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    • 1. 发明授权
    • Graphics system employing shape buffer
    • 图形系统采用形状缓冲
    • US07944442B2
    • 2011-05-17
    • US11609762
    • 2006-12-12
    • Angus M. DorbieAlexei V. BourdChun Yu
    • Angus M. DorbieAlexei V. BourdChun Yu
    • G06T15/40
    • G06T11/40G06T2210/12
    • The system includes a shape buffer manager configured to store coverage data in the shape buffer. The coverage data indicates whether each mask pixel is a covered pixel or an uncovered pixel. A mask pixel is a covered pixel when a shape to be rendered on a screen covers the mask pixel such that one or more coverage criteria is satisfied and is an uncovered pixel when the shape does not cover the mask pixel such that the one or more coverage criteria are satisfied. A bounds primitive rasterizer is configured to rasterize a bounds primitive that bounds the shape. The bounds primitive is rasterized into primitive pixels that each corresponds to one of the mask pixels. A pixel screener is configured to employ the coverage data from the shape buffer to screen the primitive pixels into retained pixels and discarded pixels. The retained pixels each corresponds to a mask pixel that the coverage data indicates is a covered pixel and the discarded pixels each correspond to a mask pixels that the coverage data indicates is an uncovered pixel. The system also includes an attribute generator configured to generate pixel attributes for the retained primitive pixels and also configured not to generate pixel attributes for the discarded primitive pixels.
    • 该系统包括形状缓冲器管理器,其被配置为将覆盖数据存储在形状缓冲器中。 覆盖数据指示每个掩模像素是被覆盖像素还是未覆盖像素。 当要在屏幕上呈现的形状覆盖掩模像素使得满足一个或多个覆盖准则并且当形状不覆盖掩模像素时是未被覆盖的像素,使得一个或多个覆盖 标准满足。 边界原始光栅化器被配置为光栅化限制形状的边界原语。 边界原语被光栅化为原始像素,每个像素对应于一个掩码像素。 像素筛选器被配置为使用来自形状缓冲器的覆盖数据来将原始像素屏蔽到保留的像素和丢弃的像素中。 保留像素分别对应于覆盖数据指示为被覆盖像素的掩码像素,并且丢弃的像素各自对应于覆盖数据指示的掩模像素是未覆盖的像素。 该系统还包括属性生成器,其被配置为生成被保留的原始像素的像素属性,并且还被配置为不为所丢弃的原始像素生成像素属性。
    • 2. 发明申请
    • GRAPHICS SYSTEM EMPLOYING SHAPE BUFFER
    • 图形系统采用形状缓冲
    • US20080122866A1
    • 2008-05-29
    • US11609762
    • 2006-12-12
    • Angus M. DorbieAlexei V. BourdChun Yu
    • Angus M. DorbieAlexei V. BourdChun Yu
    • G09G5/00
    • G06T11/40G06T2210/12
    • The system includes a shape buffer manager configured to store coverage data in the shape buffer. The coverage data indicates whether each mask pixel is a covered pixel or an uncovered pixel. A mask pixel is a covered pixel when a shape to be rendered on a screen covers the mask pixel such that one or more coverage criteria is satisfied and is an uncovered pixel when the shape does not cover the mask pixel such that the one or more coverage criteria are satisfied. A bounds primitive rasterizer is configured to rasterize a bounds primitive that bounds the shape. The bounds primitive is rasterized into primitive pixels that each corresponds to one of the mask pixels. A pixel screener is configured to employ the coverage data from the shape buffer to screen the primitive pixels into retained pixels and discarded pixels. The retained pixels each corresponds to a mask pixel that the coverage data indicates is a covered pixel and the discarded pixels each correspond to a mask pixels that the coverage data indicates is an uncovered pixel. The system also includes an attribute generator configured to generate pixel attributes for the retained primitive pixels and also configured not to generate pixel attributes for the discarded primitive pixels.
