DISPLAY SYSTEM HAVING FLOATING POINT RASTERIZATION AND FLOATING POINT FRAMEBUFFERING
    1.
    发明申请
    DISPLAY SYSTEM HAVING FLOATING POINT RASTERIZATION AND FLOATING POINT FRAMEBUFFERING 审中-公开
    具有浮点漂移和浮动点框架显示系统

    公开(公告)号:US20120139931A1

    公开(公告)日:2012-06-07

    申请号:US13397830

    申请日:2012-02-16

    IPC分类号: G09G5/39

    摘要: A floating point rasterization and frame buffer in a computer system graphics program. The rasterization, fog, lighting, texturing, blending, and antialiasing processes operate on floating point values. In one embodiment, a 16-bit floating point format consisting of one sign bit, ten mantissa bits, and five exponent bits (s10e5), is used to optimize the range and precision afforded by the 16 available bits of information. In other embodiments, the floating point format can be defined in the manner preferred in order to achieve a desired range and precision of the data stored in the frame buffer. The final floating point values corresponding to pixel attributes are stored in a frame buffer and eventually read and drawn for display. The graphics program can operate directly on the data in the frame buffer without losing any of the desired range and precision of the data.

    摘要翻译: 计算机系统图形程序中的浮点光栅化和帧缓冲区。 光栅化,雾化,照明,纹理,混合和抗锯齿处理工作在浮点值上。 在一个实施例中,使用由一个符号位,十个尾数位和五个指数位(s10e5)组成的16位浮点格式来优化由16个可用位信息提供的范围和精度。 在其他实施例中,可以以优选的方式定义浮点格式,以便实现存储在帧缓冲器中的数据的期望范围和精度。 对应于像素属性的最终浮点值存储在帧缓冲器中,并最终读取并绘制以进行显示。 图形程序可以直接对帧缓冲器中的数据进行操作,而不会丢失数据的所需范围和精度。

    DISPLAY SYSTEM HAVING FLOATING POINT RASTERIZATION AND FLOATING POINT FRAMEBUFFERING
    2.
    发明申请
    DISPLAY SYSTEM HAVING FLOATING POINT RASTERIZATION AND FLOATING POINT FRAMEBUFFERING 有权
    具有浮点漂移和浮动点框架显示系统

    公开(公告)号:US20110169842A1

    公开(公告)日:2011-07-14

    申请号:US13004650

    申请日:2011-01-11

    IPC分类号: G06F13/14 G09G5/36

    摘要: A floating point rasterization and frame buffer in a computer system graphics program. The rasterization, fog, lighting, texturing, blending, and antialiasing processes operate on floating point values. In one embodiment, a 16-bit floating point format consisting of one sign bit, ten mantissa bits, and five exponent bits (s10e5), is used to optimize the range and precision afforded by the 16 available bits of information. In other embodiments, the floating point format can be defined in the manner preferred in order to achieve a desired range and precision of the data stored in the frame buffer. The final floating point values corresponding to pixel attributes are stored in a frame buffer and eventually read and drawn for display. The graphics program can operate directly on the data in the frame buffer without losing any of the desired range and precision of the data.

    摘要翻译: 计算机系统图形程序中的浮点光栅化和帧缓冲区。 光栅化,雾化,照明,纹理,混合和抗锯齿处理工作在浮点值上。 在一个实施例中,使用由一个符号位,十个尾数位和五个指数位(s10e5)组成的16位浮点格式来优化由16个可用位信息提供的范围和精度。 在其他实施例中,可以以优选的方式定义浮点格式,以便实现存储在帧缓冲器中的数据的期望范围和精度。 对应于像素属性的最终浮点值存储在帧缓冲器中,并最终读取并绘制以进行显示。 图形程序可以直接对帧缓冲器中的数据进行操作,而不会丢失数据的所需范围和精度。

    INTEGRATION OF GRAPHICAL APPLICATION CONTENT INTO THE GRAPHICAL SCENE OF ANOTHER APPLICATION
    3.
    发明申请
    INTEGRATION OF GRAPHICAL APPLICATION CONTENT INTO THE GRAPHICAL SCENE OF ANOTHER APPLICATION 有权
    将图形应用内容集成到其他应用的图形场景中

    公开(公告)号:US20110141113A1

    公开(公告)日:2011-06-16

    申请号:US12987615

    申请日:2011-01-10

    IPC分类号: G06T15/00 G06T15/20

    CPC分类号: G06T1/00 G06F3/1454 G06T19/00

    摘要: This application describes a system that captures 3D geometry commands from a first 3D graphics process and stores them in a shared memory. A second 3D environment process creates a 3D display environment using a display and display hardware. A third process obtains the 3D commands and supplies them to the hardware to place 3D objects in the 3D environment. The result is a fused display environment where 3D objects are displayed along with other display elements. Input events in the environment are analyzed and mapped to the 3D graphics process or the environment where they affect corresponding processing.

