3차원 그래픽 가속기에서 픽셀 캐쉬 구조의 동작방법
    1.
    发明授权
    3차원 그래픽 가속기에서 픽셀 캐쉬 구조의 동작방법 失效
    3차원그래픽가속기에서픽셀캐쉬구조의동작방법

    公开(公告)号:KR100441080B1

    公开(公告)日:2004-07-21

    申请号:KR1020020045234

    申请日:2002-07-31

    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。

    3차원 그래픽 가속기에서 픽셀 캐쉬 구조의 동작방법
    2.
    发明公开
    3차원 그래픽 가속기에서 픽셀 캐쉬 구조의 동작방법 失效
    三维图形加速器中像素缓存结构的操作方法

    公开(公告)号:KR1020040011918A

    公开(公告)日:2004-02-11

    申请号:KR1020020045234

    申请日:2002-07-31

    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。

    3차원 렌더링 프로세서의 픽셀 레스터라이재이션 처리방법 및 장치
    3.
    发明授权
    3차원 렌더링 프로세서의 픽셀 레스터라이재이션 처리방법 및 장치 有权
    3차원렌더링프로세서의픽셀레스터라이재이션처리방법및장

    公开(公告)号:KR100420857B1

    公开(公告)日:2004-03-02

    申请号:KR1020010041902

    申请日:2001-07-12

    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。

    3차원 렌더링 프로세서의 매핑 처리 장치 및 방법
    4.
    发明公开
    3차원 렌더링 프로세서의 매핑 처리 장치 및 방법 有权
    用于处理三维渲染处理器映射的系统和方法

    公开(公告)号:KR1020030014515A

    公开(公告)日:2003-02-19

    申请号:KR1020010048544

    申请日:2001-08-11

    Abstract: PURPOSE: A system and a method for processing mapping of a three-dimensional rendering processor are provided to improve performance of bump mapping and environment mapping by sharing a cache memory. CONSTITUTION: A system for processing mapping of a three-dimensional rendering processor includes a level information calculator(11) for calculating a distance level of information of one of texture mapping, bump mapping and environment mapping applied from the outside, an address generator(12) for calculating a map address of the external mapping information corresponding to the distance level, and a cache memory(13) storing inner mapping information corresponding to the texture mapping, bump mapping and environment mapping. The system further includes an interpolator(14) for interpolating the inner mapping information read from the cache memory, a normal vector transformer(15) for transforming normal vector of the bump mapping information according to the interpolated inner mapping information, an illumination computation unit(16) for computing an illumination value of the bump mapping information, and a color mixer(17) for mapping a color value corresponding to one of the texture mapping, bump mapping and environment mapping information.

    Abstract translation: 目的:提供一种用于处理三维渲染处理器映射的系统和方法,以通过共享高速缓冲存储器来改善凹凸贴图和环境映射的性能。 构成:用于处理三维渲染处理器的映射的系统包括:级别信息计算器(11),用于计算从外部施加的纹理映射,凹凸贴图和环境映射之一的信息的距离级别,地址生成器(12) ),用于计算对应于所述距离级别的外部映射信息的映射地址;以及高速缓冲存储器(13),其存储与所述纹理映射,凹凸贴图和环境映射相对应的内部映射信息。 该系统还包括用于内插从高速缓冲存储器读取的内部映射信息的内插器(14),用于根据插值的内部映射信息来转换凹凸贴图信息的法线向量的法向量变换器(15),照明计算单元 16),以及用于映射与纹理映射,凹凸贴图和环境映射信息之一相对应的颜色值的颜色混合器(17),用于计算凹凸贴图信息的照明值。

    3차원 렌더링 프로세서의 픽셀 레스터라이재이션 처리방법 및 장치
    5.
    发明公开
    3차원 렌더링 프로세서의 픽셀 레스터라이재이션 처리방법 및 장치 有权
    用于处理三维渲染处理器的像素放大的方法和装置

    公开(公告)号:KR1020030006212A

    公开(公告)日:2003-01-23

    申请号:KR1020010041902

    申请日:2001-07-12

    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)。

    3차원 렌더링 프로세서의 매핑 처리 장치 및 방법
    6.
    发明授权
    3차원 렌더링 프로세서의 매핑 처리 장치 및 방법 有权
    3차원렌더링프로서서의매핑처리장치및방법

    公开(公告)号:KR100420858B1

    公开(公告)日:2004-03-02

    申请号:KR1020010048544

    申请日:2001-08-11

    Abstract: PURPOSE: A system and a method for processing mapping of a three-dimensional rendering processor are provided to improve performance of bump mapping and environment mapping by sharing a cache memory. CONSTITUTION: A system for processing mapping of a three-dimensional rendering processor includes a level information calculator(11) for calculating a distance level of information of one of texture mapping, bump mapping and environment mapping applied from the outside, an address generator(12) for calculating a map address of the external mapping information corresponding to the distance level, and a cache memory(13) storing inner mapping information corresponding to the texture mapping, bump mapping and environment mapping. The system further includes an interpolator(14) for interpolating the inner mapping information read from the cache memory, a normal vector transformer(15) for transforming normal vector of the bump mapping information according to the interpolated inner mapping information, an illumination computation unit(16) for computing an illumination value of the bump mapping information, and a color mixer(17) for mapping a color value corresponding to one of the texture mapping, bump mapping and environment mapping information.

    Abstract translation: 目的:提供一种用于处理三维渲染处理器的映射的系统和方法,以通过共享高速缓冲存储器来提高凹凸映射和环境映射的性能。 用于处理三维渲染处理器的映射的系统包括用于计算从外部施加的纹理映射,凸点映射和环境映射之一的信息的距离级别的级别信息计算器(11),地址生成器(12 ),用于计算与距离等级相对应的外部映射信息的映射地址;高速缓冲存储器(13),用于存储与纹理映射,凹凸映射和环境映射相对应的内部映射信息。 该系统还包括用于内插从高速缓冲存储器读取的内部映射信息的内插器(14),用于根据内插的内部映射信息变换凹凸映射信息的法向矢量的法向矢量变换器(15),照度计算单元 16),用于计算凹凸映射信息的照明值;以及颜色混合器(17),用于映射与纹理映射,凹凸映射和环境映射信息中的一个相对应的颜色值。

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