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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:US08421821B2
公开(公告)日:2013-04-16
申请号:US13334822
申请日:2011-12-22
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:US20080150950A1
公开(公告)日:2008-06-26
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 20 includes a graphics object list building unit 28 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 23. A graphics object selection unit 29 of a renderer 22 of the graphics processor 20 then determines which draw call is to be rendered next by considering the draw call list 26 stored in the memory 23 for the sub-region (tile) of the scene that is currently being rendered.
摘要翻译: 图形处理器20包括图形对象列表构建单元28,其确定要渲染的场景中的每个绘制调用的位置,并且生成要渲染的场景被划分为每个子区域(瓦片)的绘制调用列表 。 绘制呼叫列表被存储在存储器23中。然后,图形处理器20的渲染器22的图形对象选择单元29通过考虑存储在存储器23中的绘制呼叫列表26来确定下一个绘制呼叫, 当前正在渲染的场景的子区域(tile)。
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公开(公告)号:US20070146378A1
公开(公告)日:2007-06-28
申请号:US11633647
申请日:2006-12-05
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
IPC分类号: G09G5/00
CPC分类号: G06T11/20 , G06K9/46 , G06K9/6201 , G06K2009/4666 , G06T1/20 , G06T1/60 , G06T7/70 , G06T15/00 , G06T17/10 , G06T2200/04
摘要: A scene 50 to be rendered is divided into plural individual sub-regions or tiles 51. The individual sub-regions 51 are also grouped into differing groups of sets of plural sub-regions. There is a top level layer comprising a set 54 of 8×8 sub-regions which encompasses the entire scene area 50. There is then a group of four 4×4 sets of sub-regions 53, then a group of sixteen 2×2 sets of sub-regions 52, and finally a layer comprising the 64 single sub-regions 51. A primitive list building unit takes each primitive 80 in turn, determines a location for that primitive, compares the primitive's location with the locations of the sub-regions 51 and the locations of the sets of sub-regions 52, 53 and 54, and allocates the primitive to respective primitive lists for the sub-regions and sets of sub-regions accordingly.
摘要翻译: 要呈现的场景50被分成多个单独的子区域或瓦片51.各个子区域51也被分组成多组子区域的不同组。 存在包括包含整个场景区域50的8×8个子区域的集合54的顶层。 存在一组四个4×4组子区域53,然后是一组十六个2x2组子区域52,最后是包括64个单个子区域51的层。原始列表构建单元将每个基元80 进而确定该原语的位置,将原语的位置与子区域51的位置以及子区域52,53和54的集合的位置进行比较,并且将该原语分配给子图元的相应原始列表 相应的区域和子区域。
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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:US20090021521A1
公开(公告)日:2009-01-22
申请号:US11885442
申请日:2006-03-03
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: 纹理数据元素(纹理素材)的阵列被细分为多个8×4纹理元素块,每个纹理元素块8×4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,以及指示用于使用所生成的一组颜色来生成各个纹理元素的颜色的方法的数据。 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:US20060161704A1
公开(公告)日:2006-07-20
申请号:US10543327
申请日:2004-01-22
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: G06F13/42
CPC分类号: G06F12/1408 , G06F9/54 , G06F12/10 , G06F13/1673 , G06F13/4068 , G06F13/4221 , G06F2212/1052 , G06T1/20
摘要: A slave device (20) communicates with a host system (21) via a host communications bus (22). The host system (21) includes one (or more) processing units that can act as bus masters and send access requests for slave resources on the slave device (20) via the communications bus (22). The slave device platform (20) includes a memory management unit (23), a programmable central processing unit (24) and one or more slave resources (25). The memory management unit (23) acts as an address translating device, and accepts requests with virtual addresses from the master device or devices on the host system (21), translates the virtual addresses used in the access requests to the “internal” physical addresses of the slave's resources and forwards the accesses of the appropriate physical resources (25). When an address miss occurs in the memory management unit (23), it passes the handling of the access request over to the controlling CPU (24) which executes software to then resolve the address miss and handle the access request. The memory management unit (23) also includes a write buffer (29) into which it can write the write value received from a master on the host system (21) on an access when an address miss occurs, and a read buffer (28) for storing values relating to read requests that have generated an address miss.
摘要翻译: 从设备(20)经由主机通信总线(22)与主机系统(21)通信。 主机系统(21)包括一个(或多个)处理单元,其可以充当总线主控器,并且经由通信总线(22)在从设备(20)上发送对从属资源的访问请求。 从设备平台(20)包括存储器管理单元(23),可编程中央处理单元(24)和一个或多个从属资源(25)。 存储器管理单元(23)用作地址转换设备,并且接受来自主设备或主机系统(21)上的设备的虚拟地址的请求,将访问请求中使用的虚拟地址转换为“内部”物理地址 的从属资源,并转发适当物理资源的访问(25)。 当存储器管理单元(23)中发生地址缺失时,它将访问请求的处理传递给执行软件的控制CPU(24),从而解决地址缺失并处理访问请求。 存储器管理单元(23)还包括写入缓冲器(29),当地址未发生时,写入缓冲器(29)可以向存储器上写入从主机系统(21)上的主机接收的写入值;读取缓冲器(28) 用于存储与产生地址未命中的读请求有关的值。
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