    摘要翻译: 该应用程序描述了从第一个3D图形进程捕获3D几何命令并将其存储在共享内存中的系统。 第二个3D环境过程使用显示和显示硬件创建3D显示环境。 第三个进程获取3D命令并将其提供给硬件,以将3D对象放置在3D环境中。 结果是融合显示环境,其中3D对象与其他显示元素一起显示。 环境中的输入事件被分析并映射到3D图形进程或影响对应处​​理的环境。

    Method and system for minimizing an amount of data needed to test data against subarea boundaries in spatially composited digital video
    4.
    发明授权
    Method and system for minimizing an amount of data needed to test data against subarea boundaries in spatially composited digital video 有权
    用于最小化在空间合成数字视频中针对子区域边界测试数据所需的数据量的方法和系统

    公开(公告)号:US07924287B2

    公开(公告)日:2011-04-12

    申请号:US12814306

    申请日:2010-06-11

    IPC分类号: G06F15/80

    CPC分类号: G06T15/00 G06T17/10

    摘要: A method and system for minimizing an amount of data needed to test data against subarea boundaries in spatially composited digital video. Spatial compositing uses a graphics unit or pipeline to render a portion (subarea) of each overall frame of digital video images. This reduces the amount of data that each processor must act on and increases the rate at which an overall frame is rendered. Optimization of spatial compositing depends on balancing the processing load among the different pipelines. The processing load typically is a direct function of the size of a given subarea and a function of the rendering complexity for objects within this subarea. Load balancing strives to measure these variables and adjust, from frame to frame, the number, sizes, and positions of the subareas. The cost of this approach is the necessity to communicate, in conjunction with each frame, the graphics data that will be rendered. Graphics data for a frame is composed of geometry chunks. Each geometry chunk is defined by its own bounding region, where the bounding region defines the space the geometry chunk occupies on the compositing window. Only the parameters that define the bounding region are communicated to each graphics unit in conjunction with the determination of which graphics unit will render the geometry chunk defined by the bounding region. The actual graphics data that comprises the geometry chunk is communicated only to those geometry units that will actually render the geometry chunk. This reduces the amount of data needed to communicate graphics data information in spatially composited digital video.

    摘要翻译: 一种用于最小化在空间合成数字视频中针对子区域边界测试数据所需的数据量的方法和系统。 空间合成使用图形单元或管线来呈现数字视频图像的每个整个帧的部分(子区域)。 这减少了每个处理器必须作用的数据量,并且增加了渲染整个帧的速率。 空间合成的优化取决于平衡不同管道之间的处理负荷。 处理负载通常是给定子区域的大小的直接函数和该子区域内对象的呈现复杂度的函数。 负载平衡力求测量这些变量,并从帧到帧调整子区域的数量,大小和位置。 这种方法的成本是与每个帧结合将要呈现的图形数据的必要性。 帧的图形数据由几何块组成。 每个几何块由其自己的边界区域定义,其中边界区域定义几何块在合成窗口上占据的空间。 结合确定哪个图形单元将呈现由边界区域定义的几何块,仅将限定边界区域的参数传送到每个图形单元。 包含几何块的实际图形数据仅传送到将实际渲染几何块的几何单元。 这减少了在空间合成的数字视频中传送图形数据信息所需的数据量。

    Color computation of pixels using a plurality of vertex or fragment shader programs
    5.
    发明授权
    Color computation of pixels using a plurality of vertex or fragment shader programs 有权
    使用多个顶点或片段着色器程序进行像素的颜色计算

