Methods of and apparatus for encoding and decoding data
    2.
    发明授权
    Methods of and apparatus for encoding and decoding data 有权
    用于编码和解码数据的方法和装置

    公开(公告)号:US09142037B2

    公开(公告)日:2015-09-22

    申请号:US13933604

    申请日:2013-07-02

    申请人: Jorn Nystad

    发明人: Jorn Nystad

    IPC分类号: G06T9/00 G06T7/40 H04N19/90

    CPC分类号: G06T9/00 G06T7/40 H04N19/90

    摘要: When encoding a set of texture data elements 30 for use in a graphics processing system, the direction along which the data values of the set of texture data elements in question exhibit the greatest variance in the color space is estimated by using one or more infinite planes 41 to divide the texture data elements in the color space. For each such plane, texture data element values on each side of the plane are added up to give respective sum points 48, 49, and the vector 50 between these two sum points determined. The direction in the data space of one of the determined vectors 50 is then used to derive endpoint color values to use when encoding the set of texture data elements.

    摘要翻译: 当对用于图形处理系统的一组纹理数据元素30进行编码时,通过使用一个或多个无限平面来估计所述纹理数据元素组中的数据值在颜色空间中呈现最大变化的方向 41分割颜色空间中的纹理数据元素。 对于每个这样的平面,平面的每一侧上的纹理数据元素值被相加,以给出确定的这两个求和点之间的各个和点48,49和向量50。 然后,确定的向量50之一的数据空间中的方向被用于导出在对该组纹理数据元素进行编码时使用的端点颜色值。

    Methods of and apparatus for encoding and decoding data in data processing systems
    3.
    发明授权
    Methods of and apparatus for encoding and decoding data in data processing systems 有权
    在数据处理系统中对数据进行编码和解码的方法和装置

    公开(公告)号:US09014496B2

    公开(公告)日:2015-04-21

    申请号:US13566894

    申请日:2012-08-03

    摘要: To encode and compress a data array 30, the data array 30 is first divided into a plurality of blocks 31. A quadtree representation is then generated for each block 31 by initializing each leaf node of the quadtree to the value of the data element of the block 31 of the data array 30 that the leaf node corresponds to, and initializing each non-leaf node to the minimum value of its child nodes, and then subtracting from each node except the root node the value of its parent node. A set of data indicating the differences between respective parent and child node values in the quadtree representing the block of the data array is then generated and stored, together with a set of data representing a quadtree indicating the number of bits that have been used to signal the respective difference values.

    摘要翻译: 为了对数据阵列30进行编码和压缩,数据阵列30首先被划分成多个块31.然后,通过将四叉树的每个叶节点初始化为四叉树的数据元素的值,然后为每个块31生成四叉树表示 叶节点对应的数据阵列30的块31,以及将每个非叶节点初始化为其子节点的最小值,然后从除了根节点之外的每个节点减去其父节点的值。 然后,生成表示表示数据阵列的块的四叉树中各个父节点和子节点值之间的差异的一组数据,以及一组数据,表示四叉树,表示已用于信号的比特数 各自的差值。

    METHODS OF AND APPARATUS FOR STORING DATA IN MEMORY IN DATA PROCESSING SYSTEMS
    4.
    发明申请
    METHODS OF AND APPARATUS FOR STORING DATA IN MEMORY IN DATA PROCESSING SYSTEMS 有权
    用于在数据处理系统中存储数据的方法和装置

    公开(公告)号:US20130198485A1

    公开(公告)日:2013-08-01

    申请号:US13566887

    申请日:2012-08-03

    IPC分类号: G06F12/02

    CPC分类号: G06F12/0215 Y02D10/13

    摘要: A data array 20 to be stored is first divided into a plurality of blocks 21. Each block 21 is further sub-divided into a set of sub-blocks 22, and a set of data for each sub-block 22 is then stored in a body data buffer 30. A header data block 23 is stored for each block 21 at a predictable memory address within a header buffer 24. Each header data block contains pointer data indicating the position within the body buffer 30 where the data for the sub-blocks for the block 21 that that header data block 23 relates to is stored, and data indicating the size of the stored data for each respective sub-block 22.

