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Graphics rendering device and method for operating same

  • US 5,886,701 A
  • Filed: 06/27/1996
  • Issued: 03/23/1999
  • Est. Priority Date: 08/04/1995
  • Status: Expired due to Term
First Claim
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1. A tiler for receiving geometric primitives representing three dimensional objects and rendering commands and for generating rendered image data to a two-dimensional image comprising a two dimensional array of pixel locations subdivided into contiguous sub-regions, the tiler comprising:

  • a memory interface controller for reading the geometric primitives and the rendering commands;

    a set-up processor in communication with the memory interface controller for receiving a subset of the geometric primitives for each of the sub-regions of the image, parsing the rendering commands, and computing edge equation parameters;

    a scan-convert processor in communication with the set-up processor for receiving the equation parameters for the geometric primitives, and for scan converting the geometric primitives to produce pixel data including color, depth, and coverage data for pixel locations in each sub-region of the image, where the scan-convert processor is capable of generating two or more fragments including color, depth, and coverage data for each pixel location in the the sub-regions;

    a rasterization buffer for storing pixel data only for the pixel locations in the a sub-region currently being rasterized;

    a pixel engine for receiving the pixel data, for controlling the transfer of the pixel data to the rasterization buffer such that potentially visible fragments are stored for each of a plurality of pixel locations of the sub-region in the rasterization buffer; and

    an anti-aliasing engine for resolving pixel data stored in the rasterization buffer, including the potentially visible fragments, such that the potentially visible fragments are combined into a single set of color values per pixel location in the sub-region and the anti-aliased sub-region is transferred to a memory device,wherein the sub-regions of the image are rendered serially and fragments are stored for only one sub-region at a time in the rasterization buffer.

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