System and Method for a Software Managed Cache in a Multiprocessing Environment
    1.
    发明申请
    System and Method for a Software Managed Cache in a Multiprocessing Environment 有权
    多处理环境中软件管理缓存的系统和方法

    公开(公告)号:US20090327613A1

    公开(公告)日:2009-12-31

    申请号:US12145551

    申请日:2008-06-25

    IPC分类号: G06F12/08

    CPC分类号: G06F12/0875

    摘要: A method for implementing a software-managed cache comprises determining an object identifier (ID) for each of a first set of objects of a plurality of objects resident in a local memory, to generate a first cache table, the first cache table comprising a plurality of entries. Each object comprises an object ID and an effective address. The method receives a request for an object, the request comprising an object ID. The method compares the received object ID with the entries in the first cache table. In the event the received object ID matches an entry in the first cache table, the method returns the matching entry in response to the request. In the event the received object ID does not match an entry in the first cache table, the method calculates an effective address in the local memory of the object associated with the object ID.

    摘要翻译: 用于实现软件管理的高速缓存的方法包括为驻留在本地存储器中的多个对象的第一组对象中的每一个确定对象标识符(ID),以生成第一高速缓存表,所述第一高速缓存表包括多个 的条目。 每个对象包括对象ID和有效地址。 该方法接收对象的请求,该请求包括对象ID。 该方法将接收的对象ID与第一高速缓存表中的条目进行比较。 在接收到的对象ID与第一高速缓存表中的条目匹配的情况下,该方法响应于该请求返回匹配的条目。 在接收到的对象ID与第一高速缓存表中的条目不匹配的情况下,该方法计算与对象ID相关联的对象的本地存储器中的有效地址。

    System and method for photorealistic imaging using ambient occlusion
    2.
    发明授权
    System and method for photorealistic imaging using ambient occlusion 有权
    使用环境遮挡的真实感成像系统和方法

    公开(公告)号:US09483864B2

    公开(公告)日:2016-11-01

    申请号:US12329470

    申请日:2008-12-05

    IPC分类号: G06T15/50 G06T15/06

    CPC分类号: G06T15/06

    摘要: Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A primary pixel color and a primary ray are generated based on a selected first pixel data. If the primary ray intersects an object in the scene, an intersection point is determined. A surface normal is determined based on the object intersected and the intersection point. The primary pixel color is modified based on a primary hit color, determined based on the intersection point. A plurality of ambient occlusion (AO) rays each having a direction, D, are generated based on the intersection point, P and the surface normal. Each AO ray direction is reversed and the AO ray origin is set to a point outside the scene. An AO ray that does not intersect an object before reaching the intersection point is included in ambient occlusion calculations. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data.

    摘要翻译: 接收场景模型数据,包括场景几何模型和描述在场景中布置的对象的多个像素数据。 基于所选择的第一像素数据生成主要像素颜色和主要光线。 如果主光线与场景中的对象相交,则确定交点。 基于相交对象和交点确定表面法线。 基于基于交点确定的主要命中颜色修改主像素颜色。 基于交点P和表面法线,生成各自具有方向D的多个环境遮挡(AO)射线。 每个AO射线方向相反,并将AO射线原点设置为场景外的点。 在到达交点之前不与物体相交的AO射线被包括在环境遮挡计算中。 主像素颜色基于环境遮挡和主要命中颜色而阴影,并且基于像素数据的主像素颜色生成图像。

    System and method for photorealistic imaging workload distribution
    3.
    发明授权
    System and method for photorealistic imaging workload distribution 有权
    照片写实影像工作量分布的系统和方法

    公开(公告)号:US09270783B2

    公开(公告)日:2016-02-23

    申请号:US12329586

    申请日:2008-12-06

    IPC分类号: G06T15/00 G06T1/20 H04L29/08

    摘要: A graphics client receives a frame, the frame comprising scene model data. A server load balancing factor is set based on the scene model data. A prospective rendering factor is set based on the scene model data. The frame is partitioned into a plurality of server bands based on the server load balancing factor and the prospective rendering factor. The server bands are distributed to a plurality of compute servers. Processed server bands are received from the compute servers. A processed frame is assembled based on the received processed server bands. The processed frame is transmitted for display to a user as an image.