    摘要翻译: 要存储的数据阵列20首先被划分为多个块21.每个块21被进一步细分为一组子块22,然后将每个子块22的一组数据存储在 主体数据缓冲器30.在头部缓冲器24内的可预测的存储器地址处,为每个块21存储头部数据块23.每个标题数据块包含指示体内缓冲器30内的位置的指针数据,其中子块的数据 对于标题数据块23涉及的块21被存储,以及指示每个相应子块22的存储数据的大小的数据。

    Differential encoding using a 3D graphics processor
    5.
    发明授权
    Differential encoding using a 3D graphics processor 有权
    使用3D图形处理器的差分编码

    公开(公告)号:US08421821B2

    公开(公告)日:2013-04-16

    申请号:US13334822

    申请日:2011-12-22

    IPC分类号: G09G5/00

    CPC分类号: H04N19/43

    摘要: A 3D graphics rendering pipeline is used to carry out data comparisons for motion estimation in video data encoding. Video data for the pixel block of the video frame currently being encoded is loaded into the output buffers of the rendering pipeline. The video data for the comparison pixel blocks from the reference video frame is stored as texture map values in the texture cache of the rendering pipeline. Once the sets of pixel data for comparison have been stored, the rendering pipeline is controlled to render a primitive having fragment positions and texture coordinates corresponding to the data values that it is desired to compare. As each fragment is rendered, the stored and rendered fragment data is compared by fragment compare unit and the determined differences in the data values are accumulated in an error term register.

    摘要翻译: 3D图形渲染流水线用于对视频数据编码中的运动估计进行数据比较。 当前正在编码的视频帧的像素块的视频数据被加载到渲染管线的输出缓冲器中。 来自参考视频帧的比较像素块的视频数据作为纹理映射值存储在渲染管线的纹理缓存中。 一旦已经存储了用于比较的像素数据集合,则控制渲染流水线以渲染具有对应于期望比较的数据值的片段位置和纹理坐标的原始图像。 当渲染每个片段时,通过片段比较单元比较存储和渲染的片段数据,并将所确定的数据值差异累积在错误项寄存器中。

    Method Of And Apparatus For Encoding And Decoding Data
    6.
    发明申请
    Method Of And Apparatus For Encoding And Decoding Data 有权
    用于编码和解码数据的方法和装置

    公开(公告)号:US20120281006A1

    公开(公告)日:2012-11-08

    申请号:US13464686

    申请日:2012-05-04

    IPC分类号: G09G5/00

    摘要: A texture map 1 for use in graphics processing is encoded by first subdividing the texture map 1 into a plurality of texture element blocks 2. The texture data elements in each texel block to be encoded are then divided into different partitions (sub-sets) 10, 11, 12 within the block. The partitioned block 2 is then encoded in a compressed form as an encoded texture data block 13. Each encoded block is partitioned using a partitioning pattern generation function to generate the partitioning patterns. The partitioning pattern generation function sorts the texture data elements of the block into respective partitions based on their respective positions within the block. To do this the partitioning pattern generation function generates a series of sawtooth waves at various angles, phases and frequencies across the block of texture data elements to be encoded.

    摘要翻译: 通过首先将纹理图1细分为多个纹理元素块2来编码用于图形处理的纹理图1。然后将待编码的每个纹素块中的纹理数据元素分成不同的分区(子集)10 ,11,12。 然后将分割块2以压缩形式编码为编码纹理数据块13.使用划分模式生成函数对每个编码块进行分区以生成分割模式。 分区模式生成功能基于块内各自的位置将块的纹理数据元素分类到相应的分区中。 为了做到这一点,分割模式生成功能在跨编码的纹理数据元素块的不同角度,相位和频率上产生一系列锯齿波。

    GRAPHICS PROCESSING
    7.
    发明申请
    GRAPHICS PROCESSING 有权
    图形处理

    公开(公告)号:US20120223946A1

    公开(公告)日:2012-09-06

    申请号:US13406850

    申请日:2012-02-28

    IPC分类号: G06T15/60

    CPC分类号: G06T15/005

    摘要: A graphics processor includes a vertex shader 20 that processes input attribute values from a vertex buffer 26 to generate output vertex shaded attribute values 28 to be used by a rasteriser/fragment shader 22 of the graphics processor when processing an image for display. The system recognises when a vertex shader output attribute value to be generated from a vertex shader input attribute value by the vertex shader 20 will be a copy of the vertex shader input attribute value from which it is to be generated. In this event, the vertex shader 20 does not generate the copy vertex shader output attribute value, but the rasteriser/fragment shader 22 instead processes the corresponding vertex shader input attribute value in place of the copy vertex shader output attribute value that would otherwise have been generated by the vertex shader 20.

