TECHNIQUES FOR REDUCING ACCESSES FOR RETRIEVING TEXTURE IMAGES
    1.
    发明申请
    TECHNIQUES FOR REDUCING ACCESSES FOR RETRIEVING TEXTURE IMAGES 有权
    减少纹理图像检索的技术

    公开(公告)号:US20150070371A1

    公开(公告)日:2015-03-12

    申请号:US14020716

    申请日:2013-09-06

    Applicant: Bimal Poddar

    Inventor: Bimal Poddar

    CPC classification number: G06T1/60 G06T1/20 G06T9/00 G06T11/001

    Abstract: Various embodiments are generally directed to techniques for reducing storage access bandwidth requirements in retrieving a texture image from a storage for applying textures to rendered objects by rendering the texture image itself into the storage to reduce the storage space in which the texture image is stored and to arrange portions of the texture image to be retrieved with fewer accesses. A device to render images includes a processor component; a color analyzer to determine a clear color of a texture image stored as source texture data; and a rendering routine to render the texture image into a storage as reduced texture data, the rendering routine to selectively store in the reduced texture data pixel color values retrieved from the source texture data that are associated with pixels of the texture image not colored with the clear color. Other embodiments are described and claimed.

    Abstract translation: 各种实施例通常涉及用于通过将纹理图像本身渲染到存储器中以减少其中存储纹理图像的存储空间来减少从用于将纹理应用于渲染对象的存储器中检索纹理图像的存储访问带宽需求的技术,并且 以更少的访问方式排列要检索的纹理图像的部分。 用于渲染图像的设备包括处理器组件; 确定作为源纹理数据存储的纹理图像的清晰颜色的颜色分析器; 以及用于将纹理图像呈现为作为减少的纹理数据的存储的呈现例程,所述渲染程序选择性地存储从与未被着色的纹理图像的像素相关联的源纹理数据中检索的缩小纹理数据像素颜色值 清晰的颜色。 描述和要求保护其他实施例。

    Rotated rendering and locking support for tablet computers and portrait displays
    2.
    发明授权
    Rotated rendering and locking support for tablet computers and portrait displays 有权
    平板电脑和纵向显示器的旋转渲染和锁定支持

    公开(公告)号:US08259135B2

    公开(公告)日:2012-09-04

    申请号:US11486935

    申请日:2006-07-13

    Applicant: Bimal Poddar

    Inventor: Bimal Poddar

    CPC classification number: G06T1/60

    Abstract: Apparatus, systems and methods for handling portrait mode oriented display surfaces without requiring expensive hardware in the display sub-system are disclosed. For example, an apparatus is disclosed such that the rendering of graphics data to the portrait mode display surfaces is redirected at rendering time such that there is no need for adding complicated hardware in the display part of the graphics adapter in order to handle conventional displays—all of which have no circuitry to deal with data natively stored in a portrait mode surface. Additionally, an apparatus to handle direct surface access of a surface through a surface lock which has already been rotated is already described. This can either be done by copying of surface data or by an optimized proposed apparatus which eliminates this copy. Other implementations are also disclosed.

    Abstract translation: 公开了用于处理纵向模式定向显示表面而不需要显示子系统中昂贵硬件的装置,系统和方法。 例如,公开了一种装置,使得将图形数据呈现给肖像模式显示表面在渲染时被重定向,使得不需要在图形适配器的显示部分中添加复杂的硬件,以便处理常规的显示 - 所有这些都没有电路来处理本地存储在肖像模式表面中的数据。 此外,已经描述了通过已经旋转的表面锁来处理表面的直接表面访问的装置。 这可以通过复制表面数据或通过消除该副本的优化的建议装置来完成。 还公开了其他实施方式。

    System and method for rasterization order independent line stipple
    3.
    发明申请
    System and method for rasterization order independent line stipple 审中-公开
    光栅化顺序独立线条的系统和方法

    公开(公告)号:US20070146366A1

    公开(公告)日:2007-06-28

    申请号:US11317692

    申请日:2005-12-23

    CPC classification number: G06T11/203

    Abstract: A method and apparatus for rasterizing a line, including determining a start point and initial line step count of the line, determining a line stipple pattern position and repeat count at each point of the line based on the start point of the line and initial line step count and rasterizing the line in an order independent manner. In some embodiments, the line may be rasterized backwards. An approximate reciprocal value for the repeat count may be used.