    公开(公告)号:US07830390B2

    公开(公告)日:2010-11-09

    申请号:US11183848

    申请日:2005-07-19

    申请人: David Shreiner

    发明人: David Shreiner

    IPC分类号: G06F15/80 G06F15/16

    CPC分类号: G06T15/005 G06T15/80

    摘要: A plurality of vertex or fragment processors on a graphics processor perform computations. Each vertex or fragment processor is capable of executing a separate program to compute a specific result. A combiner manages the combination of the results from the respective processors, and produces a final transformed vertex or pixel value. The vertex or fragment processors and the combiner can be programmable to modify their operations. As such, the vertex or fragment processors can operate in a parallel or serial configuration, or both. The combiner manages and resolves the operations of the serial and/or parallel configurations. A synchronization barrier enables the combiner to perform data-dependency analysis to determine the timing and ordering of the respective processors' execution. A transformation module can include one or more programmable vertex processors that transforms three-dimensional geometric data into fragments. The fragment processors subsequently receive and compute a result for each fragment, which is combined using the combiner to produce the final pixel value.

    摘要翻译: 图形处理器上的多个顶点或片段处理器执行计算。 每个顶点或片段处理器能够执行单独的程序来计算特定的结果。 组合器管理来自各个处理器的结果的组合,并且产生最终变换的顶点或像素值。 顶点或片段处理器和组合器可以被编程以修改其操作。 因此,顶点或片段处理器可以以并行或串行配置操作,或两者兼而有之。 组合器管理和解决串行和/或并行配置的操作。 同步屏障使得组合器能够执行数据依赖性分析以确定各个处理器执行的时序和顺序。 变换模块可以包括将三维几何数据变换成片段的一个或多个可编程顶点处理器。 片段处理器随后接收并计算每个片段的结果,其使用组合器组合以产生最终像素值。

    Flexible landscape display system for information display and control
    6.
    发明授权
    Flexible landscape display system for information display and control 有权
    灵活的景观显示系统,用于信息显示和控制

    公开(公告)号:US07773085B2

    公开(公告)日:2010-08-10

    申请号:US11368452

    申请日:2006-03-07

    IPC分类号: G06T15/00

    CPC分类号: G06T17/05

    摘要: The present invention is a system that grids original data, maps the data at the grid locations to height values at corresponding landscape image pixel locations and renders the landscape pixels into a three-dimensional (3D) landscape image. The landscape pixels can have arbitrary shapes and can be augmented with additional 3D information from the original data, such as an offset providing additional information, or generated from processing of the original data, such as to alert when a threshold is exceeded, or added for other purposes such as to point out a feature. The pixels can also convey additional information from the original data using other pixel characteristics such as texture, color, transparency, etc.

    摘要翻译: 本发明是网格化原始数据的系统,将网格位置处的数据映射到对应景观图像像素位置处的高度值,并将景观像素渲染成三维(3D)景观图像。 景观像素可以具有任意形状,并且可以利用来自原始数据的附加3D信息进行增强,例如提供附加信息的偏移量,或者是从原始数据的处理产生的,例如当超过阈值时警报,或者为 其他目的,例如指出一个功能。 像素还可以使用诸如纹理,颜色,透明度等其他像素特征从原始数据传送附加信息。

    Self-tuning time interpolator
    7.
    发明授权
    Self-tuning time interpolator 失效
    自整定时间插值器

    公开(公告)号:US07716513B2

    公开(公告)日:2010-05-11

    申请号:US11464148

    申请日:2006-08-11

    申请人: Christoph Lameter

    发明人: Christoph Lameter

    IPC分类号: G06F1/00 G06F1/14 G06F1/12

    CPC分类号: G06F13/24

    摘要: A scaling factor used in time interpolation calculations is tuned so as to compensate for clock sources that generate timer interrupts both slower and faster than expected. The scaling factor is decreased when the timer interrupts are late and the scaling factor is increased when the timer interrupts are early. By being able to account for timer interrupts that are generated too early, time skips are minimized. The adjusted scaling factor is used in calculating system time and interpolation offset values.

