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公开(公告)号:KR1020060044124A
公开(公告)日:2006-05-16
申请号:KR1020040091939
申请日:2004-11-11
CPC classification number: G06T15/005 , G06F12/0223 , G06T1/20
Abstract: 본 발명은 이동 단말 응용 분야에서 3차원 그래픽 압축 텍스쳐 데이터를 효과적으로 처리하는 컴퓨터 그래픽 시스템 및 메모리 장치에 관한 것이다. 상기 메모리 장치는, 텍스처 데이터를 저장하기 위한 텍스처 버퍼로 할당된 제1 메모리 영역과, 프레임 데이터를 픽셀 단위로 저장하기 위한 프레임 버퍼로 할당된 제2 메모리 영역을 포함하는 메모리 구조와, 상기 메모리 구조의 입력주소에 따라, 상기 입력주소가 상기 제1 메모리 영역을 나타내면 상기 메모리 구조가 상기 텍스처 버퍼로 동작하도록 제어하고, 상기 입력주소가 상기 제2 메모리 영역을 나타내면 상기 메모리 구조가 상기 프레임 버퍼로 동작하도록 제어하는 비교기와, 상기 메모리 구조가 상기 프레임 버퍼로 동작하는 경우, 입력되는 프레임 데이터와 상기 프레임 버퍼로부터 읽어낸 프레임 데이터에 대해 깊이비교 또는 알파블렌딩을 수행하는 논리연산 장치(ALU)를 포함한다. 이러한 본 발명은 가격과 효율 면에서 효과적인 단일 메모리 시스템을 채택할 수 있으며, 고속 DRAM 기술에 적합하고, 내부 캐시가 불필요하여 하드웨어 절감 및 성능 향상의 효과를 얻을 수 있다.
3D Graphics, Graphics Processor, Rasterization, Texture mapping, Depth compare, Alpha blending, pixel processing pipeline-
公开(公告)号:KR100441080B1
公开(公告)日:2004-07-21
申请号:KR1020020045234
申请日:2002-07-31
Applicant: 학교법인연세대학교
IPC: G06T17/00
Abstract: PURPOSE: An operation method of a pixel cache structure in a three-dimensional graphic accelerator is provided to reduce cache pollution by loading only data with the high probability of being reused, thereby increasing a cache success rate. CONSTITUTION: Information of the existing fragment having the same texture coordinates as a newly inputted segment are detected from a pixel cache(421) and an NT(Non-Temporal) buffer(422). A depth value of the newly inputted fragment is compared with a depth value of the existing fragment. If the depth value of the newly inputted fragment is larger than the depth value of the existing fragment, information of the newly inputted fragment is stored in the NT buffer. If the depth value of the newly inputted fragment is smaller than the depth value of the existing fragment, the information of the newly inputted fragment is stored in the pixel cache. A color reading unit(413) executes a read operation of a color value of the newly inputted fragment. An alpha mixing unit(415) executes alpha mixing to the read color value and a color value mixed in a texture mixing unit(403). A color write unit(417) stores the alpha-mixed color value in the pixel cache.
Abstract translation: 目的:提供一种三维图形加速器中像素缓存结构的操作方法,通过仅加载重用概率高的数据来降低缓存污染,从而提高缓存成功率。 构成:从像素高速缓冲存储器(421)和NT(Non-Temporal)缓冲器(422)检测具有与新输入的段相同的纹理坐标的现有片段的信息。 将新输入的片段的深度值与现有片段的深度值进行比较。 如果新输入的片段的深度值大于现有片段的深度值,则将新输入的片段的信息存储在NT缓冲器中。 如果新输入的片段的深度值小于现有片段的深度值,则将新输入的片段的信息存储在像素高速缓存中。 彩色读取单元(413)执行新输入的片段的颜色值的读取操作。 阿尔法混合单元(415)对读取的颜色值和在纹理混合单元(403)中混合的颜色值执行阿尔法混合。 颜色写入单元(417)将阿尔法混合的颜色值存储在像素高速缓存中。
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公开(公告)号:KR1020040011918A
公开(公告)日:2004-02-11
申请号:KR1020020045234
申请日:2002-07-31
Applicant: 학교법인연세대학교
IPC: G06T17/00
Abstract: PURPOSE: An operation method of a pixel cache structure in a three-dimensional graphic accelerator is provided to reduce cache pollution by loading only data with the high probability of being reused, thereby increasing a cache success rate. CONSTITUTION: Information of the existing fragment having the same texture coordinates as a newly inputted segment are detected from a pixel cache(421) and an NT(Non-Temporal) buffer(422). A depth value of the newly inputted fragment is compared with a depth value of the existing fragment. If the depth value of the newly inputted fragment is larger than the depth value of the existing fragment, information of the newly inputted fragment is stored in the NT buffer. If the depth value of the newly inputted fragment is smaller than the depth value of the existing fragment, the information of the newly inputted fragment is stored in the pixel cache. A color reading unit(413) executes a read operation of a color value of the newly inputted fragment. An alpha mixing unit(415) executes alpha mixing to the read color value and a color value mixed in a texture mixing unit(403). A color write unit(417) stores the alpha-mixed color value in the pixel cache.
