Computer graphics processing and selective visual display system – Computer graphic processing system
Reexamination Certificate
2002-03-27
2003-07-15
Tung, Kee M. (Department: 2676)
Computer graphics processing and selective visual display system
Computer graphic processing system
C345S522000
Reexamination Certificate
active
06593929
ABSTRACT:
FIELD OF THE INVENTION
The present invention relates to low cost video game systems. More particularly, the invention relates to a video game system that can model a world in three dimensions and project the model onto a two dimensional viewing plane selected based on a changeable viewpoint.
BACKGROUND AND SUMMARY OF THE INVENTION
People's imaginations are fueled by visual images. What we actually see at sunset, what we dream at night, the pictures we paint in our mind when we read a novel—all of these memorable scenes are composed of visual images. Throughout history, people have tried to record these images with pencils or paints or video tape. But only with the advent of the computer can we begin to create images with the same vividness, detail and realism that they display in the real world or in the imagination.
Computer-based home video game machines such as the Nintendo Entertainment System and the Super Nintendo Entertainment System have been highly successful because they can interactively produce exciting video graphics. However, without additional add-on hardware, these prior video graphics systems generally operated in two dimensions, creating graphics displays from flat (planar) image representations in a manner somewhat analogous to tacking flat paper cutouts onto a bulletin board. Although very exciting game play can be created using two dimensional graphics techniques, a 2D system cannot provide the realism offered by three-dimensional graphics system.
3D graphics are fundamentally different from 2D graphics. In 3D graphics techniques, a “world” is represented in three dimensional space. The system can allow the user to select a viewpoint within the world. The system creates an image by “projecting” the world based on the selected viewpoint. The result is a true three-dimensional image having depth and realism.
For many years, specialists have used super computers and high end workstations to create incredible realistic 3images—for example, ultra-detailed models of cars, planes and molecules; virtual reality as seen from the cockpit of a jet fighter or the front seat of an Olympic bobsled; and dinosaurs of “Jurassic Park.” However, in the past, computer systems required to produce such images interactively cost tens of thousands of dollars—well beyond the reach of the average consumer.
The low cost high performance 3D graphics system disclosed herein is intended to for the first time give millions of game players, not just the specialists, the chance to interact right inside these magnificent virtual 3D worlds with a richly featured high performance low cost system. What players get is truly amazing—many times the power of any home computer system, far more realistic 3-dimensional animation, stunning graphics—all delivered at a sufficiently low cost to be within the reach of the average consumer.
The following are a few examples of the many advantageous features provided by a system in accordance with the present invention.
Realistic interactive 3D graphics in a low price system.
Optimum feature set graphic/architecture for a low cost system for use with a color television set to provide video game play and other graphics applications in a low cost system and/or to produce particular screen effects
Coprocessor that provides high performance 3D graphics and digital sound processing
Signal processor sharing between graphics digital processing and audio signal processing to achieve high quality stereo sound and 3-D graphics in a low cost color television based system
Unified RAM approach increases flexibility
All major system components can communicate through the shared RAM
Techniques/structures for compensating for narrow main memory bus width
Executable code from a storage device (e.g., a portable memory cartridge) can be loaded into the common RAM and accessed by the main processor through coprocessor memory access/arbitration circuitry
Graphics coprocessor loadable microcode store receives microcode from a portable storage medium to provide additional flexibility and simplify compatibility issues
Microcode is loaded via execution of “boot ROM” instructions
Optimal commands and associated formats are used to invoke graphics and audio functions within the coprocessor and provide an interface between the graphics coprocessor and the rest of the system
Coprocessor register set including particular hardware register definitions, formats and associated functions
Microcode graphics and audio structure/processes provide efficient high performance operation
Vector unit provides optimal performance for graphics and audio digital processing in a low cost package
Pipelined rasterizing engine provides a one-pixel-per-cycle and two-pixel-per-cycle modes to minimize hardware cost while providing a rich feature set
Low coprocessor pin out
REFERENCES:
patent: RE31200 (1983-04-01), Sukonick et al.
patent: 4404629 (1983-09-01), Albaugh
patent: 4789927 (1988-12-01), Hannah
patent: 4799635 (1989-01-01), Nakagawa
patent: 4823120 (1989-04-01), Thompson et al.
patent: 4824106 (1989-04-01), Ueda
patent: 4825391 (1989-04-01), Merz
patent: 4951232 (1990-08-01), Hannah
patent: 4970636 (1990-11-01), Snodgrass et al.
