System and method for efficiently controlling a graphics...

Computer graphics processing and selective visual display system – Computer graphic processing system – Plural graphics processors

Reexamination Certificate

Rate now

  [ 0.00 ] – not rated yet Voters 0   Comments 0

Details

C345S545000, C345S539000, C345S522000, C345S556000

Reexamination Certificate

active

06806880

ABSTRACT:

BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention is related generally to computer graphics systems, and more particularly to a computer tool for making the graphics rendering process more efficient.
2. Related Art
In today's technological climate, the availability of computers, combined with their use in both business and pleasure, has led to an ever increasing demand for sophisticated computer tools, games, and processing techniques. The more sophisticated the desired operations, the more a computer's processing power is taxed, and the more valuable efficiency becomes. Software programmers, hardware designers, and operators alike are constantly looking for ways to improve speed, efficiency, and/or processing power from their software, hardware and applications. This desire is especially concentrated in the computer graphics field.
The popularity of the computer has led to an enormous rise in the popularity of computer applications. At the same time, an ever more sophisticated industry has demanded computer tools for applications such as flight simulators, sophisticated presentation applications, realtime navigation tools, computer aided design and testing, weather forecasting, and the like. Each presents new challenges to the computer graphics field.
A computer graphics rendering pipeline supports each of the above mentioned applications. An application passes graphics data to a computer graphics rendering pipeline. The pipeline then processes the graphics data for display on a computer monitor, television screen, or other similar device for displaying visual media. In applications where the output is rapidly changing, such as flight simulators and many computer games, the efficiency of the rendering pipeline is vital to overall system performance. Improving the processing efficiency in each stage of a graphics pipeline is desired. It is this graphics rendering pipeline that the current invention seeks to improve.
A graphics rendering pipeline consists of a number of stages. Processing is performed in each stage. Processing performed in subsequent or “downstream” stages is dependent upon processing performed in earlier or “upstream” stages. Stages can be implemented as units in software, firmware, and/or hardware. A stage can have a fixed amount of buffering.
In practice a tolerance is provided in a stage. Tolerance is the amount of extra capacity built into a stage to allow a guaranteed amount of work to be processed by the pipeline. The maximum tolerance of any unit in a pipeline determines the maximum effective tolerance of the pipeline as a whole. In some cases, a stall token is passed from an upstream unit to a downstream unit. The stall token is a marker that causes the subsequent pipeline unit to stall when the token is received at the subsequent pipeline unit. A period of inefficiency arises when a unit (or application) must wait for a downstream operation to complete while intervening unit(s) have unused processing capacity. A stalled pipeline unit (i.e., a unit that has received a stall token) can be inefficient when it is stalled waiting for a downstream operation to complete.
Consider the example of double-buffered system. In a non-double-buffered system, the increment by which one can increase the amount of data buffered is enough frame buffer memory to hold an additional complete frame. This increment (equal to the size of a frame) can be prohibitively inefficient. There is a motivation to increase processing efficiency in stages preceding a display stage with double-buffering thus allowing processing to proceed even when the current buffer being displayed has not been consumed totally. There is a further need to increase the efficiency of preceding stages, such as, the geometry stage, to avoid unnecessary waiting or stall periods.
An example graphics rendering pipeline with double-buffering consists of three basic stages. This example is illustrative and not intended to limit the present invention. As shown in
FIG. 1
, this example pipeline consists of a geometry stage
110
, a raster stage
120
, and a display stage
130
. Graphics data is submitted by an application to the pipeline for processing in pipeline operations. Each image, or scene, to be rendered and displayed at a given display interval is referred to as a frame.
Geometry data (also called geometric data, primitive data or primitives) representing a frame to be rendered is input to the geometry stage
110
. Geometry data for each respective frame of graphics data is separated by a frame complete marker (f
c
)
FIG. 1
shows an example of three frames of geometry data (&Dgr;
1
-&Dgr;
3
)
105
, separated by frame complete markers (f
c1
-f
c3
) being passed from an application (not shown) to geometry stage
110
. Frame markers are commands by which an application specifies frame boundaries. The geometry data is then processed on a frame by frame basis by the geometry stage
110
, raster stage
120
, and display stage
130
in succession. In such a double-buffered system, at the same time the current frame is being displayed from pixel data in a front buffer
129
, rendering of the following frame occurs where results are drawn to the back buffer
127
. A swap buffer switch
125
alternates which buffer is currently being drawn, and which buffer is currently being displayed. Once the current frame is rendered and displayed, a vertical retrace signal is sent to the head of the pipeline ordering the next frame to enter the rendering pipeline and begin the rendering process.
Two timing diagrams of a normal scheme
150
and a problem scheme
160
that has incurred a frame drop
162
are also shown in FIG.
1
. The diagrams further illustrate the motivation for extra capacity in stages of a multi-buffering pipeline. The display interval
152
controls the rate at which the display stage
130
processes data. The tolerance interval
156
, is a predetermined, yet flexible, amount of time. In one example, the tolerance interval
156
is used by system designers to account for the differing frame rendering times
154
that often occur in complex applications. Setting an appropriate duration of the tolerance interval
156
however involves trade-offs. Since the display interval
152
is typically fixed, increasing tolerance interval
156
reduces the frame rendering time (FRT)
154
. On the other hand, decreasing tolerance interval
156
runs a risk of exceeding the display interval
152
resulting in dropped frames. A dropped frame
162
typically manifests itself as a flicker in the display medium, and it affects the visual quality of the running application.
One problem that occurs in conventional graphic pipeline processing is that a high amount of dead time can occur during tolerance interval
156
. For instance, dead time can occur when an application must wait for a vertical retrace signal before it starts loading a geometry stage
110
. In this example pipeline, this results in deadtime or a stall where geometry stage
110
is idle. This deadtime wastes host bandwidth available during this period, and also incurs startup lag when the pipeline is restarted.
The current invention addresses the above described problems that can occur in a multi-buffered system.
SUMMARY OF THE INVENTION
The present invention meets the above-mentioned needs by providing a system, method, and computer program product for providing increased processing efficiency in at least one stage of multi-buffered graphics rendering pipeline. The present invention reduces or eliminates dead-time in a rendering pipeline. In one example, the present invention allows a geometry stage (and other processing stages) to be used more efficiently in that the geometry stage can process data even during a portion of a tolerance interval. This more efficient processing is also referred to as “buying back” what would otherwise be “deadtime” in a stage during the tolerance interval.
In one embodiment, a queue is instantiated to keep track of the sequence of frames that are allowed to go forward. This data can go f

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

System and method for efficiently controlling a graphics... does not yet have a rating. At this time, there are no reviews or comments for this patent.

If you have personal experience with System and method for efficiently controlling a graphics..., we encourage you to share that experience with our LandOfFree.com community. Your opinion is very important and System and method for efficiently controlling a graphics... will most certainly appreciate the feedback.

Rate now

     

Profile ID: LFUS-PAI-O-3268013

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