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    • 1. 发明授权
    • Graphics processing subsystem and method for computing a three-dimensional clipmap
    • 用于计算三维剪贴图的图形处理子系统和方法
    • US09390543B2
    • 2016-07-12
    • US14163801
    • 2014-01-24
    • Nvidia Corporation
    • Alexey PanteleevYury UralskyEvgeny MakarovHenry MoretonSergey BolotovEric B Lum
    • G06T15/08G06T15/00G06T15/20G06T15/80
    • G06T15/005G06T15/08G06T15/20G06T15/80
    • A graphics processing subsystem and method for computing a 3D clipmap. One embodiment of the subsystem includes: (1) a renderer operable to render a primitive surface representable by a 3D clipmap, (2) a geometry shader (GS) configured to select respective major-plane viewports for a plurality of clipmap levels, the major-plane viewports being sized to represent full spatial extents of the 3D clipmap relative to a render target (RT) for the plurality of clipmap levels, (3) a rasterizer configured to employ the respective major-plane viewports and the RT to rasterize a projection of the primitive surface onto a major plane corresponding to the respective major-plane viewports into pixels representing fragments of the primitive surface for each of the plurality of clipmap levels, and (4) a plurality of pixel shader (PS) instances configured to transform the fragments into respective voxels in the plurality of clipmap levels, thereby voxelizing the primitive surface.
    • 用于计算3D剪贴图的图形处理子系统和方法。 子系统的一个实施例包括:(1)渲染器,其可操作以渲染由3D剪辑映射表示的原始表面;(2)几何着色器(GS),被配置为针对多个剪贴图级别选择相应的主平面视口,主要 平面视口的大小适于表示相对于多个剪贴图级别的渲染目标(RT)的3D剪贴图的完整空间范围,(3)被配置为使用相应的主平面视口和RT来光栅化投影的光栅化器 的原始表面到与相应主平面视口对应的主平面上,以代表代表多个剪贴图级别中的每一个的原始表面的片段的像素,以及(4)多个像素着色器(PS)实例,被配置为转换 将片段分割成多个剪贴图级别中的相应体素,从而使原始表面体素化。
    • 7. 发明申请
    • GRAPHICS PROCESSING SUBSYSTEM AND METHOD FOR COMPUTING A THREE-DIMENSIONAL CLIPMAP
    • 图形处理子系统和计算三维CLIPMAP的方法
    • US20150109297A1
    • 2015-04-23
    • US14163801
    • 2014-01-24
    • Nvidia Corporation
    • Alexey PanteleevYury UralskyEvgeny MakarovHenry MoretonSergey BolotovEric B. Lum
    • G06T15/20G06T15/80G06T15/00
    • G06T15/005G06T15/08G06T15/20G06T15/80
    • A graphics processing subsystem and method for computing a 3D clipmap. One embodiment of the subsystem includes: (1) a renderer operable to render a primitive surface representable by a 3D clipmap, (2) a geometry shader (GS) configured to select respective major-plane viewports for a plurality of clipmap levels, the major-plane viewports being sized to represent full spatial extents of the 3D clipmap relative to a render target (RT) for the plurality of clipmap levels, (3) a rasterizer configured to employ the respective major-plane viewports and the RT to rasterize a projection of the primitive surface onto a major plane corresponding to the respective major-plane viewports into pixels representing fragments of the primitive surface for each of the plurality of clipmap levels, and (4) a plurality of pixel shader (PS) instances configured to transform the fragments into respective voxels in the plurality of clipmap levels, thereby voxelizing the primitive surface.
    • 用于计算3D剪贴图的图形处理子系统和方法。 子系统的一个实施例包括:(1)渲染器,其可操作以渲染由3D剪辑映射表示的原始表面;(2)几何着色器(GS),被配置为针对多个剪贴图级别选择相应的主平面视口,主要 平面视口的大小适于表示相对于多个剪贴图级别的渲染目标(RT)的3D剪贴图的完整空间范围,(3)被配置为使用相应的主平面视口和RT来光栅化投影的光栅化器 的原始表面到与相应主平面视口对应的主平面上,以代表代表多个剪贴图级别中的每一个的原始表面的片段的像素,以及(4)多个像素着色器(PS)实例,被配置为转换 将片段分割成多个剪贴图级别中的相应体素,从而使原始表面体素化。