    Abstract translation: 一种用于光栅化线的方法和装置,包括确定线的起始点和初始线步数,基于线的起始点和初始线步骤确定线点模式位置和在线的每个点的重复计数 以独立的顺序计算和光栅化线。 在一些实施例中,线可以向后光栅化。 可以使用重复计数的近似倒数值。

    Efficient detection of texture sharing between multiple contexts
    4.
    发明申请
    Efficient detection of texture sharing between multiple contexts 审中-公开
    高效检测多个上下文之间的纹理共享

    公开(公告)号:US20050231522A1

    公开(公告)日:2005-10-20

    申请号:US11150553

    申请日:2005-06-10

    Applicant: Bimal Poddar

    Inventor: Bimal Poddar

    CPC classification number: G06T15/005

    Abstract: A technique for detecting texture sharing between multiple contexts having unique ID's includes obtaining a texture usage mask of a subject texture and a context ID of a subject context. A first logic operation with the texture usage mask of the subject texture and the context ID of the subject context is performed to produce a resultant value. The subject texture is determined not to be shared by another context with the subject context upon the resultant value being equal to a first predetermined value. The subject texture is determined to be shared by another context with the subject context upon the resultant value being equal to a second predetermined value which is different from the first predetermined value. The texture usage mask of a subject texture may be revised prior to the subject texture being used by another context by performing a second logic operation with the texture usage mask and a context ID of another context to produce a resultant new texture usage mask for the subject texture. The texture usage mask of a subject texture may be revised upon the subject texture no longer being used by a particular context by performing a third logic operation with the texture usage mask and a context ID of the particular context to produce a resultant new texture usage mask for the subject texture.

    Abstract translation: 用于检测具有唯一ID的多个上下文之间的纹理共享的技术包括获得对象纹理的纹理使用掩码和主题上下文的上下文ID。 执行具有对象纹理的纹理使用掩码和对象上下文的上下文ID的第一逻辑运算以产生结果值。 当所得到的值等于第一预定值时,确定主题纹理不被与主题上下文的另一上下文共享。 当所得到的值等于与第一预定值不同的第二预定值时,被摄体纹理被确定为与另一上下文与被摄体上下文共享。 可以在通过使用纹理使用掩码和另一上下文的上下文ID的第二逻辑运算之前,通过另一上下文使用对象纹理之前修改对象纹理的纹理使用掩码,以产生用于该对象的结果新纹理使用掩码 质地。 可以通过使用纹理使用掩码和特定上下文的上下文ID执行第三逻辑运算来对主体纹理不再被特定上下文使用来修改对象纹理的纹理使用掩码,以产生所得到的新纹理使用掩码 为主题纹理。

    Apparatus for fixed-point graphics and method therefor
    5.
    发明授权
    Apparatus for fixed-point graphics and method therefor 失效
    用于定点图形的装置及其方法

    公开(公告)号:US06559856B1

    公开(公告)日:2003-05-06

    申请号:US09392835

    申请日:1999-09-09

    CPC classification number: H03M7/24

    Abstract: Lighting parameters are received as floating-point numbers from a software application via an application programming interface (API). The floating-point numbers are converted to a fixed-point representation having a preselected number of bits. The number of bits is selected in accordance with a predetermined number of bits required by a frame buffer, which thus establishes the number of color values supported by the graphics display system. In order to preserve accuracy to within the number of bits in each value in the frame buffer, the representation in the fixed-point engine includes additional bits relative to the number of bits in the color values sent to the frame buffer. Floating-point values received via the graphics API are converted to fixed-point representations by first prescaling the floating-point values. The fixed-point operations generate a lighting signal value in accordance with a lighting model, and the number of bits therein is reduced to correspond to the number of bits in each data value required by the frame buffer, and the lighting data values are sent as color values to the frame buffer.

    Abstract translation: 照明参数通过应用程序编程接口(API)从软件应用程序接收为浮点数。 浮点数被转换成具有预选位数的定点表示。 根据帧缓冲器所需的预定位数来选择比特数,从而建立由图形显示系统支持的颜色值的数量。 为了将精度保持在帧缓冲器中的每个值的位数内,定点引擎中的表示包括相对于发送到帧缓冲器的颜色值中的位数的附加位。 通过首先对浮点值进行预分压,通过图形API接收的浮点值被转换为定点表示。 定点操作根据照明模型产生照明信号值,并且其中的比特数减少以对应于帧缓冲器所需的每个数据值中的比特数,并且点亮数据值被发送为 颜色值到帧缓冲区。

    Recording the Results of Visibility Tests at the Input Geometry Object Granularity
    8.
    发明申请
    Recording the Results of Visibility Tests at the Input Geometry Object Granularity 有权
    记录输入几何对象粒度的可见性测试结果

    公开(公告)号:US20140139512A1

    公开(公告)日:2014-05-22

    申请号:US13682967

    申请日:2012-11-21

    CPC classification number: G06T15/005 G06T15/40

    Abstract: According to some embodiments of the present invention, pixel throughput may be improved by performing depth tests and recording the results on the granularity of an input geometry object. An input geometry object is any object within the depiction represented by a primitive, such as a triangle within an input triangle list or a patch within an input patch list.

    Abstract translation: 根据本发明的一些实施例,可以通过执行深度测试并将结果记录在输入几何对象的粒度上来改善像素吞吐量。 输入几何对象是由基元表示的描绘内的任何对象,例如输入三角形列表中的三角形或输入修补程序列表中的修补程序。

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