Efficient parametric surface binning based on control points

Computer graphics processing and selective visual display system – Computer graphics processing – Three-dimension

Reexamination Certificate

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Reexamination Certificate

active

06784884

ABSTRACT:

FIELD OF THE INVENTION
The present invention relates generally to the field of three dimensional (3D) graphics processing, and more particularly to efficient parametric surface binning based on control points.
BACKGROUND OF THE INVENTION
Three dimensional or 3D objects are typically represented on computer display screens as being composed of graphics primitives such as triangle lists, triangle strips, and triangle fans. The graphics primitives are defined by a host computer or a graphics processor in terms of primitive data. For instance, the three vertices of each triangle in a primitive are defined in terms of its spatial location with X, Y, and Z coordinates. Additional data defines the red, green, and blue (RGB) color values and texture coordinates of each vertex. Other primitive data can be included depending on each specific application. Rendering hardware processes the primitive data to activate display screen pixels that compose each primitive and the RGB color values for each pixel.
A technique called “tiling” (or chunking, as some literature's naming convention) is often used to improve the memory bandwidth required for rendering the graphics primitives. In this scheme, the display screen is partitioned into tiles (or bins as in the naming convention of some literature) that span the display screen. Each tile is rendered independently of the others by the graphics processor or host computer. With the help of tile sized caches that retain the color (RGB) and depth data of a tile, memory bandwidth can be reduced dramatically. This improves graphics processing performance since 3D graphics processing is most often limited by the available memory bandwidth in the computer system.
Tiling involves the sorting of graphics primitives into bins or tiles.
FIGS. 1A and 1B
show an example of sorting graphics primitives into bins or tiles.
FIG. 1A
is a diagram depicting several 3D objects arranged on a display screen
100
in accordance with prior art systems. The display screen
100
is partitioned into four rectangular tiles (or bins)
110
,
120
,
130
, and
140
. In this example, 3D primitives
160
,
170
, and
180
are received by a processor. The processor sorts the 3D primitives
160
,
170
,
180
into bins
110
,
120
,
130
,
140
. Although this example describes the screen area as divided into only four bins, other embodiments can have the screen divided into any of a wide range of numbers or shapes of bins. Typically, the number of bins would greatly exceed four. After receiving data for a graphics primitive, the processor determines which bin or tile the primitive intersects. The sorting of graphic primitives to the bins that the primitives intersect is hence called binning.
FIG. 1B
is a diagram depicting the several objects of
FIG. 1A
sorted into bins. For example, the processor determines that the 3D primitive
160
is located partially within bin
110
and partially within bin
120
. The processor then delivers copies of the various primitives to the graphics memory storage areas for whatever bins the primitives intersect. Here, the processor would deliver copies of the primitive data for 3D primitive
160
to the graphics memory storage area for bins
110
and
120
. Another 3D primitive
170
is located within bin
110
, within bin
130
, and within bin
140
. Similarly, 3D primitive
180
is located within bin
120
and bin
130
. The data for the other objects are also stored accordingly.
Once the 3D primitives
160
,
170
,
180
are sorted into bins, a graphics processor reads the data for each bin on a bin-by-bin basis and divides the larger primitives into smaller primitives that fit within each tile. For example, 3D primitive
160
is divided by the graphics processor to create primitive
161
within bin
110
and primitive
162
within bin
120
. The 3D primitive
170
is divided by the graphics processor to create primitive
171
within bin
110
, primitive
173
within bin
130
, and primitive
174
within bin
140
. The 3D primitive
180
is divided by the graphics processor to create primitive
182
within bin
120
and primitive
183
within bin
130
. The divided 3D primitives are then delivered to drawing and rendering engines on a bin-by-bin basis.
FIG. 2
is a flow diagram of a prior art method for handling parametric surfaces in a tiled graphics architecture. At step
202
, the processor receives a scene which consists of multiple parametric surfaces. The scene is processed by rendering all of the parametric surfaces in the scene. Each parametric surface is received from the scene at step
204
. Tessellation of the parametric surface occurs at step
206
. Tessellation is the process of converting the parametric surfaces into 3D primitives. At step
208
, each 3D primitive is sorted and binned. The processor checks at step
210
whether additional surfaces are present in the scene and still have to be processed. If there are more surfaces, the process repeats at step
204
. If there are no more surfaces for processing, the scene is done.
There is a growing trend towards using parametric surfaces as the basis for 3D graphics rendering. However the prior art of converting parametric surfaces into 3D primitives increases the amount of data to be transferred to graphics processors. In a tiled graphic architecture, this increase is amplified by the need to duplicate each 3D primitive to each and every bin the primitive intersects. The bandwidth increase due to tessellation and binning can adversely affect the bandwidth saving advantage of tiling. Hence a technique for efficient binning of these parametric surfaces is desirable.


REFERENCES:
patent: 5255352 (1993-10-01), Falk
patent: 5317682 (1994-05-01), Luken, Jr.
patent: 5680525 (1997-10-01), Sakai et al.
patent: 5886701 (1999-03-01), Chauvin et al.
patent: 6169549 (2001-01-01), Burr
patent: 6219058 (2001-04-01), Trika
patent: 6269175 (2001-07-01), Hanna et al.
patent: 6563501 (2003-05-01), Sfarti
Jay Torborg, et al., “Talisman: Commodity Realtime 3D Graphics For The PC”, Microsoft Corporation, Proceedings of SIGGRAPH 96, 11 pgs., Aug. 1996.

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