    摘要翻译: 图形客户端接收帧,该帧包括场景模型数据。 基于场景模型数据设置服务器负载平衡因子。 基于场景模型数据设置预期渲染因子。 基于服务器负载均衡因子和预期渲染因子,将帧划分为多个服务器频带。 服务器频带被分发到多个计算服务器。 从计算服务器接收处理的服务器频带。 基于所接收的处理的服务器频带来组装经处理的帧。 被处理的帧被传送以作为图像显示给用户。

    Efficient Communication of Producer/Consumer Buffer Status
    4.
    发明申请
    Efficient Communication of Producer/Consumer Buffer Status 审中-公开
    生产者/消费者缓冲区状态的高效通信

    公开(公告)号:US20120317372A1

    公开(公告)日:2012-12-13

    申请号:US13593030

    申请日:2012-08-23

    IPC分类号: G06F12/00

    CPC分类号: G06F15/17337

    摘要: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    Efficient communication of producer/consumer buffer status
    5.
    发明授权
    Efficient communication of producer/consumer buffer status 有权
    生产者/消费者缓冲区状态的有效沟通

    公开(公告)号:US09053069B2

    公开(公告)日:2015-06-09

    申请号:US13593030

    申请日:2012-08-23

    IPC分类号: G06F15/173

    CPC分类号: G06F15/17337

    摘要: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment
    6.
    发明申请
    System and Method for Iterative Interactive Ray Tracing in a Multiprocessor Environment 失效
    多处理器环境中迭代交互光线跟踪的系统和方法

    公开(公告)号:US20120213430A1

    公开(公告)日:2012-08-23

    申请号:US13458941

    申请日:2012-04-27

    IPC分类号: G06K9/00

    摘要: A method comprises receiving scene model data including a scene geometry model and a plurality of pixel data describing objects arranged in a scene. The method generates a primary ray based on a selected first pixel data. In the event the primary ray intersects an object in the scene, the method determines primary hit color data and generates a plurality of secondary rays. The method groups the secondary packets and arranges the packets in a queue based on the octant of each direction vector in the secondary ray packet. The method generates secondary color data based on the secondary ray packets in the queue and generates a pixel color based on the primary hit color data, and the secondary color data. The method generates an image based on the pixel color for the pixel data.

    摘要翻译: 一种方法包括接收包括场景几何模型和描述在场景中布置的对象的多个像素数据的场景模型数据。 该方法基于所选择的第一像素数据生成主射线。 在主要射线与场景中的物体相交的情况下,该方法确定主要命中颜色数据并产生多个次要射线。 该方法对二次分组进行分组,并根据二次射线分组中每个方向向量的八分圆排列队列中的分组。 该方法基于队列中的二次射线包生成次色数据,并根据主要命中颜色数据和次要颜色数据生成像素颜色。 该方法基于像素数据的像素颜色生成图像。

    System and Method for Photorealistic Imaging Workload Distribution
    7.
    发明申请
    System and Method for Photorealistic Imaging Workload Distribution 有权
    真实感影像工作负载分布的系统与方法

    公开(公告)号:US20100141665A1

    公开(公告)日:2010-06-10

    申请号:US12329586

    申请日:2008-12-06

    IPC分类号: G06F15/80

    摘要: A graphics client receives a frame, the frame comprising scene model data. A server load balancing factor is set based on the scene model data. A prospective rendering factor is set based on the scene model data. The frame is partitioned into a plurality of server bands based on the server load balancing factor and the prospective rendering factor. The server bands are distributed to a plurality of compute servers. Processed server bands are received from the compute servers. A processed frame is assembled based on the received processed server bands. The processed frame is transmitted for display to a user as an image.

    摘要翻译: 图形客户端接收帧,该帧包括场景模型数据。 基于场景模型数据设置服务器负载平衡因子。 基于场景模型数据设置预期渲染因子。 基于服务器负载均衡因子和预期渲染因子,将帧划分为多个服务器频带。 服务器频带被分发到多个计算服务器。 从计算服务器接收处理的服务器频带。 基于所接收的处理的服务器频带来组装经处理的帧。 被处理的帧被传送以作为图像显示给用户。

    Apparatus and Method for Efficient Communication of Producer/Consumer Buffer Status
    8.
    发明申请
    Apparatus and Method for Efficient Communication of Producer/Consumer Buffer Status 失效
    用于生产者/消费者缓冲区状态的高效通信的装置和方法

