SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PROCESSING PRIMITIVE SPECIFIC ATTRIBUTES GENERATED BY A FAST GEOMETRY SHADER
    2.
    发明申请
    SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PROCESSING PRIMITIVE SPECIFIC ATTRIBUTES GENERATED BY A FAST GEOMETRY SHADER 有权
    系统,方法和计算机程序产品,用于处理由快速几何形状生成的初步特定属性

    公开(公告)号:US20150348317A1

    公开(公告)日:2015-12-03

    申请号:US14820438

    申请日:2015-08-06

    IPC分类号: G06T15/87 G06T15/00

    摘要: A system, method, and computer program product are provided for processing primitive-specific attributes. A portion of a graphics processor is determined to operate in a fast geometry shader mode and a vertex associated with a set of per-vertex attributes is determined to be a shared vertex. The shared vertex is determined to be a non-provoking vertex corresponding to a first primitive that is associated with a first set of per-primitive attributes and the shared vertex is determined to be a provoking vertex corresponding to a second primitive that is associated with a second set of per-primitive attributes. Only one set of the per-vertex attributes associated with the shared vertex is stored and only one of the second set of per-primitive attributes associated with the second primitive is stored.

    摘要翻译: 提供了一种用于处理原始特定属性的系统,方法和计算机程序产品。 图形处理器的一部分被确定为以快速几何着色器模式操作,并且与一组每顶点属性相关联的顶点被确定为共享顶点。 共享顶点被确定为对应于与第一组每个原始属性相关联的第一原语的非启发性顶点,并且共享顶点被确定为与第二原语相关联的第二原语对应的激发顶点 第二组每个原始属性。 仅存储与共享顶点相关联的一组每顶点属性,并且仅存储与第二原语相关联的第二组每个基元属性中的一个。

    Method and apparatus for culling in a graphics processor with deferred shading
    4.
    发明申请
    Method and apparatus for culling in a graphics processor with deferred shading 有权
    在具有延迟着色的图形处理器中淘汰的方法和装置

    公开(公告)号:US20020196251A1

    公开(公告)日:2002-12-26

    申请号:US10231436

    申请日:2002-08-29

    IPC分类号: G06T017/00

    摘要: Structure, apparatus, and method for performing conservative hidden surface removal in a graphics processor. Culling is divided into two steps, a magnitude comparison content addressable memory cull operation (MCCAM Cull), and a subpixel cull operation. The MCCAM Cull discards primitives that are hidden completely by previously processed geometry. The Subpixel Cull takes the remaining primitives (which are partly or entirely visible), and determines the visible fragments. In one embodiment the method of performing hidden surface removal includes: selecting a current primitive comprising a plurality of stamps; comparing stamps to stamps from previously evaluated primitives; selecting a first stamp as a currently potentially visible stamp (CPVS) based on a relationship of depth states of samples in the first stamp with depth states of samples of previously evaluated stamps; comparing the CPVS to a second stamp; discarding the second stamp when no part of the second stamp would affect a final graphics display image based on the stamps that have been evaluated; discarding the CPVS and making the second stamp the CPVS, when the second stamp hides the CPVS; dispatching the CPVS and making the second stamp the CPVS when both the second stamp and the CPVS are at least partially visible in the final graphics display image; and dispatching the second stamp and the CPVS when the visibility of the second stamp and the CPVS depends on parameters evaluated later in the computer graphics pipeline.

    摘要翻译: 用于在图形处理器中执行保守的隐藏表面去除的结构,装置和方法。 剔除分为两个步骤,幅度比较内容可寻址存储器剔除操作(MCCAM Cull)和子像素剔除操作。 MCCAM Cull将丢弃由先前处理过的几何完全隐藏的原语。 子像素Cull获取剩余的基元(部分或全部可见),并确定可见碎片。 在一个实施例中,执行隐藏表面去除的方法包括:选择包括多个邮票的当前图元; 将邮票与先前评估的图案的邮票进行比较; 基于所述第一印记中的样本的深度状态与先前评估的标记的样本的深度状态的关系,选择第一印记作为当前潜在可见印记(CPVS); 将CPVS与第二个邮票进行比较; 当第二印章的任何部分都不会影响基于所评估的邮票的最终图形显示图像时,丢弃第二印记; 丢弃CPVS,并将第二个邮票隐藏CPVS; 在最终图形显示图像中至少部分地可见第二印记和CPVS时,分派CPVS并使第二印记CPVS; 并且当第二印章和CPVS的可视性取决于计算机图形管线中稍后评估的参数时,分派第二印记和CPVS。

