Mario Blazevic , Frank Langtind
摘要: A graphics processor includes a graphics object list building unit that determines the location of each draw call in a scene to be rendered and generates a list of draw calls for each sub-region (tile) that the scene to be rendered is divided into. The draw call lists are stored in a memory. A graphics object selection unit of a renderer of the graphics processor then determines which draw call is to be rendered next by considering the draw call list stored in the memory for the sub-region (tile) of the scene that is currently being rendered.
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公开(公告)号:US20110148913A1
公开(公告)日:2011-06-23
申请号:US12929956
申请日:2011-02-28
申请人: Jørn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sørgard
发明人: Jørn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sørgard
IPC分类号: G09G5/00
CPC分类号: G06T15/503 , G06T11/001
摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering.The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image.The data from the tile buffers 52 is input to a downsampling unit 53, and thence output to a frame buffer 54 of a display device 55 for display.
摘要翻译: 图形处理平台包括光栅器50,其接收表示待显示以供处理的图像的图元。 光栅化器50确定图像的哪组采样点包括由给定原语所覆盖的采样点,然后生成用于为每组采样点进行渲染的片段,该采样点被发现包括由原语覆盖并通过的采样点 那些片段到渲染器51渲染。 渲染器51对其接收到的片段执行渲染操作,并将渲染的片段数据存储在片缓冲器52中。所渲染的片段数据被存储在片缓冲器52中的适当采样位置中的多个副本中,以便提供 对于图像拍摄的每个单独样本位置的单独的一组片段数据。 来自瓦片缓冲器52的数据被输入到下采样单元53,然后输出到显示设备55的帧缓冲器54以进行显示。
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公开(公告)号:US07920139B2
公开(公告)日:2011-04-05
申请号:US11791753
申请日:2005-11-29
申请人: Jørn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sørgård
发明人: Jørn Nystad , Mario Blazevic , Borgar Ljosland , Edvard Sørgård
IPC分类号: G06T15/00
CPC分类号: G06T15/503 , G06T11/001
摘要: A graphics processing platform includes a rasteriser 50 that receives primitives representing an image to be displayed for processing. The rasteriser 50 determines which sets of sampling points of the image include sampling points that are covered by a given primitive, and then generates a fragment for rendering for each set of sampling points found to include a sampling point that is covered by the primitive and passes those fragments to a renderer 51 for rendering. The renderer 51 carries out rendering operations on the fragments that it receives, and stores the rendered fragment data in tile buffers 52. The rendered fragment data is stored in multiple copies in the appropriate sample positions in the tile buffers 52, so as to provide a separate set of fragment data for each individual sample position taken of the image. The data from the tile buffers 52 is input to a downsampling unit 53, and thence output to a frame buffer 54 of a display device 55 for display.
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