    公开(公告)号:US20090037620A1

    公开(公告)日:2009-02-05

    申请号:US12127464

    申请日:2008-05-27

    IPC分类号: G06F3/00

    CPC分类号: G06F15/17337

    摘要: An apparatus and method for efficient communication of producer/consumer buffer status are provided. With the apparatus and method, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了用于生产者/消费者缓冲器状态的有效通信的装置和方法。 利用该设备和方法,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    Efficient communication of producer/consumer buffer status
    9.
    发明授权
    Efficient communication of producer/consumer buffer status 失效
    生产者/消费者缓冲区状态的有效沟通

    公开(公告)号:US08275917B2

    公开(公告)日:2012-09-25

    申请号:US12127464

    申请日:2008-05-27

    CPC分类号: G06F15/17337

    摘要: A mechanism is provided for efficient communication of producer/consumer buffer status. With the mechanism, devices in a data processing system notify each other of updates to head and tail pointers of a shared buffer region when the devices perform operations on the shared buffer region using signal notification channels of the devices. Thus, when a producer device that produces data to the shared buffer region writes data to the shared buffer region, an update to the head pointer is written to a signal notification channel of a consumer device. When a consumer device reads data from the shared buffer region, the consumer device writes a tail pointer update to a signal notification channel of the producer device. In addition, channels may operate in a blocking mode so that the corresponding device is kept in a low power state until an update is received over the channel.

    摘要翻译: 提供了一种用于生成器/消费者缓冲器状态的有效通信的机制。 利用该机制,当设备使用设备的信号通知通道在共享缓冲区域上执行操作时,数据处理系统中的设备通知彼此对共享缓冲区域的头和尾指针的更新。 因此,当向共享缓冲区域产生数据的生成器设备将数据写入到共享缓冲区域时,对头指针的更新被写入消费者设备的信号通知通道。 当消费者设备从共享缓冲区域读取数据时,消费者设备将尾指针更新写入生成器设备的信号通知通道。 此外,信道可以以阻塞模式操作,使得对应的设备保持在低功率状态,直到通过信道接收到更新。

    System and Method for Photorealistic Imaging Using Ambient Occlusion
    10.
    发明申请
    System and Method for Photorealistic Imaging Using Ambient Occlusion 有权
    使用环境遮挡的真实感成像系统和方法

    公开(公告)号:US20100141652A1

    公开(公告)日:2010-06-10

    申请号:US12329470

    申请日:2008-12-05

    IPC分类号: G06T15/60

    CPC分类号: G06T15/06

    摘要: Scene model data, including a scene geometry model and a plurality of pixel data describing objects arranged in a scene, is received. A first pixel data of the plurality of pixel data is selected. A primary pixel color and a primary ray are generated based on the first pixel data. If the primary ray intersects an object in the scene, an intersection point, P is determined. A surface normal, N, is determined based on the object intersected and the intersection point, P. A primary hit color is determined based on the intersection point, P. The primary pixel color is modified based on the primary hit color. A plurality of ambient occlusion (AO) rays are generated based on the intersection point, P and the surface normal, N, with each AO ray having a direction, D. For each AO ray, the AO ray direction is reversed, D, the AO ray origin, O, is set to a point outside the scene. Each AO ray is marched from the AO ray origin into the scene to the intersection point, P. If an AO ray intersects an object before reaching point P, that AO ray is excluded from ambient occlusion calculations. If an AO ray does not intersect an object before reaching point P, that ray is included in ambient occlusion calculations. Ambient occlusion is estimated based on included AO rays. The primary pixel color is shaded based on the ambient occlusion and the primary hit color and an image is generated based on the primary pixel color for the pixel data.

    摘要翻译: 接收场景模型数据,包括场景几何模型和描述在场景中布置的对象的多个像素数据。 选择多个像素数据的第一像素数据。 基于第一像素数据生成主要像素颜色和主要光线。 如果主要射线与场景中的物体相交,则确定交点P。 基于相交对象和交点P确定表面法线N。基于交点P确定主要命中颜色。基于主要命中颜色修改主像素颜色。 基于交点P和表面法线N产生多个环境遮挡(AO)射线,每个AO射线具有方向D.对于每个AO射线,AO射线方向相反,D, AO射线原点O被设置为场景外的点。 每个AO射线从AO射线原点进入场景到交点P.如果AO光线在达到点P之前与物体相交,那么AO射线被排除在环境遮挡计算之外。 如果AO射线在到达点P之前没有与物体相交,则该光线被包含在环境遮挡计算中。 基于包含的AO射线估计环境遮挡。 主像素颜色基于环境遮挡和主要命中颜色而阴影,并且基于像素数据的主像素颜色生成图像。