Method and system for depth complexity reduction in a graphics rendering
system
    1.
    发明授权
    Method and system for depth complexity reduction in a graphics rendering system 失效
    图形渲染系统中深度复杂度降低的方法和系统

    公开(公告)号:US5808617A

    公开(公告)日:1998-09-15

    申请号:US671411

    申请日:1996-06-27

    摘要: A method for depth complexity reduction includes inserting checkpoints between depth sorted object sections in a stream of geometric primitives. In response to receiving a checkpoint while rasterizing primitives for an image region, coverage data stored for the image region is checked to determine whether each pixel in the image region is fully covered. If so, then additional primitives for the image region can be ignored to avoid rendering occluded geometry.

    摘要翻译: 一种用于深度复杂度降低的方法包括在几何图元流中的深度排序的对象部分之间插入检查点。 响应于在对图像区域的图元进行光栅化的同时接收检查点,检查为图像区域存储的覆盖数据,以确定图像区域中的每个像素是否被完全覆盖。 如果是这样,则可以忽略图像区域的附加原语,以避免渲染封闭的几何。

    Image element depth buffering using two buffers
    3.
    发明授权
    Image element depth buffering using two buffers 失效
    使用两个缓冲区的图像元素深度缓冲

    公开(公告)号:US5471567A

    公开(公告)日:1995-11-28

    申请号:US741999

    申请日:1991-08-08

    CPC分类号: G06T15/503

    摘要: Depth buffered anti-aliasing in a real time image generation system utilizing two separate buffers, one for combining attributes of object pixel definitions which are of less than full coverage and another for storing the attributes of each new object pixel definition which is of full coverage and which is closer to the viewpoint than any attributes currently stored. If the depth value in the partial buffer is closer the viewpoint than that in the full buffer, a set of attributes is output which is a weighted mixture of those stored in the two buffers.

    摘要翻译: 利用两个单独的缓冲器的实时图像生成系统中的深度缓冲的抗混叠,一个用于组合小于全覆盖的对象像素定义的属性,另一个用于存储全覆盖的每个新对象像素定义的属性, 它比当前存储的任何属性更接近视点。 如果部分缓冲器中的深度值比全缓冲器中的深度值更接近,则输出一组属性,这是存储在两个缓冲器中的那些属性的加权混合。

    Method and system for accessing texture data in environments with high
latency in a graphics rendering system
    4.
    发明授权
    Method and system for accessing texture data in environments with high latency in a graphics rendering system 失效
    用于在图形渲染系统中访问具有高延迟的环境中的纹理数据的方法和系统

    公开(公告)号:US5880737A

    公开(公告)日:1999-03-09

    申请号:US670553

    申请日:1996-06-27

    摘要: A system for accessing texture data in a graphics rendering system allows texture data to be stored in memories with high latency or in a compressed format. The system utilizes a texture cache to temporarily store blocks of texture data retrieved from an external memory during rendering operations. In one implementation, geometric primitives are stored in a queue long enough to absorb the latency of fetching and possibly decompressing a texture block. The geometric primitives are converted into texture block references, and these references are used to fetch texture blocks from memory. A rasterizer rasterizes each geometric primitives as the necessary texture data becomes available in the texture cache. In another implementation, geometric primitives are converted into pixels, including a pixel address, color data, and a texture request. These pixels are stored in a queue long enough to absorb the latency of a texture block fetch. The texture requests are read from the queue and used to fetch the appropriate texture blocks. As texture data becomes available in the texture cache, the texture data is sampled as necessary and combined with the pixel data read from the queue to compute output pixels.

    摘要翻译: 用于在图形渲染系统中访问纹理数据的系统允许纹理数据以高延迟或压缩格式存储在存储器中。 该系统利用纹理缓存临时存储在渲染操作期间从外部存储器检索的纹理数据块。 在一个实现中,几何基元被存储在队列中足够长的时间以吸收提取的延迟并且可能解压缩纹理块。 几何基元被转换为纹理块引用,这些引用用于从内存中获取纹理块。 当纹理缓存中必需的纹理数据变得可用时,光栅化器会栅格化每个几何图元。 在另一个实现中,几何基元被转换成像素,包括像素地址,颜色数据和纹理请求。 这些像素被存储在足够长的队列中以吸收纹理块提取的等待时间。 从队列中读取纹理请求,并用于获取适当的纹理块。 随着纹理数据在纹理高速缓存中变得可用,纹理数据根据需要进行采样,并与从队列读取的像素数据组合以计算输出像素。

