WO2000011562B1 - Apparatus and method for performing setup operations in a 3-d graphics pipeline using unified primitive descriptors - Google Patents

Apparatus and method for performing setup operations in a 3-d graphics pipeline using unified primitive descriptors

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Publication number
WO2000011562B1
WO2000011562B1 PCT/US1999/019240 US9919240W WO0011562B1 WO 2000011562 B1 WO2000011562 B1 WO 2000011562B1 US 9919240 W US9919240 W US 9919240W WO 0011562 B1 WO0011562 B1 WO 0011562B1
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WO
WIPO (PCT)
Prior art keywords
logic
vertices
primitive
primitives
graphics
Prior art date
Application number
PCT/US1999/019240
Other languages
French (fr)
Other versions
WO2000011562A1 (en
Inventor
Jerome F Duluk Jr
Richard E Hessel
Vaughn T Arnold
Jack Benkual
George Cuan
Steven L Dodgen
Emerson S Fang
Hengwei Hsu
Sushma S Trivedi
Original Assignee
Apple Computer
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Apple Computer filed Critical Apple Computer
Publication of WO2000011562A1 publication Critical patent/WO2000011562A1/en
Publication of WO2000011562B1 publication Critical patent/WO2000011562B1/en

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Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/60Memory management
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/001Texturing; Colouring; Generation of texture or colour
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/40Filling a planar surface by adding surface attributes, e.g. colour or texture
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/30Clipping
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/40Hidden part removal
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • G06T15/83Phong shading
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/80Shading
    • G06T15/87Gouraud shading

Abstract

The present invention provides a post tile sorting setup in a tiled graphics pipeline architecture (200). In particular, the present invention determines a set of clipping points that identify intersections of a primitive with a tile. The mid-pipeline setup (215) unit is adapted to compute a minimum depth value for that part of the primitive intersecting the tile. The mid-pipeline setup unit can be adapted to process primitives with x-coordinates that are screen based and y-coordinates that are tile based. Additionally, to the mid-pipeline setup unit is adapted to represent both line segments and triangles as quadrilaterals, wherein not all of a quadrilateral's vertices are required to describe a triangle.

Claims

AMENDED CLAIMS
[received by the International Bureau on 16 March 2000 (16 03 00), original claim 2 amended, new claims 4-80 added, remaining claims unchanged ( 13 pages)]
1 In a tile based 3-D graphics pipeline, a system for post tile sorting setup, comprising a mid-pipeline setup unit, adapted to
(a) receive image data from a previous stage of the graphics pipeline, the image data comprising vertices describing a primitive, the image data having already been sorted with respect to a tile in a 2-D window the window having been divided into a plurality of tiles,
(b) compute set of vertices defining an area of intersection between the primitive and the tile, and,
(c) calculate a minimum depth value for that part of the primitive intersecting the tile
2 In a tile based 3-D graphics pipeline, a system for post tile sorting setup, comprising a mid-pipeline setup unit, adapted to
(a) receive image data from a previous stage of the graphics pipeline, the image data comprising vertices describing a primitive, wherein the x-coordinates are screen based and the y-coordmates are tile based, the image data having already been sorted with respect to a tile in a 2-D window, the window having been divided into a plurality of tiles,
(b) determine a set of clipping points defining an area of intersection between the primitive and the tile, wherein the x-coordinates are screen based and the y-coordinates are tiled based, and,
(c) compute a minimum depth value for that part of the primitive intersecting the tile
3 In a 3-D graphics pipeline, a system for uniformly representing primitives as quadrilaterals, comprising a mid-pipeline primitive preprocessing unit adapted to represent a line segment and a triangle as a rectangle, wherein both the line segment and the triangle are described with a respective set of four vertices, and wherein not all of the vertices of the respective set of four vertices are needed to describe the triangle
4 A three-dimensional (3-D) graphics processor for generating a rendered image, the processor comprising
(1 ) a sort unit comprising (1a) logic spatially sorting a plurality of graphics primitives according to their location within the rendered image, and (1 b) logic outputting the spatially sorted primitives according to their spatial sorting, and
(2) a setup unit comprising logic computing spatial derivatives of the spatially sorted primitives received from the sort unit
5 The 3-D graphics processor of claim 4 wherein the sort unit further comprising -83 -
logic sorting the graphics primitives according to a plurality of tiles, each tile being a region encompassing an area of the rendered image, the plurality of tiles jointly covering the entire area of the rendered image; memory storing the plurality of sorted graphics primitives; logic selecting a current tile from the plurality of tiles; and logic outputting spatially sorted primitives from the current tile; and the setup unit further comprising: logic computing spatial derivatives for each of the spatially sorted primitives one or more times, the number of times being equal to the number of tiles overlapped by each of the spatially sorted primitives.
