Pixel clustering for improved graphics throughput

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

Reexamination Certificate

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Details

C345S422000

Reexamination Certificate

active

06417848

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to computer-generated 3-D graphics. In particular, the present invention relates to the architecture of a media processor, which combines a programmable processor with dedicated hardware to process 3-D images represented by polygons.
2. Discussion of the Related Art
In computer graphics, the surfaces of 3-D objects are approximated using polygons (typically triangles). Using smaller polygons creates more realistic 3-D objects on the computer screens. However, using smaller polygons requires a larger number of polygons to represent an object.
Surfaces of objects and the polygons representing the surfaces are provided in a three dimensional coordinate system, typically referred to as “object space” O(x, y, z). However, graphical displays used with computers and consumer video equipment are only two dimensional. Therefore, an image of the objects is displayed on a graphical display by projecting the object onto a two-dimensional coordinate system, typically referred to as “screen space” S(x, y).
Generally, a polygon can be described by the polygon's vertices. Typically the description of a vertex includes the coordinates of the vertex in object space, i.e. (x, y, z); perspective projection parameters (w, s, t); the color of the vertex, typically using color space coordinates (r, g, b); an alpha parameter; and a fog parameter. The vertex information is processed through well known setup processes into a parameter list suitable for a 3-D pipeline. The exact parameter list format depends on the 3-D pipeline used.
The 3-D pipeline performs rasterization of the polygons, i.e. the conversion of polygons into pixels in object space. A common rasterization algorithm for polygons includes four major steps: walk edges, walk spans, texture pixels, and apply fog effects. Many elements of the theory and techniques of rasterization are known to those skilled in the art.
Texturing pixels is a technique for mapping an image (“texture”) onto the polygonal surfaces of a computer-generated object, so as to allow the object to appear more realistic in a displayed scene. Texture mapping allows a texture to be superimposed onto each polygon of an object, using transformation techniques that compensate the appearance of the texture in each polygon for lighting conditions, angles of viewing and other conditions which may affect the appearance of the object. Many elements of the theory and techniques of texture mapping are known to those skilled in the art.
As object space pixels are generated by rasterization, the object space pixels are blended in a blender or back end processor to create 2-D images suitable for graphic displays. Specifically, the blender or back end processor performs Z-buffering and alpha blending on the object space pixels. Z-Buffering determines which object space pixels can be seen on the graphics screen. Specifically, Z-buffering compares the z coordinate each object space pixel against the z coordinate of the screen space pixel with the same x and y coordinates in the frame buffer. If the object space pixel is in front of the frame buffer pixel the parameters of the object space pixel is stored in the frame buffer otherwise the contents of the frame buffer remain unchanged. The frame buffer is typically addressed by mapping the x and y coordinates of a pixel into a memory address. The frame buffer stores parameters regarding the pixel such as color space values and the Z coordinate. Alpha blending controls the translucence of the conversion from object space to screen space. The screen space pixels are stored in a frame buffer for displaying on a graphics display. Many elements of the theory and techniques of Z-buffering and alpha blending are known to those skilled in the art.
For realistic 3-D graphics, a 3-D image probably includes thousands of polygons for real-time application or even millions of polygons for high-resolution 3-D images. The setup procedure for these polygons can be performed on a programmable processor. However many 3-D graphics systems use dedicated hardware for the setup procedure. Most 3-D graphics system uses dedicated hardware to perform rasterization. Rasterization generates about 50 pixels for small polygons used in detailed 3-D graphics and about 400 pixels for polygons in used for 3-D games. Therefore, a rasterization of a high quality 3-D image may generate over a million pixels in object space. Consequently, back end processors which perform Z-buffering and alpha blending are implemented using dedicated hardware which must be coupled to the frame buffer. Many 3-D graphic system combine the functions of the back end processor with the 3-D pipeline.
Thus 3-D image processing typically involves one or more fast processing units in conjunction with a dedicated 3-D pipeline and a large amount of memory for image data and intermediate results. As can be seen from the description above, setup, rasterization, and blending are both computational and memory intensive. Since many features of the 3-D pipeline and back end processor require complex computation, the 3-D pipelines and back end processors require many transistors to implement and consequently consume a large area on integrated circuits. Furthermore, direct hardware implementations of algorithms can not be easily changed to take advantage of new algorithms or new techniques. Hence, there is a need for architectures and methods which allow parts of the 3-D pipeline and blender to be implemented using programmable processors.
SUMMARY OF THE INVENTION
The present invention provides a 3-D graphics system which provides high performance and flexibility. In one embodiment, the 3-D graphics system includes a software programmed setup processor, a 3-D pipeline, and a software programmed back end processor. The software programmed setup processor performs “setup” on polygons. The 3-D pipeline rasterizes the polygons into pixels which undergo back end processing, such as Z-buffering and alpha blending, in the software programmed setup processor. Using a software programmed back end processor allows the 3-D graphic system to be adapted with new algorithms for back end processing and adapted to perform other types of processing in addition to standard back end processing.
To increase the throughput on some embodiments of the 3-D graphics system, the setup processor and the back end processor are implemented as SIMD vector processors. In one embodiment the setup processor and the back end processor are both programmed on one SIMD vector processor.
To further increase the throughput of the 3-D graphic system, some embodiments of the invention includes a clusterizer to eliminate potential hazards for the SIMD vector processor. The clusterizer combines pixels into clusters which have no potential hazards for the back end processor. The clusterizer also eliminates potential hazards between clusters which may be interleaved by the back end processor. Thus, the back end processor can process the clusters from the clusterizer without wasting processing cycles resolving data coherence issues. Furthermore, the clusterizer can create clusters in which all pixel in the cluster are on the same page of a memory to reduce memory access times and latencies.
In one embodiment of the clusterizer, the clusterizer builds clusters one pixel at a time. The clusterizer checks for potential hazards between the current cluster and the current pixel as well as between the current pixel and previous clusters. If no potential hazard exists and the current pixel is on the same page of memory as the other pixels in the current cluster, the clusterizer adds the current pixel to the current cluster. Otherwise the clusterizer outputs the current cluster, possibly one or more null clusters, and starts a new cluster with the current pixel.
In some embodiment of the clusterizer, clusters are fixed size. Therefore, if a potential hazard or problem prevents the current pixel from being placed in the current cluster, the current cluster must be outputted bef

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