    Image generator architecture employing tri-level fixed interleave
processing and distribution buses

    公开(公告)号:US5493643A

    公开(公告)日:1996-02-20

    申请号:US237286

    申请日:1994-05-03

    摘要: An image generator architecture in which tri-level fixed interleave processing provides medium grain parallelism for polygon, tiling, and pixel operations. Input data at each stage are divided into spatially distributed subsets that are interleaved among parallel processors using a fixed, precalculated mapping that minimizes correlation of local scene complexity with any one processor. The present tri-level fixed interleave processing architecture divides a processing task into a pseudo-random, fixed interleaved pattern of regions that are assigned to different processors. Each processor processes many of these randomly located regions. The assignment of processors to regions is a fixed repeating pattern. The highest level of fixed interleave processing is the allocation of fixed-size database regions (area modules) to polygon processors. The next level relates to image sub-region fixed interleave processing. At this level, the displayed image is divided into small sub-regions that are assigned to tilers in a pseudo-random, but fixed manner. This levels the load across all pixel processors. Typically, tilers process a large contiguous area of the image. The present invention uses small sub-regions (64.times.64 pixels) and assigns many sub-regions from different channels to a single tiler. Each tiler maintains equal loading .even with localized regions of high pixel processing. The third level relates to two-by-two pixel, fixed interleave processing. The image is further divided into 2.times.2 pixel blocks spread across multiple pixel operators on a tiler. This fine grain parallelism, in a fixed pseudo-random orientation, ensures equal loading across all pixel processors. The second aspect of the present invention is the use of polygon and pixel distribution buses. Maximum image generator configurability, expansion, and efficient processing is required for a variety of simulator configurations used in networked training environments. To accomplish this, distribution buses are implemented between all graphics processing stages.

    Hardware/software capability rating system
    6.
    发明授权
    Hardware/software capability rating system 有权
    硬件/软件功能评级系统

    公开(公告)号:US07684962B2

    公开(公告)日:2010-03-23

    申请号:US11744785

    申请日:2007-05-04

    申请人: Mark L. Kenworthy

    发明人: Mark L. Kenworthy

    IPC分类号: G21C17/00

    摘要: Techniques and tools for rating computer products are described. For example, software ratings are based on subjective evaluations to determine computer system requirements for a positive user experience, while a computer running a capability tool rates a computer system's (or hardware component's) ability to run software. A capability rating for hardware is determined by comparing a set of features and performance results with capability rating requirements. In another aspect, a capability rating is communicated using a standardized presentation. In another aspect, capability rating level requirements are proposed (e.g., by a ratings board) and then finalized. A capability rating level is determined for computer products (e.g., by a testing organization) based on the finalized requirements and analysis of the products (e.g., by a computer running a capability tool). In another aspect, a software system comprises an inventory module, a performance testing module, and an inventory and performance evaluator module.

    摘要翻译: 描述了评估计算机产品的技术和工具。 例如,软件评级是基于主观评估来确定积极的用户体验的计算机系统需求,而运行能力工具的计算机可以评估计算机系统(或硬件组件)运行软件的能力。 通过将一组特征和性能结果与能力等级要求进行比较来确定硬件的能力等级。 另一方面,使用标准化呈现来传达能力等级。 另一方面,提出了能力等级水平要求(例如,由评级委员会),然后确定。 基于产品的最终要求和分析(例如,由运行能力工具的计算机),对计算机产品(例如由测试机构)确定能力等级水平。 另一方面,软件系统包括库存模块,性能测试模块以及库存和性能评估器模块。

    Method and apparatus for resolving pixel data in a graphics rendering
system
    7.
    发明授权
    Method and apparatus for resolving pixel data in a graphics rendering system 失效
    用于解析图形渲染系统中的像素数据的方法和装置

    公开(公告)号:US5949428A

    公开(公告)日:1999-09-07

    申请号:US672694

    申请日:1996-06-27

    摘要: In a graphics rendering system, an apparatus for resolving depth sorted lists of pixel fragments includes color and alpha accumulators for computing color and alpha values from the pixel fragments in a fragment list. Pixel fragments include color, alpha, coverage data. The coverage data describes how a geometric primitive covers sub-pixel regions of a pixel using a coverage mask. Pixel circuitry according to a clock-optimized approach includes separate color and alpha accumulators for computing color and alpha values for sub-pixel regions of a pixel. The accumulated color values are then summed and scaled to compute final color values for a pixel. To reduce hardware requirements, pixel circuitry in a hardware-optimized approach recognizes that some pixel regions have common accumulated alpha values as each fragment layer is processed. As such, color contributions for fragment layers can be computed using a single color accumulation operation for a pixel region having common alpha values.