Abstract translation: 目的:提供三维图形加速器中的像素高速缓存结构的操作方法,通过仅以高重用概率加载数据来减少高速缓存污染,从而提高缓存成功率。 构成:从像素高速缓存(421)和NT(非时间)缓冲器(422)检测具有与新输入的段相同的纹理坐标的现有片段的信息。 将新输入的片段的深度值与现有片段的深度值进行比较。 如果新输入的片段的深度值大于现有片段的深度值,则新输入的片段的信息被存储在NT缓冲器中。 如果新输入片段的深度值小于现有片段的深度值,则新输入片段的信息被存储在像素高速缓存中。 彩色读取单元(413)执行新输入的片段的颜色值的读取操作。 α混合单元(415)对所读取的颜色值和混合在纹理混合单元(403)中的颜色值执行α混合。 彩色写入单元(417)将alpha混合色值存储在像素高速缓存中。
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公开(公告)号:KR100420857B1
公开(公告)日:2004-03-02
申请号:KR1020010041902
申请日:2001-07-12
Applicant: 학교법인연세대학교
CPC classification number: G06T15/40
Abstract: A method and apparatus for processing pixel rasterization in a 3D rendering processor is disclosed. According to the method and apparatus, the primary depth checking is performed before the performing of the texture mapping, and thus the unnecessary performing of the texture mapping can be removed. Also, the consistency problem can be simply and easily solved using the flag memory, and by performing the depth reading and depth checking twice, the hit rate of the pixel cache memory is heightened. Thus, the method and apparatus is effective in cost, performance, and power consumption.
Abstract translation: 公开了一种用于在3D渲染处理器中处理像素光栅化的方法和设备。 根据该方法和装置,在执行纹理映射之前执行主深度检查,并且因此可以去除不必要的纹理映射执行。 而且,使用标志存储器可以简单和容易地解决一致性问题,并且通过执行两次深度读取和深度检查,像素高速缓冲存储器的命中率得到提高。 因此,该方法和装置在成本,性能和功耗方面是有效的。
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公开(公告)号:KR1020030006212A
公开(公告)日:2003-01-23
申请号:KR1020010041902
申请日:2001-07-12
Applicant: 학교법인연세대학교
CPC classification number: G06T15/40
Abstract: PURPOSE: A method and an apparatus for processing pixel rasterization of a three-dimensional rendering processor are provided to remove execution of unnecessary texture mapping by executing a first depth examination before texture mapping process. CONSTITUTION: A method for processing pixel rasterization of a three-dimensional rendering processor includes the steps of inputting the present fragment image information from the outside(S100); examining whether the previous fragment image information exist, which corresponding to an address of the input present fragment image information(S101); if not, promptly texture-mapping the present fragment image information, if exist, deciding a depth value of the present fragment image information before texture-mapping the present fragment image information(S102-S103); deciding a transparency value of the texture-mapped fragment image information(S104); examining whether the previous fragment image information exist, which corresponding to the address of the input present fragment image information(S108); if exist, deciding the depth value of the present fragment image information(S109); storing the determined depth value of the present fragment image information(S106); and deciding and storing a color value of the present fragment image information(S107).
Abstract translation: 目的:提供一种用于处理三维渲染处理器的像素光栅化的方法和装置,以通过在纹理映射处理之前执行第一深度检查来消除不必要的纹理映射的执行。 构成:用于处理三维渲染处理器的像素光栅化的方法包括从外部输入当前片段图像信息的步骤(S100); 检查是否存在与输入的当前片段图像信息的地址相对应的先前片段图像信息(S101); 如果不存在,则对当前片段图像信息进行快速纹理映射(如果存在),则在纹理映射当前片段图像信息之前确定当前片段图像信息的深度值(S102〜S103)。 决定纹理映射片段图像信息的透明度值(S104); 检查是否存在与输入的当前片段图像信息的地址相对应的先前片段图像信息(S108); 如果存在,则确定当前片段图像信息的深度值(S109); 存储所确定的本片段图像信息的深度值(S106); 并确定并存储本片段图像信息的颜色值(S107)。
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