6. The 3-D graphics processor of claim 4, the setup unit further comprising: converting logic converting at least some of the received spatially sorted primitives into a uniform quadrilateral representation, the converting logic comprising: (a) means for generating the uniform quadrilateral representation by computing four new vertices from the two vertices of the line segment, if the received spatially sorted primitive is a line segment represented by two vertices; and
(b) means for generating the uniform quadrilateral representation by selecting the three vertices of the triangle and labeling a fourth vertex as invalid, if the received spatially sorted primitive is a triangle represented by three vertices.
7. The 3-D graphics processor of claim 6, wherein the setup unit further comprising: logic clipping the unified quadrilateral representation to a tile, the tile being a rectangular region within the area of rendered image, the clipped representation comprising a left top vertex and a right top vertex both located at the top edge of the tile.
8. The 3-D graphics processor of claim 5, wherein the setup unit further comprising: logic computing a minimum depth value for that part of each of the received spatially sorted primitives intersecting the current tile.
9. The 3-D graphics processor of claim 5, wherein the setup unit further comprising: logic breaking up a stippled line primitive into multiple individual line segments, with lengths of the individual line segments corresponding to sequences of 1 bits in a stipple pattern, each of the individual line segments being sent to subsequent units in the 3-D graphics pipeline as separate primitives.
10. The 3-D graphics processor of claim 9, wherein the setup unit further comprising: logic reducing unnecessary processing by discarding the individual line segments that lie outside of the current tile.
11. The 3-D graphics processor of claim 5, wherein the setup unit further comprising: logic generating vertex values that comprise tile relative y-values and screen relative x-values.
12. The 3-D graphics processor of claim 5, wherein the setup unit further comprising: logic generating, for each of the received spatially sorted primitives, a bounding box that circumscribes those parts of the received spatially sorted primitives that intersect the current tile.
13. The 3-D graphics processor of claim 4, wherein the setup unit further comprising: logic sorting the vertices of each of the spatially sorted primitives and using the sorted vertices in subsequent operations.
14. The 3-D graphics processor of claim 13, wherein the setup unit further comprising: logic calculating depth gradients using the sorted vertices.
15. The 3-D graphics processor of claim 13, wherein the setup unit further comprising: logic generating pointers to identify the sorting order of the vertices.
16. The 3-D graphics processor of claim 4, wherein the setup unit further comprising: logic converting a line segment represented by two vertices into a quadrilateral, the quadrilateral being represented by four vertices.
17. The 3-D graphics processor of claim 4, the setup unit further comprising: logic converting a line segment represented by two vertices into a clipped quadrilateral representation, the clipped quadrilateral representation comprising: an x left top coordinate, an x right top coordinate, a y top coordinate, an x left corner coordinate, a y left corner coordinate, an x right corner coordinate, a y right comer coordinate, and a y bottom coordinate.
18. The 3-D graphics processor of claim 16, the setup unit further comprising: logic centering the quadrilateral around the line segment.
