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64 results about "Z-buffering" patented technology

In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are visible, and which are hidden. Z-buffering was first described in 1974 by Wolfgang Straßer in Chapter 6 (page 6-1) of his PhD thesis. The painter's algorithm is another common solution which, though less efficient, can also handle non-opaque scene elements. The z-buffer uses the Image space method for hidden surface detection. A z-buffer can refer to a data structure or to the method used to perform operations on that structure.

Method and apparatus for anti-aliasing in a graphics system

A graphics system including a custom graphics and audio processor produces exciting 2D and 3D graphics and surround sound. The system includes a graphics and audio processor including a 3D graphics pipeline and an audio digital signal processor. The system achieves highly efficient full-scene anti-aliasing by implementing a programmable-location super-sampling arrangement and using a selectable-weight vertical-pixel support area blending filter. For a 2×2 pixel group (quad), the locations of three samples within each super-sampled pixel are individually selectable. A twelve-bit multi-sample coverage mask is used to determine which of twelve samples within a pixel quad are enabled based on the portions of each pixel occupied by a primitive fragment and any pre-computed z-buffering. Each super-sampled pixel is filtered during a copy-out operation from a local memory to an external frame buffer using a pixel blending filter arrangement that combines seven samples from three vertically arranged pixels. Three samples are taken from the current pixel, two samples are taken from a pixel immediately above the current pixel and two samples are taken from a pixel immediately below the current pixel. A weighted average is then computed based on the enabled samples to determine the final color for the pixel. The weight coefficients used in the blending filter are also individually programmable. De-flickering of thin one-pixel tall horizontal lines for interlaced video displays is also accomplished by using the pixel blending filter to blend color samples from pixels in alternate scan lines.
Owner:NINTENDO CO LTD

Method and apparatus for implementing efficient floating point Z-buffering

A method for handling Z-values in accordance with the present invention. The Z-values correspond to vertices of a given primitive being processed within a graphics pipeline. The Z-values received by the pipeline are represented in a first floating point format (such as IEEE floating point format) which includes a mantissa portion and an exponent portion. The method comprises determining which of the Z-values for the given primitive has the largest value of the exponent portion. In one embodiment, this includes comparing current exponent values to a current greatest exponent value until all Z-values are tested. The method subsequently comprises generating a common Z exponent value in response to determining the largest exponent value for the given primitive. In one embodiment, the common Z exponent value is generated by subtracting a constant value from the largest exponent value. The method next comprises converting the Z-values of the given primitive to a fixed point format in which the mantissa portion is scaled to the common Z exponent value. The converted values are then forwarded with the primitive as graphics processing continues with a first set of operations which utilize the Z-values (represented in the fixed point format) and the common Z exponent value. Since it is likely the Z exponents for the given primitive are closely related, the Z-values may be represented with a single exponent value. After this first set of operations, the Z-values are converted back to a second floating point format. A second set of graphics operations (namely, hidden surface removal) is then performed using this second floating point format. By using the common Z exponent and the intermediate fixed point format for representation, Z-values of the given primitive are more efficiently handled throughout the rendering pipeline.
Owner:ORACLE INT CORP

CPU-based graphic rendering engine and realization method

The invention discloses a CPU-based graphic rendering engine and a realization method. The CPU-based graphic rendering engine consists of a rending preparation module, a camera space module, a conversion module, an illumination module, a rasterization module, a rendering ending module. The realization method for graphic rendering comprises the following steps that: an application program sets a rendering state and sends the rendering state to the rendering preparation module and meanwhile, the rendering preparation module initializes a color buffer region and a depth buffer region; the camera space module establishes a view conversion matrix and a projection conversion matrix according to camera data in a scene; objects in the scene are taken successively and the conversion module, the illumination module and the rasterization module carry out processing on the objects to complete rendering on all the subjects; after all the objects in the scene are rendered, a rendering result is posted back to the application program and is then output; and the rendering ending module empties the color buffer region and the depth buffer region that are prepared during the rendering preparation stage. According to the invention, it can be realized that graphic rendering is carried out directly based on a CPU without relying on a display card, thereby realizing good portability and realizing controllability on an effect of a subtitle system.
Owner:CHINA DIGITAL VIDEO BEIJING

Apparatus and method for an efficient 3D graphics pipeline

InactiveUS20180082464A1Image generation3D-image renderingRead depthComputer module
A graphics processing apparatus and method are described. For example, one embodiment of a graphics processing apparatus comprises: an input assembler of a graphics pipeline to determine a first set of triangles to be drawn based on application-provided parameters; a depth buffer to store depth data related to the first set of triangles; a vertex shader to perform position-only vertex shading operations on the first set of triangles in response to an indication that the graphics pipeline is to initially operate in a depth-only mode; a culling and clipping module to read depth values from the depth buffer to identify those triangles in the first set of triangles which are fully occluded by other objects in a current frame and to generate culling data usable to cull occluded triangles, the culling and clipping module to associate the culling data with a replay token to be used to identify a subsequent rendering pass through the graphics pipeline; the input assembler, upon detecting the replay token in the subsequent rendering pass, to access the culling data associated therewith to remove culled triangles from the first set of triangles to generate a second set of triangles; the vertex shader to perform full vertex shading operations on the second set of triangles during the subsequent rendering pass, the replay token to be destroyed during or following the subsequent rendering pass.
Owner:INTEL CORP

Depth buffer compression

Device, computer readable medium, and method for selecting compression modes to be applied in a depth buffer (20). The method includes obtaining values corresponding to a tile (30) of the depth buffer (20), selecting a first compression mode (34) from a first plurality of compression modes, compressing the values of the tile (30), writing the compressed values into a first block, based on the first mode (34), and using a preset number of primary bits (34) to store information related to at least one of the first mode (34) and a compression size of the first block, selecting a set of secondary compression modes (32) from a second plurality of compression modes, determining a number of sub-tiles (28), that make up the tile (30), compressing values of the sub-tiles, writing the compressed values into a second block, based on the set of secondary modes (32), and using the same preset number of primary bits (34) to store information related to at least one of the set of secondary modes (32) and a compression size of the second block, comparing the compression size of the tile (30) to the compression size of the sub-tiles (28), choosing the first mode (34) or the set of secondary modes (32) and a corresponding tile size based on a result of the comparing, and storing the selected compressed tile or sub-tiles into the depth buffer (20) and writing into the preset number of primary bits (34) information related to the chosen first mode (34) or set of secondary compression modes (32) or a corresponding size.
Owner:TELEFON AB LM ERICSSON (PUBL)
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