Primitive composition
    1.
    发明授权
    Primitive composition 有权
    原始组成

    公开(公告)号:US08872838B2

    公开(公告)日:2014-10-28

    申请号:US13229342

    申请日:2011-09-09

    IPC分类号: G09G5/00

    CPC分类号: G09G5/00 G06F9/451

    摘要: Performing primitive composition within a user interface thread, enhancing the ability to scale a user interface framework to computing devices having limited resources. In one or more embodiments, a user interface thread walks a user interface hierarchy that describes elements of a program's user interface and directly generates static Graphics Processing Unit (GPU) data structures representing at least a portion of the user interface hierarchy. The user interface thread passes the static GPU data structures to a composition thread, which uses these static GPU data structures during generation of a plurality of video frames. This includes the composition thread, based on the static GPU data structures, sending GPU data and GPU commands for the plurality of video frames to a GPU for rendering.

    摘要翻译: 在用户界面线程内执行原始组合,增强将用户界面框架扩展到具有有限资源的计算设备的能力。 在一个或多个实施例中,用户界面线程移动描述程序的用户界面的元素的用户界面层次,并直接生成表示用户界面层次结构的至少一部分的静态图形处理单元(GPU)数据结构。 用户界面线程将静态GPU数据结构传递给组合线程,该线程在生成多个视频帧期间使用这些静态GPU数据结构。 这包括基于静态GPU数据结构的合成线程,将用于多个视频帧的GPU数据和GPU命令发送到GPU进行渲染。

    PRIMITIVE RENDERING USING A SINGLE PRIMITIVE TYPE
    2.
    发明申请
    PRIMITIVE RENDERING USING A SINGLE PRIMITIVE TYPE 有权
    使用单一主题类型进行初步渲染

    公开(公告)号:US20130063464A1

    公开(公告)日:2013-03-14

    申请号:US13229448

    申请日:2011-09-09

    IPC分类号: G09G5/00

    CPC分类号: G09G5/00 G06T11/20

    摘要: Rendering different types of graphical content using a single primitive type. Embodiments enable graphical elements of different content types representing a scene to be rendered as a batch based on the single primitive type, thereby reducing data transfer and improving processing performance. For example, each graphical element in a batch of graphical elements can rendered based modifications to instances of a template shape, which represents a single primitive type usable for rendering different types of graphical content. The modifications to each instance can include modifying the instance according transformation data, clip data, and/or width and height data to position the instance in a scene, and filling the modified instance according to one or more of shape or brush data corresponding to the graphical element.

    摘要翻译: 使用单个原始类型呈现不同类型的图形内容。 实施例使得不同内容类型的图形元素表示将基于单个基本类型呈现为批处理的场景,从而减少数据传输并提高处理性能。 例如,一批图形元素中的每个图形元素可以对模板形状的实例进行基于渲染的修改,其表示可用于呈现不同类型的图形内容的单个基本类型。 对每个实例的修改可以包括根据转换数据,剪辑数据和/或宽度和高度数据来修改实例以将实例定位在场景中,以及根据对应于该场景的形状或画刷数据中的一个或多个来填充修改后的实例 图形元素。

    PRIMITIVE COMPOSITION
    3.
    发明申请
    PRIMITIVE COMPOSITION 有权
    主要成分

    公开(公告)号:US20130063459A1

    公开(公告)日:2013-03-14

    申请号:US13229342

    申请日:2011-09-09

    IPC分类号: G09G5/00

    CPC分类号: G09G5/00 G06F9/451

    摘要: Performing primitive composition within a user interface thread, enhancing the ability to scale a user interface framework to computing devices having limited resources. In one or more embodiments, a user interface thread walks a user interface hierarchy that describes elements of a program's user interface and directly generates static Graphics Processing Unit (GPU) data structures representing at least a portion of the user interface hierarchy. The user interface thread passes the static GPU data structures to a composition thread, which uses these static GPU data structures during generation of a plurality of video frames. This includes the composition thread, based on the static GPU data structures, sending GPU data and GPU commands for the plurality of video frames to a GPU for rendering.

