Writing coverage information to a framebuffer in a computer graphics system
    1.
    发明授权
    Writing coverage information to a framebuffer in a computer graphics system 有权
    将覆盖信息写入计算机图形系统中的帧缓冲区

    公开(公告)号:US08547395B1

    公开(公告)日:2013-10-01

    申请号:US11643545

    申请日:2006-12-20

    IPC分类号: G09G5/00

    CPC分类号: G06T15/005 G06T11/40

    摘要: A computer-implemented graphics system has a mode of operation in which primitive coverage information is generated by a rasterizer for real sample locations and virtual sample locations for use in anti-aliasing. An individual pixel includes a single real sample location and at least one virtual sample location. If the coverage information cannot be changed by a pixel shader, then the rasterizer can write the coverage information to a framebuffer. If, however, the coverage information can be changed by the shader, then the rasterizer sends the coverage information to the shader.

    摘要翻译: 计算机实现的图形系统具有操作模式,其中原始覆盖信息由光栅化器生成用于实际样本位置和用于抗锯齿的虚拟样本位置。 单个像素包括单个实际采样位置和至少一个虚拟采样位置。 如果覆盖信息不能被像素着色器改变,则光栅化器可以将覆盖信息写入帧缓冲区。 然而,如果覆盖信息可以由着色器改变,则光栅化器将覆盖信息发送到着色器。

    Selecting real sample locations for ownership of virtual sample locations in a computer graphics system
    2.
    发明授权
    Selecting real sample locations for ownership of virtual sample locations in a computer graphics system 有权
    选择计算机图形系统中虚拟样本位置的所有权的实际样本位置

    公开(公告)号:US07817165B1

    公开(公告)日:2010-10-19

    申请号:US11643185

    申请日:2006-12-20

    IPC分类号: G09G5/00

    摘要: A computer-implemented graphics system has a mode of operation in which primitive coverage information is generated for real sample locations and virtual sample locations for use in anti-aliasing. An individual pixel includes a single real sample location and at least one virtual sample location. A block of real sample locations can be selected to delineate and encompass a region containing a number of virtual sample locations. Pixel attribute values (e.g., z-depth or stencil values) associated with the block of selected real sample locations can be used to associate each virtual sample location within the region with one of the selected real sample locations. The virtual sample location assumes the pixel attribute value of the real sample location with which it is associated.

    摘要翻译: 计算机实现的图形系统具有操作模式,其中为实际采样位置和用于抗锯齿的虚拟采样位置生成原始覆盖信息。 单个像素包括单个实际采样位置和至少一个虚拟采样位置。 可以选择实际样本位置的块来描绘并包含包含多个虚拟样本位置的区域。 可以使用与所选择的实取样位置的块相关联的像素属性值(例如,z深度或模板值)将该区域内的每个虚拟样本位置与所选择的实际采样位置之一相关联。 虚拟样本位置假定与其相关联的实际样本位置的像素属性值。

    Using coverage information in computer graphics
    3.
    发明授权
    Using coverage information in computer graphics 有权
    在计算机图形学中使用覆盖信息

    公开(公告)号:US08004522B1

    公开(公告)日:2011-08-23

    申请号:US11890839

    申请日:2007-08-07

    IPC分类号: G06T15/50 G09G5/00

    CPC分类号: G06T15/503

    摘要: The boundary of a surface can be represented as a series of line segments. A number of polygons are successively superimposed onto the surface. The polygons utilize a common reference point and each of the polygons has an edge that coincides with one of the line segments. Coverage bits are associated with respective sample locations within a pixel. A value of a coverage bit is changed each time a sample location associated with the coverage bit is covered by one of the polygons. Final values of the coverage bits are buffered after all of the polygons have been processed. The values of the coverage bits can be used when the surface is subsequently rendered.

    摘要翻译: 表面的边界可以表示为一系列线段。 多个多边形依次叠加在表面上。 多边形使用公共参考点,并且每个多边形具有与一个线段重合的边。 覆盖位与像素内的相应样本位置相关联。 每当与覆盖比特相关联的采样位置被多边形之一覆盖时,覆盖比特的值被改变。 所有覆盖位的最终值在所有的多边形都被处理后被缓冲。 当表面随后呈现时,可以使用覆盖位的值。

    Bounding region accumulation for graphics rendering
    4.
    发明授权
    Bounding region accumulation for graphics rendering 有权
    图形渲染的边界区域积累

    公开(公告)号:US07808512B1

    公开(公告)日:2010-10-05

    申请号:US11642276

    申请日:2006-12-19

    IPC分类号: G09G5/00

    摘要: In a raster unit of a graphics processor, a method for bounding region accumulation for graphics rendering. The method includes receiving a plurality of graphics primitives for rasterization in a raster stage of a graphics processor and rasterizing the graphics primitives to generate a plurality pixels related to the graphics primitives and a plurality of respective bounding regions related to the graphics primitives. Upon receiving an accumulation start command, the bounding regions are accumulated in an accumulation register. The accumulation continues until an accumulation stop command is received. The operation results in an accumulated bounding region. Access to the accumulated bounding region is enabled to facilitate a subsequent graphics rendering operation.