    3D triangle rendering by texture hardware and color software using
simultaneous triangle-walking and interpolation for parallel operation
    5.
    发明授权
    3D triangle rendering by texture hardware and color software using simultaneous triangle-walking and interpolation for parallel operation 失效
    纹理硬件和彩色软件采用同时三角行走和插值进行并行操作的3D三角渲染

    公开(公告)号:US6016151A

    公开(公告)日:2000-01-18

    申请号:US928291

    申请日:1997-09-12

    申请人: Tao Lin

    发明人: Tao Lin

    IPC分类号: G06T15/87 G06T15/60

    CPC分类号: G06T15/87

    摘要: A 3D graphics accelerator operates in parallel with a host central processing unit (CPU). Software executing on the host CPU performs transformation and lighting operations on 3D-object primitives such as triangles, and generates gradients across the triangle for red, green, blue, Z-depth, alpha, fog, and specular color components. The gradients for texture attributes are also generated and sent to the graphics accelerator. Both the graphics accelerator and the CPU software perform triangle edge and span walking in synchronization to each other. The CPU software walks the triangle to interpolate non-texture color and depth attributes, while the graphics accelerator walks the triangle to interpolate texture attributes. The graphics accelerator performs a non-linear perspective correction and reads a texture pixel from a texture map. The texture pixel is combined with a color pixel that is received from the CPU software interpolation of non-texture attributes. Once the texture pixel from the graphics accelerator and the color pixel from the CPU software are sent to a blender in the graphics accelerator, both continue to interpolate the next pixel in the horizontal-line span, or move to a pixel in the next span. Both the CPU software and the graphics accelerator interpolate the same pixel at the same time. Using both the CPU and the graphics accelerator improves performance since both operate in parallel on the same pixel at the critical interpolation bottleneck.

    摘要翻译: 3D图形加速器与主机中央处理单元(CPU)并行操作。 在主机CPU上执行的软件对三维对象原语(如三角形)执行变换和点亮操作,并在三角形上生成红色,绿色,蓝色,Z深度,α,雾和镜面颜色分量的渐变。 纹理属性的渐变也被生成并发送到图形加速器。 图形加速器和CPU软件都可以相互同步执行三角形边缘和跨度行走。 CPU软件走三角形内插非纹理颜色和深度属性,而图形加速器走三角形来插值纹理属性。 图形加速器执行非线性透视校正,并从纹理图读取纹理像素。 纹理像素与从非软纹理属性的CPU软件插值接收的颜色像素组合。 一旦来自图形加速器的纹理像素和来自CPU软件的颜色像素被发送到图形加速器中的混合器,则两者都继续插入水平线跨度中的下一个像素,或者移动到下一个跨度中的像素。 CPU软件和图形加速器同时插入相同的像素。 使用CPU和图形加速器可以提高性能,因为它们在关键内插瓶颈时在同一像素上并行运行。

    Polygon renderer which determines the coordinates of polygon edges to
sub-pixel resolution in the X,Y and Z coordinates directions
    6.
    发明授权
    Polygon renderer which determines the coordinates of polygon edges to sub-pixel resolution in the X,Y and Z coordinates directions 失效
    多边形渲染器,其确定X,Y和Z坐标方向上的多边形边缘到子像素分辨率的坐标

    公开(公告)号:US5278949A

    公开(公告)日:1994-01-11

    申请号:US669150

    申请日:1991-03-12

    申请人: Larry J. Thayer

    发明人: Larry J. Thayer

    IPC分类号: G06T15/87 G06F15/62

    CPC分类号: G06T15/87

    摘要: A polygon rendering circuit for a computer color graphics system comprising an edge stepper which steps along edges of an input polygon to determine the span of the polygon along each scan line intersected by the polygon. The coordinate values of the edges on each scan line are determined to sub-pixel resolution such that only those pixels whose centers lie within the true polygon edges (within the span width) must be drawn. Processing efficiency is improved and bandwidth is minimized by passing only those edges of the polygon which are new to that polygon and by computing the Z values in the same manner as, and in parallel with, the X values. Improved results are also possible in accordance with the technique of the invention, for since adjacent polygons compute the same edge by stepping, there can be no gaps between polygons due to round-off errors.