19. The 3-D graphics processor of claim 4, the setup unit further comprising: logic computing a maximum z derivative, the maximum z derivative being, for the primitive, the greater of the partial derivative of z with respect to x and the partial derivative of z with respect to y; logic computing a depth offset factor by multiplying the maximum x derivative by a multiplicative factor; and logic modifying the depth values in the vertices by using the computed depth offset. - 85 -
20 The 3-D graphics processor of claim 5, wherein the setup unit further comprising logic determining a reference z-value for each of the primitives within the current tile, and the 3-D graphics processor further comprising at least one subsequent computational unit including logic computing a plurality of sample z-values from the reference z-value and the spatial derivatives
21 The 3-D graphics processor of claim 4, wherein the setup unit further comprising logic converting a polygon primitive into one or more line primitives based on a set of edge flags that indicate which edges of the polygon primitive are to be drawn in line mode
22 The 3-D graphics processor of claim 4, wherein the setup unit further comprising logic invalidating one of the spatially sorted primitives whenever a corresponding spatial derivative of the depth value overflows its computation
23 The 3-D graphics processor of claim 4, wherein the setup unit further comprising logic determining an orientation of a line primitive, the orientation indicating the line as either x-major or y-major
24 The 3-D graphics processor of claim 4, wherein the setup unit further comprising logic calculating the slope and the reciprocal of the slope of a line primitive
25 The 3-D graphics processor of claim 4, wherein the setup unit further comprising logic calculating the half widths of a line primitive, the half widths comprising offset distances in the x and y directions from the center of the line primitive to an edge of a quadrilateral representing the area of the line primitive
26 The 3-D graphics processor of claim 4, wherein the setup unit further comprising logic clipping a primitive to the tile, and logic generating at least some of the vertices of the clipped primitive
27 A three-dimensional (3-D) graphics rendering method for generating a rendered image from a plurality of graphics primitives, the method comprising the steps receiving a graphics primitive, the graphics primitive comprising one or more vertices, converting the graphics primitive into a uniform quadrilateral representation, the converting step further comprising the steps
(a) if the graphics primitive is a line segment represented by two vertices, computing four new vertices from the two vertices of the line segment for inclusion in the uniform quadrilateral representation, and -86-
(b) if the graphics primitive is a triangle represented by three vertices, selecting the three vertices of the triangle and labeling a fourth vertex as invalid for inclusion in the uniform quadrilateral representation.
28. The method of claim 27, further comprising the steps: clipping the unified quadrilateral representation to a tile, the tile being a rectangular region within the area of rendered image, the clipped representation comprising a left top vertex and a right top vertex both located at the top edge of the tile.
29. The method of claim 27, further comprising the steps: clipping the unified quadrilateral representation to a tile, the tile being a rectangular region within the area of rendered image, the clipped representation comprising: an x left top coordinate, an x right top coordinate, a y top coordinate, an x left corner coordinate, a y left corner coordinate, an x right corner coordinate, a y right corner coordinate, and a y bottom coordinate.
30. The method of claim 28, further comprising the steps: packaging the clipped representation into a primitive packet, the primitive packet representing one primitive; and processing the primitive packet to cull out parts of the primitive that definitely do not contribute to the rendered image.
31. The method of claim 29, further comprising the steps: packaging the clipped representation into a primitive packet, the primitive packet representing one primitive; and processing the primitive packet to cull out parts of the primitive that definitely do not contribute to the rendered image.
32. The method of claim 27, wherein the converting step further comprising the step: computing a partial derivative of z with respect to x and a partial derivative of z with respect to y for inclusion in the uniform quadrilateral representation.
33. The method of claim 27, wherein the converting step further comprising the step: computing the derivative in the x-y plane for one or more edges of the uniform quadrilateral representation.
34. A computing system for generating a rendered image, the system comprising: a general-purpose computer; and a graphics processor coupled to host processor; the graphics processor comprising: (1 ) a sort unit comprising: (1 a) logic spatially sorting a plurality of graphics primitives according their location within the rendered image; and (1 b) logic outputting the spatially sorted primitives according to their spatial sorting; and
(2) a setup unit comprising logic computing spatial derivatives of the spatially sorted primitives received from the sort unit.