    • 该系统包括形状缓冲器管理器,其被配置为将覆盖数据存储在形状缓冲器中。 覆盖数据指示每个掩模像素是被覆盖像素还是未覆盖像素。 当要在屏幕上呈现的形状覆盖掩模像素使得满足一个或多个覆盖准则并且当形状不覆盖掩模像素时是未被覆盖的像素,使得一个或多个覆盖 标准满足。 边界原始光栅化器被配置为光栅化限制形状的边界原语。 边界原语被光栅化为原始像素,每个像素对应于一个掩码像素。 像素筛选器被配置为使用来自形状缓冲器的覆盖数据来将原始像素屏蔽到保留的像素和丢弃的像素中。 保留像素分别对应于覆盖数据指示为被覆盖像素的掩码像素,并且丢弃的像素各自对应于覆盖数据指示的掩模像素是未覆盖的像素。 该系统还包括属性生成器,其被配置为生成被保留的原始像素的像素属性,并且还被配置为不为所丢弃的原始像素生成像素属性。
    • 3. 发明申请
    • EFFICIENT 2-D AND 3-D GRAPHICS PROCESSING
    • 有效的二维和三维图形处理
    • US20080198168A1
    • 2008-08-21
    • US11675662
    • 2007-02-16
    • Guofang JiaoAngus M. DorbieYun DuChun YuJay C. Yun
    • Guofang JiaoAngus M. DorbieYun DuChun YuJay C. Yun
    • G06T1/20
    • G06T15/005G06T11/40G09G5/363
    • Techniques for supporting both 2-D and 3-D graphics are described. A graphics processing unit (GPU) may perform 3-D graphics processing in accordance with a 3-D graphics pipeline to render 3-D images and may also perform 2-D graphics processing in accordance with a 2-D graphics pipeline to render 2-D images. Each stage of the 2-D graphics pipeline may be mapped to at least one stage of the 3-D graphics pipeline. For example, a clipping, masking and scissoring stage in 2-D graphics may be mapped to a depth test stage in 3-D graphics. Coverage values for pixels within paths in 2-D graphics may be determined using rasterization and depth test stages in 3-D graphics. A paint generation stage and an image interpolation stage in 2-D graphics may be mapped to a fragment shader stage in 3-D graphics. A blending stage in 2-D graphics may be mapped to a blending stage in 3-D graphics.
    • 描述了支持2-D和3-D图形的技术。 图形处理单元(GPU)可以根据3-D图形流水线执行3D图形处理以渲染3-D图像,并且还可以根据2-D图形流水线执行2-D图形处理以呈现2 -D图像。 2-D图形管线的每个阶段可以映射到3-D图形流水线的至少一个阶段。 例如,2-D图形中的裁剪,掩蔽和裁剪阶段可以映射到3D图形中的深度测试阶段。 2-D图形中路径内像素的覆盖值可以使用3-D图形中的光栅化和深度测试阶段来确定。 2-D图形中的油漆生成阶段和图像插值阶段可以映射到3-D图形中的片段着色器阶段。 2-D图形中的混合阶段可以映射到3-D图形的混合阶段。
    • 4. 发明授权
    • Efficient 2-D and 3-D graphics processing
    • 高效的2-D和3-D图形处理
    • US08203564B2
    • 2012-06-19
    • US11675662
    • 2007-02-16
    • Guofang JiaoAngus M. DorbieYun DuChun YuJay C. Yun
    • Guofang JiaoAngus M. DorbieYun DuChun YuJay C. Yun
    • G06T1/20G06T1/00G06T15/40
    • G06T15/005G06T11/40G09G5/363
    • Techniques for supporting both 2-D and 3-D graphics are described. A graphics processing unit (GPU) may perform 3-D graphics processing in accordance with a 3-D graphics pipeline to render 3-D images and may also perform 2-D graphics processing in accordance with a 2-D graphics pipeline to render 2-D images. Each stage of the 2-D graphics pipeline may be mapped to at least one stage of the 3-D graphics pipeline. For example, a clipping, masking and scissoring stage in 2-D graphics may be mapped to a depth test stage in 3-D graphics. Coverage values for pixels within paths in 2-D graphics may be determined using rasterization and depth test stages in 3-D graphics. A paint generation stage and an image interpolation stage in 2-D graphics may be mapped to a fragment shader stage in 3-D graphics. A blending stage in 2-D graphics may be mapped to a blending stage in 3-D graphics.
