Graphics data storage in a linearly allocated multi-banked...

Computer graphics processing and selective visual display system – Computer graphics processing – Attributes

Reexamination Certificate

Rate now

  [ 0.00 ] – not rated yet Voters 0   Comments 0

Details

C345S582000

Reexamination Certificate

active

06724396

ABSTRACT:

FIELD OF THE INVENTION
This invention relates to texture mapping computer graphics systems and, more particularly, to methods and apparatus for storing graphics data, such as texture map data, in a linearly allocated memory.
BACKGROUND OF THE INVENTION
Computer graphics systems are used for displaying graphical representations of objects on a two-dimensional display screen. In a typical computer graphics system, an object to be represented on the display screen is broken down into multiple graphics primitives. Primitives are basic components of a graphics image and may include points, lines, vectors and polygons, such as triangles. Typically, a hardware/software scheme is implemented to render, or draw, on the two-dimensional display screen, the graphics primitives that represent a view of one or more objects being represented on the screen.
Typically, the primitives that define the three-dimensional object to be rendered are provided from a host computer, which defines each primitive in terms of primitive data. For example, when the primitive is a triangle, the host computer may define the primitive in terms of the X,Y,Z coordinates of its vertices, as well as the R,G,B color values of each vertex. Rendering hardware interpolates the primitive data to compute the display screen pixels that represent each primitive, and the R,G,B values for each pixel.
Texture mapping is commonly used in computer graphics systems to provide improved surface detail. Texture mapping involves mapping a source image, referred to as a texture, onto a surface of a three-dimensional object, and thereafter mapping the textured three-dimensional object to the two-dimensional display screen. Texture mapping involves applying one or more point elements (texels) of a texture to each point element (pixel) of the displayed portion of the object to which the texture is being mapped. Texture mapping hardware is conventionally provided with information indicating the manner in which the texels in a texture map correspond to the pixels on the display screen that represent the object. Each texel in a texture map is defined by S and T coordinates which identify its location in the two-dimensional texture map. In the case of a three-dimensional texture map, each texel is defined by S, T and R coordinates. For each pixel, the corresponding texel or texels that map to it are accessed from the texture map and are incorporated into the final R,G,B values generated for the pixel to represent the textured object on the display screen.
Each pixel in an object primitive may not map in a one-to-one correspondence with a single texel in the texture map. Depending on the size of the object on the display screen and the size of the texture map, a single pixel may map to multiple texels, or a single texel may map to multiple pixels. To facilitate texture mapping, a series of MIP maps may be created for each texture. A series of MIP maps includes a base map that corresponds directly to the texture map and a series of filtered maps, wherein each successive map is reduced in size by a factor of two in each of the two texture map dimensions. The series of texture MIP maps associated with the object being rendered is stored in a local memory accessible by the texture mapping hardware.
The texture mapping hardware can access texture data from any of the series of MIP maps. The determination of which map to access to provide the texel data for any particular pixel is based on the number of texels to which the pixel maps. If the pixel maps in one-to-one correspondence with a single texel in the texture map, then the base map is accessed. However, if the pixel maps to 4, 16 or 64 texels, then different level maps in the series of maps are accessed because those maps store texel data representing an average of 4, 16 and 64 texels in the texture map.
A pixel may not map directly to any one texel in the selected map and may fall between two or more texels in a single map or may fall between two maps. In this case, interpolation is utilized to accurately produce texel data. The texel data corresponding to a pixel can be a weighted average of four texel entries in a single map or a weighted average of eight texels in the two closest maps.
It is generally understood that there is two-dimensional locality in graphics rendering. That is, when a pixel is rendered, it is likely that the next pixel rendered will be near that pixel in X and/or Y. High performance requires that the hardware be designed to take advantage of this locality. In particular, the rendering of each pixel requires one or more memory locations to be accessed. The required image data or texture data may be stored in a frame buffer memory. In accessing the required data, there are different memory latencies for different address combinations within the memory. In general, it is faster to access another word which is located in the same “page” of memory than to access a word in a different page. This is because changing from one page to another requires closing the first page and opening the second, while accessing two data words in the same page does not carry this overhead. A typical memory may have two or four banks. Each bank is subdivided into a number of pages. In general, the best performance is obtained by accessing either the same page within any given bank or accessing a different bank. Consecutively accessing the same bank but a different page within that bank causes a large performance penalty.
For the reasons described above, rendering performance is affected by the way in which image data and texture data are stored in memory. One technique for MIP map texture storage which utilizes fixed, rectangular memory buffers is disclosed in U.S. Pat. No. 5,801,708 issued Sep. 1, 1998 to Alcorn et al. The disclosed technique is compatible with host computers which utilize Unix and X-windows operating systems. However, personal computers (PCs) typically employ a linear memory allocation scheme. The linear memory allocation scheme subdivides memory into blocks and then allocates a number of consecutive blocks for a given use. In a graphics system, a linear memory allocation scheme is convenient to allow flexible utilization of the memory, rather than dedicating memory to specific uses. However, a purely linear memory allocation scheme does not provide optimum rendering performance.
A modification of the linear memory allocation scheme, known as pseudo-linear frame buffer mapping, strikes a compromise between PC requirements for a linear, completely configurable frame buffer and the advantages of rectangular pages. Rather than treating the frame buffer as a linear array of words, this method treats the frame buffer as a linear array of blocks. Each block is a small two-dimensional array of memory, which is designed to provide optimized access when rendering with two-dimensional locality. A range of blocks can be allocated as a group and given a block stride to provide a larger two-dimensional area. The block stride establishes the X dimension of the image area or texture map in units of blocks.
Notwithstanding the advantages of the pseudo-linear frame buffer mapping technique, application of this technique to storage of a series of MIP maps does not provide optimum rendering performance. Accordingly, there is a need for improved methods and apparatus for texture map storage in a linearly allocated memory.
SUMMARY OF THE INVENTION
According to a first aspect of the invention, a method is provided for allocating correlated data sets to memory in a computer graphics system. The method comprises the steps of dividing each of the correlated data sets into blocks of data, the correlated data sets including at least first and second data sets, defining at least first and second subsets of each of the data sets, wherein the first subsets are correlated and the second subsets are correlated, and defining at least first and second areas of the memory. Blocks of data from the first subset of the first data set and the second subset of the second data set are stored in the first memory a

LandOfFree

Say what you really think

Search LandOfFree.com for the USA inventors and patents. Rate them and share your experience with other people.

Rating

Graphics data storage in a linearly allocated multi-banked... does not yet have a rating. At this time, there are no reviews or comments for this patent.

If you have personal experience with Graphics data storage in a linearly allocated multi-banked..., we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and Graphics data storage in a linearly allocated multi-banked... will most certainly appreciate the feedback.

Rate now

     

Profile ID: LFUS-PAI-O-3209469

  Search
All data on this website is collected from public sources. Our data reflects the most accurate information available at the time of publication.