    摘要翻译: 在图形渲染系统中,用于解析像素片段的深度排序列表的装置包括用于从片段列表中的像素片段计算颜色和α值的颜色和α累加器。 像素片段包括彩色,alpha,coverage数据。 覆盖数据描述几何图元如何使用覆盖掩码覆盖像素的子像素区域。 根据时钟优化方法的像素电路包括用于计算像素的子像素区域的颜色和α值的单独的颜色和α累加器。 然后将累加的颜色值相加和缩放以计算像素的最终颜色值。 为了降低硬件要求,硬件优化方法中的像素电路识别出,随着每个片段层被处理,某些像素区域具有共同的累积alpha值。 因此,可以使用对具有公共α值的像素区域的单个颜色累积操作来计算片段层的颜色贡献。

    Volumetric effects pixel processing
    8.
    发明授权
    Volumetric effects pixel processing 失效
    体积效应像素处理

    公开(公告)号:US5339386A

    公开(公告)日:1994-08-16

    申请号:US741996

    申请日:1991-08-08

    CPC分类号: G06T15/503

    摘要: In a real time image generation system opaque or planar object pixels are defined by at least a color attribute and a depth value and volumetric pixels are defined by at least a color attribute, a depth value and an opacity gradient value. A volumetric data buffer is provided for storing attributes and values associated with volumetric pixels and the volumetric items are processed first to load that buffer. Successive object pixel definitions are then read and the depth value of each current object pixel definition is compared with the depth value in the buffer and a relative weight for the volumetric effect is calculated as a function of the relative depth values and the corresponding volume gradient value. The color attributes of the object pixel and the volumetric data are then mixed as a function of the relative weighting to obtain a result color attribute which is output as the color for the respective pixel.

    摘要翻译: 在实时图像生成系统中,不透明或平面物体像素至少由颜色属性和深度值定义,并且体积像素至少由颜色属性,深度值和不透明度梯度值定义。 提供体积数据缓冲器用于存储与体积像素相关联的属性和值,并且首先处理体积项目以加载该缓冲器。 然后读取连续对象像素定义,并将每个当前对象像素清晰度的深度值与缓冲区中的深度值进行比较,并且计算体积效应的相对权重作为相对深度值和相应的体积梯度值的函数 。 然后将对象像素和体数据的颜色属性作为相对加权的函数进行混合,以获得作为各个像素的颜色输出的结果颜色属性。

    Hardware/software capability rating system
    9.
    发明授权
    Hardware/software capability rating system 有权
    硬件/软件功能评级系统

    公开(公告)号:US08930167B2

    公开(公告)日:2015-01-06

    申请号:US11744788

    申请日:2007-05-04

    申请人: Mark L. Kenworthy

    发明人: Mark L. Kenworthy

    IPC分类号: G06F11/30 G06Q30/02 G06F9/44

    摘要: Techniques and tools for rating computer products are described. For example, software ratings are based on subjective evaluations to determine computer system requirements for a positive user experience, while a computer running a capability tool rates a computer system's (or hardware component's) ability to run software. A capability rating for hardware is determined by comparing a set of features and performance results with capability rating requirements. In another aspect, a capability rating is communicated using a standardized presentation. In another aspect, capability rating level requirements are proposed (e.g., by a ratings board) and then finalized. A capability rating level is determined for computer products (e.g., by a testing organization) based on the finalized requirements and analysis of the products (e.g., by a computer running a capability tool). In another aspect, a software system comprises an inventory module, a performance testing module, and an inventory and performance evaluator module.

    摘要翻译: 描述了评估计算机产品的技术和工具。 例如,软件评级是基于主观评估来确定积极的用户体验的计算机系统需求,而运行能力工具的计算机可以评估计算机系统(或硬件组件)运行软件的能力。 通过将一组特征和性能结果与能力等级要求进行比较来确定硬件的能力等级。 另一方面,使用标准化呈现来传达能力等级。 另一方面,提出了能力等级水平要求(例如,由评级委员会),然后确定。 基于产品的最终要求和分析(例如,由运行能力工具的计算机),对计算机产品(例如由测试机构)确定能力等级水平。 另一方面,软件系统包括库存模块,性能测试模块以及库存和性能评估器模块。