Abstract:
PROBLEM TO BE SOLVED: To provide a texture unit that optimizes texture filtering.SOLUTION: The efficiency of communication between a processor core and a texture unit may be improved by reducing the computational overhead caused by the core in encoding groups of pixels to be textured. A region or group of pixels may be textured as a unit, using a range specifier and one or more anchor pixels to define the group. In some embodiments, processing efficiency of grouped pixels is improved.
Abstract:
PROBLEM TO BE SOLVED: To provide a texture unit that optimizes texture filtering and performs texture filtering faster than a general purpose processor. SOLUTION: A region or group of pixels may be textured as a unit, using a range specifier and one or more anchor pixels to define the group. Processing grouped pixels improves efficiency. COPYRIGHT: (C)2011,JPO&INPIT
Abstract:
In one embodiment, a processor may include a vector unit to perform operations on multiple data elements responsive to a single instruction, and a control unit coupled to the vector unit to provide the data elements to the vector unit, where the control unit is to enable an atomic vector operation to be performed on at least some of the data elements responsive to a first vector instruction to be executed under a first mask and a second vector instruction to be executed under a second mask. Other embodiments are described and claimed.
Abstract:
A region or group of pixels may be textured as a unit, using a range specifier and one or more anchor pixels to define the group. The anchor pixels define a reference point for a geometric shape; say a rectangle and the range specifiers specify an offset from this point. The reference and the offset may be stored in a tuple that may include a geometric shape identifier. The decoding of such tuples to generate pixel addresses may be carried out using state machine and may involve the use of convolution or dot products.
Abstract:
Ein Verfahren zum Berechnen einer kollisionsfreien Geschwindigkeit (117, 217) für einen Agenten (110) in einer Menschenmassensimulationsumgebung (100) umfasst das Identifizieren eines quadratischen Optimierungsproblems, das der kollisionsfreien Geschwindigkeit entspricht, und das Finden einer genauen Lösung für das quadratische Optimierungsproblem, indem ein geometrischer Ansatz verwendet wird.
Abstract:
Ein Verfahren, um eine gesamte Rechenzeit für eine visuelle Simulationsschleife zu verringern, beinhaltet die gemeinsame Benutzung einer gemeinsamen Datenstruktur über jede Phase der visuellen Simulationsschleife durch die Anpassung der gemeinsamen Datenstruktur an eine Anforderung für jede spezielle Phase vor dem Ausführen einer Berechnung für diese spezielle Phase.
Abstract:
Parallel and vectored data structures may be used in a single instruction multiple data processor that applies the Gilbert-Johnson-Keerthi(GJK) algorithm. As a result, the performance of multi-core processors doing graphics processing may be increased in some cases. The data input to the SMID device is vectored and aligned for optimum processing. The application is aimed at determining the minimum distance between two displayed objects.
Abstract:
Embodiments of techniques and systems for parallel processing of B+ trees are described. A parallel B+ tree processing module with partitioning and redistribution may include a set of threads executing a batch of B+ tree operations on a B+ tree in parallel. The batch of operations may be partitioned amongst the threads. Next, a search may be performed to determine which leaf nodes in the B+ tree are to be affected by which operations. Then, the threads may redistribute operations between each other such that multiple threads will not operate on the same leaf node. The threads may then perform B+ tree operations on the leaf nodes of the B+ tree in parallel. Subsequent modifications to nodes in the B+ may similarly be redistributed and performed in parallel as the threads work up the tree.
Abstract:
A method for handling data structures for visual simulation loops to facilitate graphics rendering in a virtual scene includes the steps of building a data structure for a first phase/stage of the loop, performing a 1stphase computation using said data structure, adapting (414) the data structure for a second phase of the loop and performing (413) a 2ndphase computation using the adapted data structure. The method enables a common data structure to be shared (410) for all phases/stages of a visual simulation loop wherein the data structure may be adapted/optimized as required for a particular computational phase. The data structure may comprise akd-tree, a bounding volume hierarchy (BVH) or a bounding interval hierarchy (BIH). By using and selectively adapting a common data structure, the total computational time required for the visual simulation loop may be reduced.