Animation Engine Offloads Sprite Attribute Updates

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Solution Overview

Problem

Conventional image display devices experience increased CPU load when performing animation displays due to frequent writing of attribute data to sprite attribute tables.

Innovation Solution

An image display device is designed with an animation execution engine that reads and executes an animation execution program to transfer attribute data to sprite attribute tables, reducing CPU load by handling table write operations separately from the CPU, and synchronizing animation displays between CPU-controlled and engine-controlled sprites.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the CPU frequently writes attribute data to sprite attribute tables to perform animation display, then animation display functionality is achieved, but CPU load increases

Engineering Contradiction:
Improveanimation display functionalityVSAvoidCPU load
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent divides the sprite attribute table management into two separate tables: a first sprite attribute table managed by the CPU and a second sprite attribute table managed by a dedicated animation execution engine. This segmentation allows the CPU to handle non-animation tasks while the animation engine handles animation-related attribute updates, thereby reducing CPU load while maintaining animation display functionality.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a dedicated animation execution engine as an intermediary component between the CPU and the sprite attribute tables. This engine specifically handles animation-related attribute data updates, acting as a mediator that offloads these operations from the CPU, thus reducing CPU load while enabling smooth animation display.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If the CPU handles all sprite attribute table updates, then centralized control is maintained, but operation complexity increases

Engineering Contradiction:
Improvecontrol simplicityVSAvoidoperation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent segments the control responsibilities by creating two distinct sprite attribute tables managed by different components. The CPU manages the first table for general sprite control, while the animation execution engine manages the second table for animation-specific updates. This segmentation simplifies operation by allowing each component to focus on its specific tasks without interfering with the other.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The animation execution engine is designed to autonomously handle animation-related attribute updates without requiring direct CPU intervention for each operation. It self-manages the second sprite attribute table, performing updates independently based on animation requirements, thereby reducing the operational burden on the CPU while maintaining centralized coordination.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8493392B2Image display device
Publication Date: 2013.07.23 YAMAHA CORP
  • US8493392B2 patent drawing
  • US8493392B2 patent drawing
  • US8493392B2 patent drawing

AI summary

An image display device is constructed by a display memory, a sprite attribute table, a sprite rendering processor and an animation execution engine. The display memory stores image data to be displayed on a display. The sprite attribute table stores attribute data representing a display attribute of a sprite which is a component of the image data. The sprite rendering processor executes a drawing process for reflecting image data of the sprite to the image data stored in the display memory according to the attribute data stored in the sprite attribute table. The animation execution engine reads an animation execution program including both attribute data to be transferred and a table write command of the attribute data from an external memory, and executes the animation execution program to transfer the attribute data to the sprite attribute table according to the table write command.