首页> 外国专利> PROCEDURE AND SYSTEM FOR THE DISCLOSURE OF GRAPHIC OBJECTS BY ARRANGEMENT IN PICTURES AND SUMMARIES OF ANNEXES TO A SCIENTIFIC ANNEX

PROCEDURE AND SYSTEM FOR THE DISCLOSURE OF GRAPHIC OBJECTS BY ARRANGEMENT IN PICTURES AND SUMMARIES OF ANNEXES TO A SCIENTIFIC ANNEX

机译:通过科学附图的附件的图片和摘要的排列来公开图形对象的过程和系统

摘要

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.
机译:为了渲染显示图像,系统顺序渲染gsprite的块,然后合成gsprite以计算显示图像。为了减少渲染开销,系统可以在gsprite上执行仿射变换,以模拟3D对象的运动,而不是为帧动画重新​​渲染对象。块中的渲染几何体实现了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区中。在为块光栅化图元之后,片段解析子系统解析片段以计算输出像素。系统的光栅化组件尝试合并片段以节省片段内存。如果超出了片段内存,则系统可以将大块细分为较小的区域,并独立呈现这些较小的区域。该系统支持在具有高延迟的环境中访问纹理,例如在压缩纹理数据的情况下。当从内存中获取纹理数据时,可以使用纹理参考或“像素队列”来缓冲部分渲染的像素数据,或者使用预光栅化器生成纹理请求以及使用后光栅化器将原始图元完全光栅化,从而减少纹理访问的延迟使用由于预光栅化器生成的纹理请求而获取的纹理数据。该系统通过沿着为映射到纹理或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,从而支持纹理数据的各向异性过滤。

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