patent: 5038297 (1991-08-01), Hannah
patent: 5051737 (1991-09-01), Akeley et al.
patent: 5070479 (1991-12-01), Nakagawa
patent: 5113490 (1992-05-01), Winget
patent: 5193145 (1993-03-01), Akeley
patent: 5227863 (1993-07-01), Bilbrey et al.
patent: 5230039 (1993-07-01), Grossman et al.
patent: 5265199 (1993-11-01), Catlin
patent: 5266941 (1993-11-01), Akeley et al.
patent: 5291189 (1994-03-01), Otake et al.
patent: 5307450 (1994-04-01), Grossman
patent: 5343558 (1994-08-01), Akeley
patent: 5347618 (1994-09-01), Akeley
patent: 5357604 (1994-10-01), San et al.
patent: 5369739 (1994-11-01), Akeley
patent: 5388841 (1995-02-01), San et al.
patent: 5394170 (1995-02-01), Akeley et al.
patent: 5469535 (1995-11-01), Jarvis et al.
patent: 5491498 (1996-02-01), Koyama et al.
patent: 5541923 (1996-07-01), Kato
patent: 5553864 (1996-09-01), Sitrick
patent: 5561746 (1996-10-01), Murata et al.
patent: 5701444 (1997-12-01), Baldwin
patent: 5732224 (1998-03-01), Gulick et al.
patent: 5768393 (1998-06-01), Mukojima et al.
patent: 5797028 (1998-08-01), Gulick et al.
patent: 5818438 (1998-10-01), Howe et al.
patent: 0 632 407 (1995-01-01), None
patent: 0 633 533 (1995-01-01), None
patent: 0 649 118 (1995-04-01), None
patent: 0 676 719 (1995-10-01), None
patent: 0 676 726 (1995-10-01), None
patent: 0 627 699 (1995-11-01), None
patent: 0 681 267 (1995-11-01), None
patent: 4-106594 (1992-08-01), None
patent: WO 94/10685 (1992-08-01), None
patent: WO 94/10641 (1994-05-01), None
patent: WO 94/27205 (1994-11-01), None
“Battle Zone/Cabaret”, Atari Inc. (1980), pp. 12-13 & VHS videotape.
Perry et al., associate editors, “Special Report, Consumer Electronics, Video games: the electronic big bang,” IEEE Spectrum, pp. 20-32, Dec. 1982.
Johnstone, “Keeping Nintendo Competitive,”WIRED, Jan. 1994, pp. 76-77.
“The Creation of Battlezone” from Microsoft Arcade (Undated).
“Battlezone by Atari Coin Op—True Facts” & “Army Battlezone” (memoranda).
Johnson, Matthew,A Fixed-Point DSP for Graphics Engines, Aug. 1989, IEEE, Los Alamitos, CA, pp. 63-77.
Wayner, Peter,Silicon for 3-D, Sep., 1994, BYTE, Peterborough, NH, pp. 191-192.
Wilson,Chip Vendors May Exterminate Frame Buffers, EE Times-News 1995, Mar. 27, 1995.
Super Nintendo Entertainment System.
VORTEX game cartridge for the SNES.
Harney et al.,The i750® video processor: A Total Multimedia Solution, Communications of the ACM, vol. 34, No. 4, Apr. 1991, pp. 64-78.
Deering et al.,Leo: A System for Cost Effective 3D Shaded Graphics, Computer Graphics Proceedings, Annual Conference Series, 1993, Aug. 1-6, 1993, pp. 101-108.
Shires, IEEE CGSA,A New VISIgraphics Coprocessor-The Intel/82786, Oct. 1986, pp. 49-55.
Open GL Programming Guide, “The Official Guide to Learning OpenGL, Release 1,” Open GL Architecture Review Board, Jackie Neider, Tom Davis, Mason Woo, Copyright 1993 by Silicon Graphics, Inc.
Open GL Reference Manual, “The Official Reference Document for
Anderson Harold S.
Cheng Howard H.
DeLaurier Anthony P.
Doughty Jeffrey C.
Gossett Carroll P.
Nintendo Co. Ltd.
Nixon & Vanderhye P.C.
LandOfFree
High performance low cost video game system with coprocessor... does not yet have a rating. At this time, there are no reviews or comments for this patent.
If you have personal experience with High performance low cost video game system with coprocessor..., we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and High performance low cost video game system with coprocessor... will most certainly appreciate the feedback.
Profile ID: LFUS-PAI-O-3001428