摘要:
A method and apparatus for processing pixel rasterization in a 3D rendering processor is disclosed. According to the method and apparatus, the primary depth checking is performed before the performing of the texture mapping, and thus the unnecessary performing of the texture mapping can be removed. Also, the consistency problem can be simply and easily solved using the flag memory, and by performing the depth reading and depth checking twice, the hit rate of the pixel cache memory is heightened. Thus, the method and apparatus is effective in cost, performance, and power consumption.
摘要:
An apparatus and a method for performing rounding and addition in parallel in a floating point multiplier are disclosed, in which operation time and the size of a chip can be reduced. The apparatus includes an adder having an n bit half adder and an 1 bit full adder to add high n+1 bit from carry C and sum S of 2n bit and 1 bit of predictor, a Cinn−2 generator for generating carry Cinn−2 for addition of low n−2 bit to carry C and sum S of 2n bit, a predictor for providing 0 or 1 to the full adder when generating the added carry C of n bit and sum S of n+1 bit, a carry select adder for adding 0 or 1 to high n bit value of carry and sum added through the adder to output its result values i0 and i1, a selector for outputting a control signal of 0 or 1 to select a value obtained by addition and rounding from two output values of the carry select adder, a multiplexer for multiplexing the results of i0 and i1 from one of a round-to-nearest mode, a round-to-zero mode, and a round-to-infinity mode in response to the control signal of the selector, and a qNS0 logic circuit for generating the least significant bit LSB for a round value during no shift (NS). The floating point multiplier supports four rounding modes according to IEEE's standard.
摘要:
A floating-point ALU that performs an IEEE rounding and an addition in parallel in a simultaneous rounding method (SRM) type floating-point adder. The floating-point ALU includes an alignment/normalization section for bypassing or inverting a first fraction part and a second fraction part, performing an alignment by performing a right shift as much as a value obtained from an exponent part or performing a normalization through a left shift by calculating a leading zero with respect to the first fraction part, and obtaining a guard bit (G), round bit (R), and sticky bit (Sy); and an addition and rounding operation section for performing a addition and rounding with respect to the first fraction part and second fraction part outputted through the alignment/normalization section. According to the floating-point ALU, the processing time and the hardware size can be reduced, and the hardware of the SRM can be used as it is.
摘要:
A 3D graphic accelerator and a method for processing a graphic acceleration using the same is provided in which the inputted primitives are geometrically processed, and existence of any transparent primitives or dominance/rarity of opaque primitives is determined among the geometrically processed primitives. The primitives are rendered in an object-order style and an image-order style in accordance with the determination. The information on the rendered primitives is stored in a corresponding frame buffer and a bucket, and the rendered primitives are display-refreshed. Thus, the 3D graphic accelerator with order- independent transparency and high performance is obtained.
摘要:
A pipelined divider with a small lookup table is disclosed. The pipelined divider can greatly reduce the size of a lookup table with a low cost to overcome the problems involved in the conventional pipelined divider requiring a large lookup table due to its iterative operation type. The pipelined divider has a delay time of 3 cycles in a single precision, and can reduce a chip size by about ⅓ in comparison to the existing pipelined divider.
摘要:
A method and a device of consistency buffer for a high performance 3D graphic accelerator is disclosed to retain consistency without detecting any overlapping region in advance but determining an overlapping with respect to a rendered pixel. The device of consistency buffer according to the present invention comprises a fetch section for transmitting a plurality of primitives to be processed to a vacant region of the buffer, an issue section for buffering the plurality of the primitives transmitted from the said fetch section, and allotting positions to be inputted, a plurality of rendering accelerators for receiving and rendering the plurality of primitives allotted by the issue section, a consistency buffer for storing information required for processing with consistency according to a depth value and a color value of each primitive computed by each of the rendering accelerators, and a memory interface unit for performing read/write computation in a memory by mens of processing with consistency in order based on the information stored in the consistency buffer.
摘要:
A ray tracing core comprising a ray generation unit and a plurality of T&I (Traversal & Intersection) units with MIMD (Multiple Instruction stream Multiple Data stream) architecture is disclosed. The ray generation unit generates at least one eye ray based on an eye ray generation information. The eye ray generation information includes a screen coordinate value. Each of the plurality of T&I units receives the at least one eye ray and checks whether there exists a triangle intersected with the received at least one eye ray. The triangle configures a space.
摘要:
A ray tracing core comprises a ray tracing unit (RTU), a control unit, and a tree build unit (TBU). The ray tracing unit performs ray tracing based on a spatial partitioning structure. The control unit calculates the degree of complexity of the spatial partitioning structure by monitoring the load state of the ray tracing unit. The tree build unit builds the spatial partitioning structure having the degree of complexity which is calculated. The load state is determined based on a frame rate which is processed in the pertinent unit. The spatial partitioning structure applies a K-dimensional tree. For example, the degree of complexity can be modified according to either the maximum primitive number of a leaf node with respect to a K-dimensional tree structure or a tree depth.
摘要:
A misinput avoidance method of a mobile terminal may be implemented to prevent a misinput caused by contacting unintended keys around the target key. A misinput avoidance method of a mobile terminal according to the present invention includes detecting inputs of a plurality of keys and discriminating a target key from other keys. The method also includes extracting keys around the target key and registering the keys around the target keys as neighbor keys. The method further includes processing the input of the target key while blocking the inputs of the neighbor keys. The method further includes releasing, when the target key is released, the blocking of the inputs of the neighbor keys.
摘要:
The present invention relates to a mobile communication terminal for Push To Talk (PTT) and a method for processing missed call information thereof, which allows a receiver to check why an originator requested the PTT telephone call during the absence of the receiver through missed call information. The missed call information includes the voice of the originator requesting the PTT call, and the voice of the originator is output when confirmation of the missed call information is requested.