35. The computing system of claim 34, wherein: the sort unit further comprising: logic sorting the graphics primitives according to a plurality of tiles, each tile being a region encompassing an area of the rendered image, the plurality of tiles jointly covering the entire area of the rendered image; memory storing the plurality of sorted graphics primitives; logic selecting a current tile from the plurality of tiles; and logic outputting spatially sorted primitives from the current tile; and the setup unit further comprising: logic computing spatial derivatives for each of the spatially sorted primitives one or more times, the number of times being equal to the number of tiles overlapped by each of the spatially sorted primitives.
36. The computing system of claim 34, wherein the setup unit further comprising: converting logic converting at least some of the received spatially sorted primitives into a uniform quadrilateral representation, the converting logic comprising:
(a) means for generating the uniform quadrilateral representation by computing four new vertices from the two vertices of the line segment, if the received spatially sorted primitive is a line segment represented by two vertices; and
(b) means for generating the uniform quadrilateral representation by selecting the three vertices of the triangle and labeling a fourth vertex as invalid, if the received spatially sorted primitive is a triangle represented by three vertices.
37. The computing system of claim 36, wherein the setup unit further comprising: logic clipping the unified quadrilateral representation to a tile to generate a clipped tile representation, the tile being a rectangular region within the area of rendered image, the clipped representation comprising a left top vertex and a right top vertex both located at the top edge of the tile.
38. A 3-D graphics processor generating a rendered image, the processor comprising: means for spatially sorting a plurality of graphics primitives according their location within the rendered image; and means for computing spatial derivatives of the spatially sorted primitives. — 88 —
39. The 3-D graphics processor of claim 38, further comprising: means for sorting the graphics primitives according to a plurality of tiles, each tile being a region encompassing an area of the rendered image, the plurality of tiles jointly covering the entire area of the rendered image; means for storing the plurality of sorted graphics primitives; means for selecting a current tile from the plurality of tiles; and means for computing spatial derivatives for each of the spatially sorted primitives one or more times, the number of times being equal to the number of tiles overlapped by each of the spatially sorted primitives.
40. The 3-D graphics processor of claim 38, further comprising: means for converting at least some of the received spatially sorted primitives into a uniform quadrilateral representation, the means for converting comprising:
(a) if the received spatially sorted primitive is a line segment represented by two vertices, means for generating the uniform quadrilateral representation by computing four new vertices from the two vertices of the line segment; and
(b) if the received spatially sorted primitive is a triangle represented by three vertices, means for generating the uniform quadrilateral representation by selecting the three vertices of the triangle and labeling a fourth vertex as invalid.
41. The 3-D graphics processor of claim 40, further comprising: means for clipping the unified quadrilateral representation to a tile, the tile being a rectangular region within the area of rendered image.
42. A method for generating a rendered image from a plurality of graphics primitives, the method comprising the steps: receiving the plurality of graphics primitives; spatially sorting the graphics primitives according to a plurality of tiles, each tile including a region encompassing an area of the rendered image; selecting a current tile from the plurality of tiles; and computing spatial derivatives of the spatially sorted primitives in the current tile.
43. The method of claim 42, further comprising the step: converting the graphics primitive into a uniform quadrilateral representation, the converting step comprising the steps:
(a) if the graphics primitive is a line segment represented by two vertices, (i) computing four new vertices from the two vertices of the line segment for inclusion in the uniform quadrilateral representation; and (b) if the graphics primitive is a triangle represented by three vertices, (ii) selecting the three vertices of the triangle and (iii) labeling a fourth vertex as invalid for inclusion in the uniform quadrilateral representation.
44. The method of claim 43, further comprising the step: clipping the unified quadrilateral representation to the current tile.
45. The method of claim 43, further comprising the step: clipping the unified quadrilateral representation to the current tile, the clipped representation comprising: an x left top coordinate, an x right top coordinate, a y top coordinate, an x left corner coordinate, a y left corner coordinate, an x right corner coordinate, a y right corner coordinate, and a y bottom coordinate.