    摘要翻译: 在用户界面线程内执行原始组合,增强将用户界面框架扩展到具有有限资源的计算设备的能力。 在一个或多个实施例中,用户界面线程移动描述程序的用户界面的元素的用户界面层次,并直接生成表示用户界面层次结构的至少一部分的静态图形处理单元(GPU)数据结构。 用户接口线程将静态GPU数据结构传递给组合线程,该线程在生成多个视频帧期间使用这些静态GPU数据结构。 这包括基于静态GPU数据结构的合成线程,将用于多个视频帧的GPU数据和GPU命令发送到GPU进行渲染。

    Primitive rendering using a single primitive type
    4.
    发明授权
    Primitive rendering using a single primitive type 有权
    使用单一原始类型的原始渲染

    公开(公告)号:US09153193B2

    公开(公告)日:2015-10-06

    申请号:US13229448

    申请日:2011-09-09

    IPC分类号: G06T11/20 G09G5/00

    CPC分类号: G09G5/00 G06T11/20

    摘要: Rendering different types of graphical content using a single primitive type. Embodiments enable graphical elements of different content types representing a scene to be rendered as a batch based on the single primitive type, thereby reducing data transfer and improving processing performance. For example, each graphical element in a batch of graphical elements can rendered based modifications to instances of a template shape, which represents a single primitive type usable for rendering different types of graphical content. The modifications to each instance can include modifying the instance according transformation data, clip data, and/or width and height data to position the instance in a scene, and filling the modified instance according to one or more of shape or brush data corresponding to the graphical element.

    摘要翻译: 使用单个原始类型呈现不同类型的图形内容。 实施例使得不同内容类型的图形元素表示将基于单个基本类型呈现为批处理的场景,从而减少数据传输并提高处理性能。 例如,一批图形元素中的每个图形元素可以对模板形状的实例进行基于渲染的修改,其表示可用于呈现不同类型的图形内容的单个基本类型。 对每个实例的修改可以包括根据转换数据,剪辑数据和/或宽度和高度数据来修改实例以将实例定位在场景中,以及根据对应于该场景的形状或画刷数据中的一个或多个来填充修改后的实例 图形元素。

    Real-time atlasing of graphics data
    5.
    发明授权
    Real-time atlasing of graphics data 有权
    图形数据的实时整合

    公开(公告)号:US08872839B2

    公开(公告)日:2014-10-28

    申请号:US13229405

    申请日:2011-09-09

    IPC分类号: G09G5/00

    CPC分类号: G09G5/00 G06F3/14 G06T11/001

    摘要: Performing real-time atlasing of graphics data and creation and maintenance of texture atlases for applications having dynamic graphics content. Embodiments include allocating a texture atlas configured to store textural elements for use in rendering graphical elements, and providing a graphics processing unit (GPU) access to the texture atlas. During subsequent execution of an application, when a graphical element of the application is to be rendered by the GPU, a block of space can be allocated within the texture atlas and a textural element corresponding to the graphical element can be stored within the allocated block. The GPU therefore has access to the textural element when rendering the graphical element.

    摘要翻译: 对具有动态图形内容的应用程序执行图形数据的实时整合和纹理图形的创建和维护。 实施例包括分配纹理图集,其被配置为存储纹理元素以用于渲染图形元素,以及提供图形处理单元(GPU)对纹理图集的访问。 在应用程序的后续执行期间,当应用程序的图形元素将由GPU呈现时,可以在纹理图集内分配空间块,并且可以将所述图形元素对应的纹理元素存储在所分配的块内。 因此,GPU在渲染图形元素时可以访问纹理元素。

    REAL-TIME ATLASING OF GRAPHICS DATA
    6.
    发明申请
    REAL-TIME ATLASING OF GRAPHICS DATA 有权
    实时绘制图形数据

    公开(公告)号:US20130063463A1

    公开(公告)日:2013-03-14

    申请号:US13229405

    申请日:2011-09-09

    IPC分类号: G09G5/00

    CPC分类号: G09G5/00 G06F3/14 G06T11/001

    摘要: Performing real-time atlasing of graphics data and creation and maintenance of texture atlases for applications having dynamic graphics content. Embodiments include allocating a texture atlas configured to store textural elements for use in rendering graphical elements, and providing a graphics processing unit (GPU) access to the texture atlas. During subsequent execution of an application, when a graphical element of the application is to be rendered by the GPU, a block of space can be allocated within the texture atlas and a textural element corresponding to the graphical element can be stored within the allocated block. The GPU therefore has access to the textural element when rendering the graphical element.

    摘要翻译: 对具有动态图形内容的应用程序执行图形数据的实时整合和纹理图形的创建和维护。 实施例包括分配纹理图集,其被配置为存储纹理元素以用于渲染图形元素,以及提供图形处理单元(GPU)对纹理图集的访问。 在应用程序的后续执行期间,当应用程序的图形元素将由GPU呈现时,可以在纹理图集内分配空间块,并且可以将所述图形元素对应的纹理元素存储在所分配的块内。 因此,GPU在渲染图形元素时可以访问纹理元素。

    GPU scene composition and animation
    7.
    发明授权
    GPU scene composition and animation 有权
    GPU场景组合和动画

    公开(公告)号:US08274516B2

    公开(公告)日:2012-09-25

    申请号:US12185114

    申请日:2008-08-04

    摘要: Architecture that expresses scene composition and animation in a form that can run entirely on the graphics processing unit (GPU). The architecture stores retained graph information (e.g., scene graph and animation information) as texture information, and uses shaders (e.g., vertex and pixel) to evaluate time information, evaluate animation, evaluate transforms, and rasterize paths. Additionally, the architecture provides the ability to compute animation positions and redraw entirely on the GPU without per primitive CPU intervention.