    摘要翻译: 图形处理器包括顶点着色器20,该顶点着色器20处理来自顶点缓冲器26的输入属性值,以生成输出顶点着色属性值28,以在图形处理器的光栅化器/片段着色器22处理用于显示的图像时使用。 该系统识别何时由顶点着色器20从顶点着色器输入属性值生成的顶点着色器输出属性值将是要从其生成的顶点着色器输入属性值的副本。 在这种情况下,顶点着色器20不产生复制顶点着色器输出属性值,但是光栅化器/片段着色器22代替处理相应的顶点着色器输入属性值,而不是原本已经被复制的顶点着色器输出属性值 由顶点着色器20生成。

    Methods of and apparatus for processing computer graphics
    8.
    发明授权
    Methods of and apparatus for processing computer graphics 有权
    计算机图形处理的方法和装置

    公开(公告)号:US08115783B2

    公开(公告)日:2012-02-14

    申请号:US12068007

    申请日:2008-01-31

    IPC分类号: G09G5/00

    摘要: In a graphics processing system, the left, right, top and bottom edge planes for the purposes of clipping are set to the maximum values that can be represented using floating-point format numbers, vertex positions are snapped to a grid of predefined vertex positions, and the precision of selected vertices is prioritized when deriving edge functions for a given primitive. In respect of the depth near and far clipping planes, those planes are set to the maximum floating-point number format that can be represented for “Z” in the graphics system, but then fragments that have a Z value that falls outside the range zero to one are discarded using a depth test. In respect of the eye-plane, the need for clipping is avoided by modifying edge equations generated for a primitive in dependence on the sign of a “W” value for each vertex of the primitive.

    摘要翻译: 在图形处理系统中,用于剪切目的的左,右,上和下边缘平面被设置为可以使用浮点格式数字表示的最大值,顶点位置被捕捉到预定义的顶点位置的网格, 并且当为给定原语导出边缘函数时,所选顶点的精度被优先考虑。 关于深度和近剪切平面的深度,这些平面被设置为在图形系统中可以表示为“Z”的最大浮点数格式,但是后面的Z值落在范围零之外的片段 使用深度测试将其丢弃。 关于眼平面,通过根据基元的每个顶点的“W”值的符号修改为原语产生的边缘方程,避免了对剪切的需要。

    Method of and apparatus for processing graphics
    9.
    发明申请
    Method of and apparatus for processing graphics 有权
    处理图形的方法和装置

    公开(公告)号:US20080150950A1

    公开(公告)日:2008-06-26

    申请号:US11987265

    申请日:2007-11-28

    IPC分类号: G06F15/00 G06T15/00 G06T1/00

    摘要: A graphics processor 20 includes a graphics object list building unit 28 that determines the location of each draw call in a scene to be rendered and generates a list of draw calls for each sub-region (tile) that the scene to be rendered is divided into. The draw call lists are stored in a memory 23. A graphics object selection unit 29 of a renderer 22 of the graphics processor 20 then determines which draw call is to be rendered next by considering the draw call list 26 stored in the memory 23 for the sub-region (tile) of the scene that is currently being rendered.

    摘要翻译: 图形处理器20包括图形对象列表构建单元28,其确定要渲染的场景中的每个绘制调用的位置,并且生成要渲染的场景被划分为每个子区域(瓦片)的绘制调用列表 。 绘制呼叫列表被存储在存储器23中。然后,图形处理器20的渲染器22的图形对象选择单元29通过考虑存储在存储器23中的绘制呼叫列表26来确定下一个绘制呼叫, 当前正在渲染的场景的子区域(tile)。

    Method of and apparatus for processing graphics
    10.
    发明申请
    Method of and apparatus for processing graphics 审中-公开
    处理图形的方法和装置

    公开(公告)号:US20070146378A1

    公开(公告)日:2007-06-28

    申请号:US11633647

    申请日:2006-12-05

    IPC分类号: G09G5/00

    摘要: A scene 50 to be rendered is divided into plural individual sub-regions or tiles 51. The individual sub-regions 51 are also grouped into differing groups of sets of plural sub-regions. There is a top level layer comprising a set 54 of 8×8 sub-regions which encompasses the entire scene area 50. There is then a group of four 4×4 sets of sub-regions 53, then a group of sixteen 2×2 sets of sub-regions 52, and finally a layer comprising the 64 single sub-regions 51. A primitive list building unit takes each primitive 80 in turn, determines a location for that primitive, compares the primitive's location with the locations of the sub-regions 51 and the locations of the sets of sub-regions 52, 53 and 54, and allocates the primitive to respective primitive lists for the sub-regions and sets of sub-regions accordingly.

    摘要翻译: 要呈现的场景50被分成多个单独的子区域或瓦片51.各个子区域51也被分组成多组子区域的不同组。 存在包括包含整个场景区域50的8×8个子区域的集合54的顶层。 存在一组四个4×4组子区域53,然后是一组十六个2x2组子区域52,最后是包括64个单个子区域51的层。原始列表构建单元将每个基元80 进而确定该原语的位置,将原语的位置与子区域51的位置以及子区域52,53和54的集合的位置进行比较,并且将该原语分配给子图元的相应原始列表 相应的区域和子区域。