46. The method of claim 43, further comprising the step: processing the unified quadrilateral representation to cull out parts of the primitive that definitely do not contribute to the rendered image.
47. The method of claim 43, the converting step further comprising the step: computing a partial derivative of z with respect to x and a partial derivative of z with respect to y for inclusion in the uniform quadrilateral representation.
48. The method of claim 43, the converting step further comprising the step: computing the derivative in the x-y plane for one or more edges of the uniform quadrilateral representation.
49. The method of claim 42, further comprising the step: generating a minimum depth value for that part of each of the received spatially sorted primitives intersecting the current tile.
50. The method of claim 42, further comprising the step: breaking up a stippled line primitive into multiple individual line segments, with lengths of the individual line segments corresponding to sequences of 1 bits in a stipple pattern, each of the individual line segments being available for subsequent processing as separate primitives.
51. The method of claim 50, further comprising the step: reducing unnecessary processing by discarding the individual line segments that lie outside of the current tile. - 90 -
52 The method of claim 42, further comprising the step generating vertex values that comprise tile relative y-values and screen relative x-values
53 The method of claim 42, further comprising the step generating, for each of the received spatially sorted primitives, a bounding box that circumscribes those parts of the received spatially sorted primitives that intersect the current tile
54 The method of claim 42, further comprising the step sorting the vertices of each of the spatially sorted primitives in the y-direction and using the sorted vertices for computing depth gradients
55 The method of claim 42, further comprising the steps generating a maximum z derivative, the maximum z derivative being, for the primitive, the greater of the partial derivative of z with respect to x and the partial derivative of z with respect to y. generating a depth offset factor by multiplying the maximum x derivative by a user supplied factor, and modifying the depth values in the vertices by using the computed depth offset
56 The method of claim 42, further comprising the steps determining a reference z-value for each of the primitives within the current tile, and generating a plurality of sample z-values from the reference z-value and the spatial derivatives
57 The method of claim 42, further comprising the step converting a polygon primitive into one or more line primitives based on a set of edge flags that indicate which edges of the polygon primitive are to be drawn in line mode
58 The method of claim 42, further comprising the step invalidating one of the spatially sorted primitives whenever a corresponding spatial derivative of the depth value overflows its computation
59 The method of claim 42, further comprising the step calculating the slope and the reciprocal of the slope of a line primitive
60. The method of claim 42, further comprising the step: calculating the half widths of a line primitive, the half widths comprising offset distances in the x and y directions from the center of the line primitive to an edge of a quadrilateral representing the area of the line primitive.
61. A computer program for use in conjunction with a computer system, the computer program comprising a computer program mechanism embedded therein, the computer program mechanism, comprising: a program module that directs the rendering of a digital representation of a final graphics image from a plurality of graphics primitives, to function in a specified manner, storing the final graphics image into a frame buffer memory, the program module including instructions for: receiving the plurality of graphics primitives; spatially sorting the graphics primitives according to a plurality of tiles, each tile being a region encompassing an area of the rendered image; selecting a current tile from the plurality of tiles; and computing spatial derivatives of the spatially sorted primitives in the current tile.
62. The computer program of claim 61 , wherein the computer program is embodied as a computer program product stored on a tangible computer readable storage medium.
63. The computer program of claim 61 , further comprising instructions for: converting at least some of the graphics primitive into a uniform quadrilateral representation, the converting instructions comprising instructions such that:
(a) if the graphics primitive is a line segment represented by two vertices, computing four new vertices from the two vertices of the line segment for inclusion in the uniform quadrilateral representation; and
(b) if the graphics primitive is a triangle represented by three vertices, selecting the three vertices of the triangle and labeling a fourth vertex as invalid for inclusion in the uniform quadrilateral representation.
64. The computer program of claim 63, further comprising instructions for: clipping the unified quadrilateral representation to the current tile.