    摘要翻译: 以能够完全在图形处理单元(GPU)上运行的形式表现场景组合和动画的体系结构。 架构将保留的图形信息(例如,场景图和动画信息)存储为纹理信息,并使用着色器(例如,顶点和像素)来评估时间信息,评估动画,评估变换和光栅化路径。 此外,该体系结构提供了计算动画位置的能力,并且无需基于原始的CPU干预即可完全重绘GPU。

    GPU SCENE COMPOSITION AND ANIMATION
    8.
    发明申请
    GPU SCENE COMPOSITION AND ANIMATION 有权
    GPU场景组合和动画

    公开(公告)号:US20100026700A1

    公开(公告)日:2010-02-04

    申请号:US12185114

    申请日:2008-08-04

    IPC分类号: G09G5/00

    摘要: Architecture that expresses scene composition and animation in a form that can run entirely on the graphics processing unit (GPU). The architecture stores retained graph information (e.g., scene graph and animation information) as texture information, and uses shaders (e.g., vertex and pixel) to evaluate time information, evaluate animation, evaluate transforms, and rasterize paths. Additionally, the architecture provides the ability to compute animation positions and redraw entirely on the GPU without per primitive CPU intervention.

    摘要翻译: 以能够完全在图形处理单元(GPU)上运行的形式表现场景组合和动画的体系结构。 架构将保留的图形信息(例如,场景图和动画信息)存储为纹理信息,并使用着色器(例如,顶点和像素)来评估时间信息,评估动画,评估变换和光栅化路径。 此外,该体系结构提供了计算动画位置的能力,并且无需基于原始的CPU干预即可完全重绘GPU。

    System and method for managing visual structure, timing, and animation in a graphics processing system
    9.
    发明申请
    System and method for managing visual structure, timing, and animation in a graphics processing system 有权
    用于管理图形处理系统中的视觉结构,时序和动画的系统和方法

    公开(公告)号:US20070035543A1

    公开(公告)日:2007-02-15

    申请号:US11499257

    申请日:2006-08-04

    IPC分类号: G06T17/00

    CPC分类号: G06T15/00 G06F9/451

    摘要: A visual tree structure as specified by a program is constructed and maintained by a visual system's user interface thread. As needed, the tree structure is traversed on the UI thread, with changes compiled into change queues. A secondary rendering thread that handles animation and graphical composition takes the content from the change queues, to construct and maintain a condensed visual tree. Static visual subtrees are collapsed, leaving a condensed tree with only animated attributes such as transforms as parent nodes, such that animation data is managed on the secondary thread, with references into the visual tree. When run, the rendering thread processes the change queues, applies changes to the condensed trees, and updates the structure of the animation list as necessary by resampling animated values at their new times. Content in the condensed visual tree is then rendered and composed. Animation and a composition communication protocol are also provided.

    摘要翻译: 由程序指定的视觉树结构由视觉系统的用户界面线程构建和维护。 根据需要,在UI线程上遍历树结构,将更改编译为更改队列。 处理动画和图形组合的辅助渲染线程从更改队列中获取内容,构建和维护缩合视觉树。 静态视觉子树被折叠,留下只有动画属性(如转换)作为父节点的浓缩树,使得在次要线程上管理动画数据,并将其引用到视觉树中。 运行时,渲染线程处理更改队列,对缩小的树进行更改,并根据需要更新动画列表的结构,以便在新时间重新采样动画值。 然后渲染和组合缩合视觉树中的内容。 还提供了动画和构图通信协议。

    Intelligent caching data structure for immediate mode graphics

    公开(公告)号:US20060262125A1

    公开(公告)日:2006-11-23

    申请号:US11454719

    申请日:2006-06-16

    IPC分类号: G06T1/20

    摘要: An intelligent caching data structure and mechanisms for storing visual information via objects and data representing graphics information. The data structure is generally associated with mechanisms that intelligently control how the visual information therein is populated and used. The cache data structure can be traversed for direct rendering, or traversed for pre-processing the visual information into an instruction stream for another entity. Much of the data typically has no external reference to it, thereby enabling more of the information stored in the data structure to be processed to conserve resources. A transaction/batching-like model for updating the data structure enables external modifications to the data structure without interrupting reading from the data structure, and such that changes received are atomically implemented. A method and mechanism are provided to call back to an application program in order to create or re-create portions of the data structure as needed, to conserve resources.