    • 描述了支持2-D和3-D图形的技术。 图形处理单元(GPU)可以根据3-D图形流水线执行3D图形处理以渲染3-D图像,并且还可以根据2-D图形流水线执行2-D图形处理以呈现2 -D图像。 2-D图形管线的每个阶段可以映射到3-D图形流水线的至少一个阶段。 例如,2-D图形中的裁剪,掩蔽和裁剪阶段可以映射到3D图形中的深度测试阶段。 2-D图形中路径内像素的覆盖值可以使用3-D图形中的光栅化和深度测试阶段来确定。 2-D图形中的油漆生成阶段和图像插值阶段可以映射到3-D图形中的片段着色器阶段。 2-D图形中的混合阶段可以映射到3-D图形的混合阶段。
    • 5. 发明授权
    • Method, system, and computer program product for anisotropic filtering and applications thereof
    • 用于各向异性过滤的方法,系统和计算机程序产品及其应用
    • US06664971B1
    • 2003-12-16
    • US09684812
    • 2000-10-10
    • Shrijeet S. MukherjeeAngus M. Dorbie
    • Shrijeet S. MukherjeeAngus M. Dorbie
    • G09G500
    • G06T15/04
    • A first copy of an object is rendered using a texture sample selected from a texture image. This texture sample is selected from the texture image according to a first set of texture coordinates. The rendered object is stored in a frame buffer. Next, a second copy of the object is rendered using a second texture sample selected from the texture image. The second texture sample is selected from the texture image according to a second set of texture coordinates calculated in accordance with the first set of texture coordinates and one or more Jitter factors. The second set of calculated texture coordinates is displaced from the first set of texture coordinates along an axis of anisotropy. This second rendered copy of the object is then blended with the first rendered copy of the object to produce an object with anisotropic filtering. In embodiments of the invention, more than two copies of the object are rendered and blended together to form an object with anisotropic filtering.
    • 使用从纹理图像中选择的纹理样本渲染对象的第一副本。 根据第一组纹理坐标从纹理图像中选择该纹理样本。 渲染对象存储在帧缓冲区中。 接下来,使用从纹理图像中选择的第二纹理样本来渲染对象的第二副本。 根据根据第一组纹理坐标和一个或多个抖动因子计算的第二组纹理坐标,从纹理图像中选择第二纹理样本。 第二组计算的纹理坐标沿着各向异性轴从第一组纹理坐标位移。 然后将该对象的第二渲染副本与该对象的第一个渲染副本混合以产生具有各向异性过滤的对象。 在本发明的实施例中,渲染对象的两个以上副本并将其混合在一起以形成具有各向异性过滤的对象。
    • 6. 发明申请
    • Graphics system employing pixel mask
    • 采用像素掩码的图形系统
    • US20080030522A1
    • 2008-02-07
    • US11499200
    • 2006-08-03
    • Angus M. DorbieGuofang Jiao
    • Angus M. DorbieGuofang Jiao
    • G09G5/00
    • G06T11/40
    • The system includes a bounds primitive rasterizer that rasterizes a bounds primitive into a selection of primitive pixels. The selection of primitive pixels bounds a shape to be rendered to a screen. The system also includes a pixel mask generator that generates a pixel mask for the shape. The pixel mask includes mask pixels that each corresponds to one of the primitive pixels. A mask pixel is a covered pixel when the shape covers at least a threshold portion of the mask pixel and is an uncovered pixel when the shape does not cover the mask pixel. The system also includes a pixel screener configured to retain primitive pixels that correspond to covered mask pixels and to discard primitive pixels that correspond to uncovered mask pixels.