    摘要翻译: 一种用于计算机彩色图形系统的多边形呈现​​电路,包括沿着输入多边形的边缘移动的边缘步进器,以确定沿多边形相交的每个扫描线的多边形跨度。 每个扫描线上的边缘的坐标值被确定为亚像素分辨率,使得仅必须绘制其中心位于真实多边形边缘内(在跨度宽度内)的那些像素。 通过仅通过将新的多边形的那些边缘传递到该多边形并且以与X值相同的方式计算Z值来提高处理效率并且使带宽最小化。 根据本发明的技术,改进的结果也是可能的,因为相邻的多边形通过步进计算相同的边缘,所以由于舍入误差而在多边形之间不会有间隙。

    Method of shading a graphics image
    7.
    发明授权
    Method of shading a graphics image 失效
    绘制图形图像的方法

    公开(公告)号:US5142617A

    公开(公告)日:1992-08-25

    申请号:US263294

    申请日:1988-10-27

    IPC分类号: G06T15/83 G06T15/87

    CPC分类号: G06T15/87 G06T15/83

    摘要: A method and apparatus for tiling a display area defined by lines joining vertices with a surface normal vector associated with each vertex whereby the display area is subdivided into sub-display areas by calculating additional vertices and surface normal vectors by interpolation and rendering a given sub-display area by calculating intensity values at its vertices and tiling its area by linear interpolation of the calculated vertex intensity values.

    Shading circuit for shading a plurality of polygons which constitute a
solid model, and method of shading the same
    8.
    发明授权
    Shading circuit for shading a plurality of polygons which constitute a solid model, and method of shading the same 失效
    用于遮蔽构成实体模型的多个多边形的遮蔽电路及其遮蔽方法

    公开(公告)号:US4862391A

    公开(公告)日:1989-08-29

    申请号:US101980

    申请日:1987-09-28

    申请人: Masahide Ohhashi

    发明人: Masahide Ohhashi

    IPC分类号: G06T15/80

    CPC分类号: G06T15/87

    摘要: A shading circuit has a unit for calculating coordinates and intensities of points inside a polygon based on X, Y, and Z coordinates and intensities of vertexes of each of polygons constituting a solid model. This unit includes a preprocessing section for obtaining the depth change .DELTA.Z/.DELTA.X of Z coordinate for each unit change in X coordinate and the change .DELTA.I/.DELTA.X of intensity for each unit change in X coordinate, based on X, Y, and Z coordinates and intensities of three vertexes of each of triangular polygons constituting a solid model, and a digital differential analyzer until for obtaining Z coordinates and intensities of points inside each polygon commonly using .DELTA.Z/.DELTA.X and .DELTA.I/.DELTA.X when the X and Y coordinates of the points are determined.

    摘要翻译: 阴影电路具有用于根据构成实体模型的多边形的X,Y和Z坐标和顶点的强度来计算多边形内的点的坐标和强度的单元。 该单元包括一个预处理部分,用于基于X,Y,Y,X坐标的每个单位变化,获得X坐标中每个单位变化的Z坐标的深度变化DELTA Z / DELTA X,以及X坐标的每个单位变化的强度的变化DELTA I / DELTA X, 以及构成实体模型的每个三角形多边形的三个顶点的Z坐标和强度,以及数字差分分析仪,直到当通过使用DELTA Z / DELTA X和DELTA I / DELTA X来获得每个多边形内的点的Z坐标和强度时 确定点的X和Y坐标。

    Hardware-accelerated anti-aliased graphics
    10.
    发明授权
    Hardware-accelerated anti-aliased graphics 失效
    硬件加速抗锯齿矢量图形

    公开(公告)号:US06954211B2

    公开(公告)日:2005-10-11

    申请号:US10610662

    申请日:2003-06-30

    IPC分类号: G06T11/00 G06T11/20 G06T15/50

    摘要: In order to render a primitive, the primitive is subdivided into trapezoids and triangles. The subdivision occurs using scanline-aligned lines. These simple scanline-aligned regions are further subdivided so that the primitive is divided into simple scanline-boundaried trapezoids and other complex scan shapes. The simple scanline-boundaried trapezoids are rasterized. One rasterization method uses a texture map containing slope-based coverage information to edge areas. Gouraud shading may be used to provide the anti-aliasing effects on the scanline-boundaried trapezoids. The simple scanline-boundaried trapezoids may also be rasterized using a software rasterizer. Complex scans are rasterized using a software rasterizer. As data is already rasterized, it is thereby efficiently transferred to the GPU.

    摘要翻译: 为了渲染原始图形,原始图形被细分为梯形和三角形。 使用扫描线对齐的线条进行细分。 这些简单的扫描线对齐区域进一步细分,使得原语被划分成简单的扫描线界限梯形和其他复杂的扫描形状。 简单的扫描线边界梯形被光栅化。 一种光栅化方法使用包含基于边缘的覆盖信息的纹理贴图到边缘区域。 可以使用Gouraud阴影来提供扫描线边界梯形上的抗锯齿效应。 简单的扫描线边界梯形也可以使用软件光栅化器进行光栅化。 使用软件光栅化器对复杂扫描进行光栅化。 由于数据已经被光栅化,因此其被有效地传送到GPU。