会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 3. 发明申请
    • METHOD AND SYSTEM FOR RENDERING GRAPHICAL OBJECTS TO IMAGE CHUNKS AND COMBINING IMAGE LAYERS INTO A DISPLAY IMAGE
    • 将图像对象渲染成图像并将图像组合成显示图像的方法和系统
    • WO9706512A2
    • 1997-02-20
    • PCT/US9612780
    • 1996-08-02
    • MICROSOFT CORP
    • MYHRVOLD NATHAN PKAJIYA JAMES TTORBORG JOHN G JRKENWORTHY MARK LTOELLE MICHAEL AGRIFFIN KENT ELENGYEL JEROME EGABRIEL STEVEN AVERES JAMES ECHAUVIN JOSEPH WGOOD HOWARDPOWELL WILLIAM CHAMBERS III
    • G06T1/00G06T1/20G06T11/00G06T15/00G06T15/04G09G5/00G09G5/377G09G5/38
    • G06T15/04G06T11/40G06T15/005
    • To render a display image, the system serially renders chunks of the gsprites, and composites the gsprites to compute a display image. To reduce rendering overhead, the system can perform affine transformations on gsprites to simulate the motion of a 3D object rather that re-rendering the object for frames animation. Rendering geometry in chunks enables sophisticated fragment list anti-aliasing. The system stores fragments representing partially covered pixel locations or translucent pixels in a fragment buffer. After rasterizing primitives for a chunk, a fragment resolution subsystem resolves the fragments to compute output pixels. The rasterizing component of the system attempts to merge fragments to save fragment memory. If the fragment memory is exceeded, the system can subdivide chunks into smaller regions and render these smaller regions independently. The system supports texture accessed in environments with high latency such as in cases where texture data is compressed. The latency of texture accessing is reduced using either a texture reference or "pixel queue" to buffer partially rendered pixel data as texture data is fetched from memory, or using a pre-rasterizer to generate texture requests and a post-rasterizer to rasterize primitives completely using texture data fetched as a result of the texture requests generated by the pre-rasterizer. The system support anisotropic filtering of texture data by repetitively sampling texture data along a line of anisotropy computed for pixel location mapped into a texture or MIP mapped textures.
    • 为了呈现显示图像,系统连续渲染gsprites的块,并复合gsprites来计算显示图像。 为了减少渲染开销,系统可以在gsprites上执行仿射变换来模拟3D对象的运动,而不是重新渲染对象进行帧动画。 以块形式呈现几何,可实现复杂的片段列表抗锯齿。 系统将代表部分覆盖的像素位置或半透明像素的片段存储在片段缓冲器中。 光栅化图块中的图元后,片段解析子系统可以分解片段以计算输出像素。 系统的光栅化组件尝试合并片段以保存片段内存。 如果超过了碎片存储器,系统可以将块细分为更小的区域,并独立地渲染这些较小的区域。 该系统支持在具有高延迟的环境中访问的纹理,例如在纹理数据被压缩的情况下。 使用纹理参考或“像素队列”来缓冲部分渲染的像素数据,因为纹理数据是从存储器中获取的,或者使用预光栅化器来生成纹理请求,而后光栅化器完全光栅化图元 使用由预光栅器生成的纹理请求的结果获取的纹理数据。 该系统通过沿映射到纹理或MIP映射纹理的像素位置计算的各向异性线重复采样纹理数据来支持纹理数据的各向异性过滤。