    • 该系统包括边界原始光栅化器,其将边界原语光栅化为原始像素的选择。 原始像素的选择限制要呈现到屏幕的形状。 该系统还包括产生形状的像素掩模的像素掩码生成器。 像素掩模包括每个对应于原始像素之一的掩模像素。 当形状覆盖掩模像素的至少阈值部分时,掩模像素是被覆盖的像素,并且当形状不覆盖掩模像素时,掩模像素是未覆盖的像素。 该系统还包括被配置为保留对应于被覆盖的掩模像素的原始像素并且丢弃对应于未覆盖的掩码像素的原始像素的像素筛选器。
    • 7. 发明申请
    • EFFICIENT SCISSORING FOR GRAPHICS APPLICATION
    • 高效地分析图形应用
    • US20080118148A1
    • 2008-05-22
    • US11562379
    • 2006-11-21
    • Guofang JiaoAngus M. Dorbie
    • Guofang JiaoAngus M. Dorbie
    • G06K9/00
    • G06T15/30G06T2200/28
    • Scissoring for any number of scissoring regions is performed in a sequential order by drawing one scissoring region at a time on a drawing surface and updating scissor values for pixels within each scissoring region. A scissor value for a pixel may indicate the number of scissoring regions covering the pixel and may be incremented for each scissoring region covering the pixel. A scissor value for a pixel may also be a bitmap, and a bit for a scissoring region may be set to one if the pixel is within the scissoring region. Pixels within a region of interest are passed and rendered, and pixels outside of the region are discarded. This region may be defined by a reference value, which may be set to (a) one for the union of all scissoring regions, for a scissoring UNION operation, or (b) larger than one for the intersection of multiple (e.g., all) scissoring regions, for a scissoring AND operation.
    • 通过在绘图面上一次绘制一个剪切区域并且更新每个剪切区域内的像素的剪刀值,以顺序的顺序执行任意数量的剪切区域的剪切。 像素的剪刀值可以指示覆盖像素的剪切区域的数量,并且可以针对覆盖像素的每个剪切区域增加剪裁值。 像素的剪刀值也可以是位图,并且如果像素在剪切区域内,则可以将剪切区域的位设置为1。 传递和渲染感兴趣区域内的像素,并且丢弃该区域外的像素。 该区域可以由参考值定义,其可以被设置为(a)用于所有剪切区域的联合,用于剪切UNION操作,或者(b)对于多个(例如,全部)的交点大于一个, 剪切区域,用于剪切和操作。
    • 8. 发明授权
    • Graphics system employing pixel mask
    • 采用像素掩码的图形系统
    • US07652677B2
    • 2010-01-26
    • US11499200
    • 2006-08-03
    • Angus M. DorbieGuofang Jiao
    • Angus M. DorbieGuofang Jiao
    • G09G5/00
    • G06T11/40
    • The system includes a bounds primitive rasterizer that rasterizes a bounds primitive into a selection of primitive pixels. The selection of primitive pixels bounds a shape to be rendered to a screen. The system also includes a pixel mask generator that generates a pixel mask for the shape. The pixel mask includes mask pixels that each corresponds to one of the primitive pixels. A mask pixel is a covered pixel when the shape covers at least a threshold portion of the mask pixel and is an uncovered pixel when the shape does not cover the mask pixel. The system also includes a pixel screener configured to retain primitive pixels that correspond to covered mask pixels and to discard primitive pixels that correspond to uncovered mask pixels.