    摘要翻译: 对时间插值计算中使用的缩放因子进行调整,以补偿产生比预期更慢和更快的定时器中断的时钟源。 当定时器中断迟到时,缩放因子减小,当定时器中断提前时缩放因子增加。 通过能够解决太早产生的定时器中断,时间跳过最小化。 调整缩放因子用于计算系统时间和插值偏移值。

    Use of ray tracing for generating images for auto-stereo displays
    8.
    发明授权
    Use of ray tracing for generating images for auto-stereo displays 失效
    使用光线跟踪生成自动立体显示的图像

    公开(公告)号:US07697751B2

    公开(公告)日:2010-04-13

    申请号:US11321253

    申请日:2005-12-29

    申请人: Charles C. Rhodes

    发明人: Charles C. Rhodes

    IPC分类号: G06K9/00 G06K9/36 G09G5/00

    CPC分类号: H04N13/10

    摘要: Methods and apparatus for generating composite images for displays are provided. For some embodiments, ray tracing algorithms may be utilized to efficiently generate a composite image corresponding to multiple views. Because ray tracing is done on a per pixel basis, it is possible to generate pixel values for only those pixels that will be allocated to a particular image view. By tracing rays from a viewpoint only through those pixels allocated to displaying images corresponding to that viewpoint, a composite image may be generated without discarding pixel data.

    摘要翻译: 提供了用于生成显示器的合成图像的方法和装置。 对于一些实施例,可以利用光线跟踪算法来有效地生成对应于多个视图的合成图像。 因为光线跟踪是在每个像素的基础上完成的,所以可以为仅分配给特定图像视图的像素生成像素值。 通过仅通过分配给与该视点相对应的显示图像的像素来追踪来自视点的光线,可以生成合成图像而不丢弃像素数据。

    Integration of graphical application content into the graphical scene of another application
    9.
    发明授权
    Integration of graphical application content into the graphical scene of another application 有权
    将图形应用程序内容集成到另一个应用程序的图形场景中

    公开(公告)号:US08314804B2

    公开(公告)日:2012-11-20

    申请号:US12987615

    申请日:2011-01-10

    IPC分类号: G06T1/00 G06T15/00

    CPC分类号: G06T1/00 G06F3/1454 G06T19/00

    摘要: This application describes a system that captures 3D geometry commands from a first 3D graphics process and stores them in a shared memory. A second 3D environment process creates a 3D display environment using a display and display hardware. A third process obtains the 3D commands and supplies them to the hardware to place 3D objects in the 3D environment. The result is a fused display environment where 3D objects are displayed along with other display elements. Input events in the environment are analyzed and mapped to the 3D graphics process or the environment where they affect corresponding processing.

    摘要翻译: 该应用程序描述了从第一个3D图形进程捕获3D几何命令并将其存储在共享内存中的系统。 第二个3D环境过程使用显示和显示硬件创建3D显示环境。 第三个进程获取3D命令并将其提供给硬件,以将3D对象放置在3D环境中。 结果是融合显示环境,其中3D对象与其他显示元素一起显示。 环境中的输入事件被分析并映射到3D图形进程或影响对应处​​理的环境。

    FLOATING POINT COMPUTER SYSTEM AND TEXTURING
    10.
    发明申请
    FLOATING POINT COMPUTER SYSTEM AND TEXTURING 审中-公开
    浮点计算机系统和纹理

    公开(公告)号:US20120262470A1

    公开(公告)日:2012-10-18

    申请号:US13494132

    申请日:2012-06-12

    IPC分类号: G09G5/00

    摘要: A floating point rasterization and frame buffer in a computer system graphics program. The rasterization, fog, lighting, texturing, blending, and antialiasing processes operate on floating point values. In one embodiment, a 16-bit floating point format consisting of one sign bit, ten mantissa bits, and five exponent bits (s10e5), is used to optimize the range and precision afforded by the 16 available bits of information. In other embodiments, the floating point format can be defined in the manner preferred in order to achieve a desired range and precision of the data stored in the frame buffer. The final floating point values corresponding to pixel attributes are stored in a frame buffer and eventually read and drawn for display. The graphics program can operate directly on the data in the frame buffer without losing any of the desired range and precision of the data.

    摘要翻译: 计算机系统图形程序中的浮点光栅化和帧缓冲区。 光栅化,雾化,照明,纹理,混合和抗锯齿处理工作在浮点值上。 在一个实施例中,使用由一个符号位,十个尾数位和五个指数位(s10e5)组成的16位浮点格式来优化由16个可用位信息提供的范围和精度。 在其他实施例中,可以以优选的方式定义浮点格式,以便实现存储在帧缓冲器中的数据的期望范围和精度。 对应于像素属性的最终浮点值存储在帧缓冲器中,并最终读取并绘制以进行显示。 图形程序可以直接对帧缓冲器中的数据进行操作,而不会丢失数据的所需范围和精度。