摘要:
An audio processing apparatus and method for a mobile device are provided. The audio processing apparatus and method may appropriately determine sound source localizations corresponding to a voice signal and an audio signal, and thereby may simultaneously provide a voice call service and a multimedia service. Also, the audio processing apparatus and method may guarantee quality of the voice call service even when simultaneously providing the voice call service and the multimedia service.
摘要:
An audio processing apparatus and method for a mobile device are provided. The audio processing apparatus and method may appropriately determine sound source localizations corresponding to a voice signal and an audio signal, and thereby may simultaneously provide a voice call service and a multimedia service. Also, the audio processing apparatus and method may guarantee quality of the voice call service even when simultaneously providing the voice call service and the multimedia service.
摘要:
A tile-based rendering apparatus and method is provided. Vertex data sorted based on a tile unit may be stored in a scene buffer and be rendered. Among the stored vertex data, vertex data used several times for rendering may be temporarily stored in a memory or a cache. Vertex data having a probability of being read several times from the scene buffer may be temporarily stored in another memory.
摘要:
A tile based rendering apparatus and method is provided. The rendering method may be used to graphically represent a three dimensional (3D) model on a two dimensional (2D) display screen. Also, the rendering method may perform pre-binning with respect to objects included in a frame, and thus all geometry processing results may not be stored in an external memory and use of the external memory may be reduced.
摘要:
Provided are a clipping apparatus and clipping method for a three-dimensional (3D) graphic rendering. The clipping apparatus may reset or convert a triangular object based on distance information of vertices configuring or comprising the triangular object where a perspective projection scheme is applied.
摘要:
A method to discard pixels early includes a first early depth test maintaining a depth value on a pixel to be discarded by a discard instruction, and a second early depth test updating the depth value on a pixel not to be discarded by the discard instruction. Because of the first and second early depth tests, a number of pixels to be processed by a pixel shading process may be reduced.
摘要:
An apparatus and method of reading texture data for texture mapping. Each of a plurality of blocks included in a cache memory may have any one of an even numbered index or odd numbered index. In this instance, the cache memory may be embodied with an odd numbered index cache memory including odd numbered index blocks and an even numbered index cache memory including even numbered index blocks. Also, address indexes of requested texture data may be analyzed to appropriately access to at least one of the odd numbered index cache memory and even numbered index cache memory, thereby improving an accessing speed.
摘要:
Provided is a graphics processing method and apparatus using a post fragment shader. A rendering pipeline of the graphics processing apparatus may include a fragment shader that operates before a raster operator, and a post fragment shader that operates after the raster operator. Each of the fragment shader and the post fragment shader may apply a different effect to each of a plurality of fragments.
摘要:
Provided are a clipping apparatus and clipping method for a three-dimensional (3D) graphic rendering. The clipping apparatus may reset or convert a triangular object based on distance information of vertices configuring or comprising the triangular object where a perspective projection scheme is applied.
摘要:
A tile-based rendering apparatus and method is provided. Vertex data sorted based on a tile unit may be stored in a scene buffer and be rendered. Among the stored vertex data, vertex data used several times for rendering may be temporarily stored in a memory or a cache. Vertex data having a probability of being read several times from the scene buffer may be temporarily stored in another memory.