    • 该系统包括边界原始光栅化器,其将边界原语光栅化为原始像素的选择。 原始像素的选择限制要呈现到屏幕的形状。 该系统还包括产生形状的像素掩模的像素掩码生成器。 像素掩模包括每个对应于原始像素之一的掩模像素。 当形状覆盖掩模像素的至少阈值部分时,掩模像素是被覆盖的像素,并且当形状不覆盖掩模像素时,掩模像素是未覆盖的像素。 该系统还包括被配置为保留对应于被覆盖的掩模像素的原始像素并且丢弃对应于未覆盖的掩码像素的原始像素的像素筛选器。
    • 9. 发明授权
    • Efficient scissoring for graphics application
    • 图形应用程序的高效剪裁
    • US08269792B2
    • 2012-09-18
    • US11562379
    • 2006-11-21
    • Guofang JiaoAngus M. Dorbie
    • Guofang JiaoAngus M. Dorbie
    • G06T11/00
    • G06T15/30G06T2200/28
    • Scissoring for any number of scissoring regions is performed in a sequential order by drawing one scissoring region at a time on a drawing surface and updating scissor values for pixels within each scissoring region. A scissor value for a pixel may indicate the number of scissoring regions covering the pixel and may be incremented for each scissoring region covering the pixel. A scissor value for a pixel may also be a bitmap, and a bit for a scissoring region may be set to one if the pixel is within the scissoring region. Pixels within a region of interest are passed and rendered, and pixels outside of the region are discarded. This region may be defined by a reference value, which may be set to (a) one for the union of all scissoring regions, for a scissoring UNION operation, or (b) larger than one for the intersection of multiple (e.g., all) scissoring regions, for a scissoring AND operation.
    • 通过在绘图面上一次绘制一个剪切区域并且更新每个剪切区域内的像素的剪刀值,以顺序的顺序执行任意数量的剪切区域的剪切。 像素的剪刀值可以指示覆盖像素的剪切区域的数量,并且可以针对覆盖像素的每个剪切区域增加剪裁值。 像素的剪刀值也可以是位图,并且如果像素在剪切区域内,则可以将剪切区域的位设置为1。 传递和渲染感兴趣区域内的像素,并且丢弃该区域外的像素。 该区域可以由参考值定义,其可以被设置为(a)用于所有剪切区域的联合,用于剪切UNION操作,或者(b)对于多个(例如,全部)的交点大于一个, 剪切区域,用于剪切和操作。
    • 10. 发明授权
    • System, method, and computer program product for blending textures during rendering of a computer generated image using a single texture as a mask
    • 用于在使用单个纹理作为掩码的计算机生成的图像的渲染期间混合纹理的系统,方法和计算机程序产品
    • US06809739B2
    • 2004-10-26
    • US10183553
    • 2002-06-28
    • Paolo FarinelliAngus M. Dorbie
    • Paolo FarinelliAngus M. Dorbie
    • G09G500
    • G06T11/001G06T15/503
    • A variable number of textures are blended together using a single texture as a mask. At least four textures are received. Masks are extracted from one of the received textures and used to blend together the remaining textures. In an embodiment, N masks are extracted from a single texture and used to blend N+1 additional textures. In this embodiment, two of the N+1 textures are initially blended together in accordance with one of the N masks to form an image. Another texture of the N+1 textures is then blended with the image in accordance with another one of the N masks. This iterative blending process continues until all of the N+1 textures have been blended together. In another embodiment, N textures are blended together by multiplying each of the N textures by one of the N masks and adding together the results of the N multiplications.
    • 使用单个纹理作为掩码将可变数量的纹理混合在一起。 至少接收四个纹理。 从接收到的纹理中提取面具,并用于将剩余纹理混合在一起。 在一个实施例中,从单个纹理提取N个掩模,并用于混合N + 1个附加纹理。 在本实施例中,根据N个掩模之一,最初将N + 1纹理中的两个混合在一起以形成图像。 然后根据N个掩模中的另一个N + 1纹理的另一个纹理与图像混合。 这种迭代混合过程继续进行,直到所有N + 1纹理已经混合在一起。 在另一个实施例中,通过将N个纹理中的每一个乘以N个掩码之一并将N个乘法的结果相加在一起来将N个纹理混合在一起。