Graphics system configured to filter samples using a...

Computer graphics processing and selective visual display system – Computer graphics processing – Adjusting level of detail

Reexamination Certificate

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C345S581000

Reexamination Certificate

active

06577312

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates generally to the field of computer graphics and, more particularly, to high performance graphics systems.
2. Description of the Related Art
A host computer may rely on a graphics system for producing visual output on a display device. The graphics system may receive graphics data (e.g. triangle data) from the host computer, and may generate a stream of output pixels in response to the graphics data. The stream of output pixels may be stored in a frame buffer, and then dumped from the frame buffer to a display device such as a monitor or projection screen.
To obtain images that are more realistic, some prior art graphics systems have gone further by generating more than one sample per pixel. As used herein, the term “sample” refers to calculated color information that indicates the color, depth (z), and potentially other information, of a particular point on an object or image. For example, a sample may comprise the following component values: a red value, a green value, a blue value, a z value, and an alpha value (e.g., representing the transparency of the sample). A sample may also comprise other information, e.g, a blur value, an intensity value, brighter-than-bright information, and an indicator that the sample consists partially or completely of control information rather than color information (i.e., “sample control information”). By calculating more samples than pixels (i.e., super-sampling), a more detailed image is calculated than can be displayed on the display device. For example, a graphics system may calculate four samples for each pixel to be output to the display device. After the samples are calculated, they are then combined or filtered to form the pixels that are stored in the frame buffer and then conveyed to the display device. Using pixels formed in this manner may create a more realistic final image.
These prior art super-sampling systems typically generate a number of samples that are far greater than the number of pixel locations on the display. These prior art systems typically have rendering processors that calculate the samples and store them into a render buffer. Filtering hardware then reads the samples from the render buffer, filters the samples to create pixels, and then stores the pixels in a traditional frame buffer. The traditional frame buffer is typically double-buffered, with one side being used for refreshing the display device while the other side is updated by the filtering hardware. Once the samples have been filtered, the resulting pixels are stored in a traditional frame buffer that is used to refresh to display device. These systems, however, have generally suffered from limitations imposed by the conventional frame buffer and by the added latency caused by the render buffer and filtering. Therefore, an improved graphics system is desired which includes the benefits of pixel super-sampling while avoiding the drawbacks of the conventional frame buffer.
However, one potential obstacle to an improved graphics system is that the filtering operation may be computationally intensive. A high-resolution graphics card and display may need to support millions of pixels per frame, and each pixel may be generated by filtration of a number of samples. This typically translates into a large number of calculations. In particular, each pixel component such as red, green and blue may be generated by constructing a weighted sum of the corresponding sample components. However, it is important to guarantee that the filter weights used to generate the weighted sums do not introduce color gain or attenuation. In other words, if the filter weights are not appropriately chosen, a group of samples all having identical red intensity X
r
may have a weighted sum equal to kX
r
where k is not equal to one. This implies that the resulting red pixel value will be more or less intense than desired. Thus, there is a substantial need for a system and method which could provide for unity gain in the filtering process (i.e. in the process of generating pixel values from sample values) in a manner which is flexible and efficient.
Furthermore, because each pixel comprises a number of components such as red, green, and blue, the filtering process may require multiple summations to be performed per pixel. Thus, there exists a need for a system and method which may efficiently and flexibly perform summations.
SUMMARY OF THE INVENTION
The present invention comprises a computer graphics system configured to receive 3D graphics data, generate samples in response to the 3D graphics data, filter the samples to generate output pixels, and provide the output pixels to a display device such as monitor or projector. In some embodiments, the graphics system comprises a sample buffer, a graphics processor configured to render (or draw) the samples into the sample buffer, and a sample-to-pixel calculation unit. The sample-to-pixel calculation unit may be responsible for filtering samples to generate pixel values.
The graphics processor may perform various rendering operations on the received 3D graphics data (e.g. triangle data) to generate samples based on a selected set of sample positions in a 2D screen space. Each sample may comprise a set of values such as red, green and blue. The samples are stored into the sample buffer for subsequent access by the sample-to-pixel calculation unit. The graphics processor preferably generates and stores more than one sample per unit pixel area in the 2D screen space for at least a subset of the output pixels. Thus, the sample buffer may be referred to as a super-sampled (or “over-sampled”) sample buffer. In other embodiments, the graphics processor may generate one sample per unit pixel area, or, less than one sample per unit pixel area (e.g. one sample for every two pixels). In one embodiment, the samples may be more densely positioned in certain areas of the screen space and less densely positioned in other areas.
The sample-to-pixel calculation unit is configured to read the samples from the sample buffer and filter (or convolve) the samples into respective output pixels. The output pixels are then provided to refresh the display. As used herein, the terms “filter” and “convolve” are used interchangeably, and refer to the process of generating a pixel value by computing a weighted average of a corresponding set of sample values. The sample-to-pixel calculation unit filters samples based on a filter function which may be centered over a current pixel location in the screen space. The filter function has an associated domain of definition referred to herein as the filter support or filter extent. The sample-to-pixel calculation unit:
(a) selects those samples which fall within the filter support in screen space,
(b) generates filter weights for each of the “interior” samples based on the filter function, and
(c) computes a weighted average of interior sample values for each pixel attribute (such as red, green, blue and alpha) using the filter weights.
The sample-to-pixel calculation unit may access samples from the sample buffer, perform a real-time filtering operation, and then provide the resulting output pixels to the display in real-time. The graphics system may operate without a conventional frame buffer. In other words, there may be no frame-oriented buffering of pixel data between the sample-to-pixel calculation units and the display. Note some displays may have internal frame buffers, but these are considered an integral part of the display device, not the graphics system. As used herein, the term “real-time” refers to an operation that is performed at or near the display device's refresh rate. For example, filtering samples “on-the-fly” means calculating output pixels at a rate high enough to support the refresh rate of a display device. The term “on-the-fly” refers to a process or operation that generates images at a rate near or above the minimum rate required for displayed motion to appear smooth (i.e. motion fusion) and/or for the light intensity to a

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