    摘要翻译: 在图形处理器的光栅单元中,用于界定图形渲染的区域累积的方法。 该方法包括在图形处理器的光栅级中接收用于光栅化的多个图形基元,并且对图形基元进行光栅化以生成与图形基元相关的多个像素以及与图形基元相关的多个相应的边界区域。 在接收到累加开始命令时,边界区域被累积在累加寄存器中。 累积继续,直到接收到累加停止命令。 操作会导致累积的边界区域。 能够访问累积的边界区域以促进随后的图形绘制操作。

    Shader that conditionally updates a framebuffer in a computer graphics system
    5.
    发明授权
    Shader that conditionally updates a framebuffer in a computer graphics system 有权
    着色器有条件地更新计算机图形系统中的帧缓冲区

    公开(公告)号:US07876332B1

    公开(公告)日:2011-01-25

    申请号:US11643558

    申请日:2006-12-20

    IPC分类号: G09G5/00

    摘要: A computer-implemented graphics system that includes a rasterizer and a shader has a mode of operation in which primitive coverage information is generated for real sample locations and virtual sample locations for use in anti-aliasing. An individual pixel includes a single real sample location and at least one virtual sample location. In some instances, a primitive may cover only virtual sample locations and does not cover a real sample location. These instances can be identified in the coverage information sent from the rasterizer to the shader, so that the shader can determine whether or not it can write color information, depth information and/or stencil information for the real sample location to a framebuffer.

    摘要翻译: 包括光栅化器和着色器的计算机实现的图形系统具有操作模式,其中为实际采样位置和用于抗锯齿的虚拟采样位置生成原始覆盖信息。 单个像素包括单个实际采样位置和至少一个虚拟采样位置。 在某些情况下,原语可能仅覆盖虚拟样本位置,并且不覆盖真实的样本位置。 可以在从光栅化器发送到着色器的覆盖信息中识别这些实例,使得着色器可以确定它是否可以将真实样本位置的颜色信息,深度信息和/或模板信息写入帧缓冲器。

    Scoreboard cache coherence in a graphics pipeline
    6.
    发明授权
    Scoreboard cache coherence in a graphics pipeline 有权
    记分板缓存在图形管道中的一致性

    公开(公告)号:US09183607B1

    公开(公告)日:2015-11-10

    申请号:US11893431

    申请日:2007-08-15

    CPC分类号: G06T15/005 G06T1/60 G06T11/40

    摘要: A method in system for latency buffered scoreboarding in a graphics pipeline 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 to generate a plurality pixels related to the graphics primitive. An ID stored to account for an initiation of parameter evaluation for each of the plurality of pixels as the pixels are transmitted to a subsequent stage of the graphics processor. A buffer is used to store the fragment data resulting from the parameter evaluation for each of the plurality of pixels by the subsequent stage. The ID and the fragment data from the buffering are compared to determine whether they correspond to one another. The completion of parameter evaluation for each of the plurality of pixels is accounted for when the ID and the fragment data match and as the fragment data is written to a memory.

    摘要翻译: 一种用于在图形处理器的图形管线中等待时间缓冲记分板的系统中的方法。 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,并且对图形基元进行光栅化以生成与图形基元相关的多个像素。 存储的ID用于当像素被传送到图形处理器的后续阶段时考虑对于多个像素中的每一个的参数评估的启动。 缓冲器用于存储由后续阶段的多个像素中的每一个的参数评估产生的片段数据。 比较来自缓冲的ID和片段数据以确定它们是否彼此对应。 当ID和片段数据匹配并且片段数据被写入存储器时,对多个像素中的每一个的参数评估的完成进行了说明。

    Compressing image-based data using luminance
    7.
    发明授权
    Compressing image-based data using luminance 有权
    使用亮度压缩基于图像的数据

    公开(公告)号:US08594441B1

    公开(公告)日:2013-11-26

    申请号:US11520144

    申请日:2006-09-12

    IPC分类号: G06K9/36 G06K9/00 G06K9/46

    摘要: Image-based data, such as a block of texel data, is accessed. The data includes sets of color component values. A luminance value is computed for each set of color components values, generating a range of luminance values. A first set and a second set of color component values that correspond to the minimum and maximum luminance values are selected from the sets of color component values. A third set of color component values can be mapped to an index that identifies how the color component values of the third set can be decoded using the color component values of the first and second sets. The index value is selected by determining where the luminance value for the third set lies in the range of luminance values.

    摘要翻译: 访问基于图像的数据,例如一组纹素数据。 数据包括彩色分量值集合。 为每组颜色分量值计算亮度值,产生亮度值范围。 从颜色分量值的集合中选择对应于最小和最大亮度值的第一组和第二组颜色分量值。 可以将第三组颜色分量值映射到识别如何使用第一和第二组的颜色分量值来解码第三组的颜色分量值的索引。 通过确定第三组的亮度值位于亮度值的范围内来选择索引值。

    Decompressing image-based data compressed using luminance
    8.
    发明授权
    Decompressing image-based data compressed using luminance 有权
    使用亮度解压缩基于图像的数据

    公开(公告)号:US07760936B1

    公开(公告)日:2010-07-20

    申请号:US11520066

    申请日:2006-09-12

    IPC分类号: G06K9/00 G06K9/36 G06K9/46

    摘要: Data that includes an encoded version of sets of color component values for a block of texels is accessed. The encoded version includes a first set of color component values selected from a pre-encoded version of the sets and a second set of color component values selected from the pre-encoded version of the sets. The first set and the second set correspond to endpoints of a range of colors. The encoded version further includes index values associated with the texels. The first set and the second set and an index value associated with a texel are used to decode a third set of color component values that describes a color for the texel. The index value indicates how to determine the third set using the first set and the second set.

    摘要翻译: 访问包含纹理块块的颜色分量值集合的编码版本的数据。 编码版本包括从组的预编码版本中选择的第一组颜色分量值和从组的预编码版本中选择的第二组颜色分量值。 第一组和第二组对应于一系列颜色的端点。 编码版本还包括与纹素相关联的索引值。 第一组和第二组以及与纹素相关联的索引值用于解码描述纹素的颜色的第三组颜色分量值。 索引值指示如何使用第一组和第二组确定第三组。