65. The computer program of claim 61 , further comprising instructions for: processing the unified quadrilateral representation to cull out parts of the primitive that definitely do not contribute to the rendered image. - 92 -
66 The computer program of claim 61 , further comprising instructions for computing a partial derivative of z with respect to x and a partial derivative with respect to y for inclusion in the uniform quadrilateral representation
67 The computer program of claim 61 , further comprising instructions for computing the derivative in the x-y plane for one or more edges of the uniform quadrilateral representation
68 The computer program of claim 61 , further comprising instructions for sorting the vertices of each of the spatially sorted primitives and using the sorted vertices for computing depth gradients
69 The computer program of claim 61 , further comprising instructions for determining a reference z-value for each of the primitives within the current tile, generating a plurality of sample z-values from the reference z-value and the spatial derivatives
70 The computer program of claim 61 , further comprising instructions for invalidating one of the spatially sorted primitives whenever a corresponding spatial derivative of the depth value overflows its computation
71 A computer program for use in conjunction with a computer system, the computer program comprising a computer program mechanism embedded therein, the computer program mechanism, comprising a program module that directs the rendering of a digital representation of a final graphics image from a plurality of graphics primitives, to function in a specified manner, storing the final graphics image into a frame buffer memory, the program module including instructions for receiving a graphics primitive, the graphics primitive comprising one or more vertices, converting the received graphics primitive into a uniform quadrilateral representation, the converting step comprising the steps
(a) if the graphics primitive is a line segment represented by two vertices, computing four new vertices from the two vertices of the line segment for inclusion in the uniform quadrilateral representation, and (b) if the graphics primitive is a triangle represented by three vertices, selecting the three vertices of the triangle and labeling a fourth vertex as invalid for inclusion in the uniform quadrilateral representation
72. The computer program of claim 71 , further comprising a computer program product stored on a tangible computer readable storage medium.
73. The computer program of claim 71 , further comprising instructions for: clipping the unified quadrilateral representation to a tile, the tile being a rectangular region within the area of rendered image.
74. The computer program of claim 71 , further comprising instructions for: clipping the unified quadrilateral representation to a tile, the tile being a rectangular region within the area of rendered image, the clipped representation comprising: an x left top coordinate, an x right top coordinate, a y top coordinate, an x left corner coordinate, a y left corner coordinate, an x right corner coordinate, a y right corner coordinate, and a y bottom coordinate.
75. The computer program of claim 71 , further comprising instructions for: computing a partial derivative of z with respect to x and a partial derivative with respect to y for inclusion in the uniform quadrilateral representation.
76. The computer program of claim 71 , further comprising instructions for: computing the derivative in the x-y plane for one or more edges of the uniform quadrilateral representation.
77. A three-dimensional (3-D) graphics processor for generating a rendered image, the processor comprising:
(1 ) a sort unit comprising: (1a) logic spatially sorting a plurality of graphics primitives according to a plurality of tiles within the image, each of the tiles being a two dimensional area within the area of the image; (1 b) logic selecting a current tile; and (1 b) logic outputting the spatially sorted primitives that overlap the current tile; and
(2) a setup unit comprising: (2a) logic computing spatial derivatives of the spatially sorted primitives received from the sort unit; and (2b) logic calculating a single minimum depth value within the current tile for each of the received primitives, the calculated minimum depth values being used for a keep or discard decision for each of the received primitives with respect to the current tile.
78. A three-dimensional (3-D) graphics processor for generating a rendered image, the processor comprising: (1 ) a sort unit comprising: (1a) logic spatially sorting a plurality of graphics primitives according to a plurality of tiles within the image, each of the tiles being a two dimensional area within the area of the image; (1b) logic selecting a current tile; and (1 b) logic outputting the spatially sorted primitives that overlap the current tile; and (2) a setup unit comprising: (2a) logic computing spatial derivatives of the spatially sorted primitives received from the sort unit; and (2b) logic clipping each of the received primitives along at east one of the edges of the current tile.
79. A three-dimensional (3-D) graphics processor for generating a rendered image, the processor comprising:
(1 ) a sort unit comprising: (1a) logic spatially sorting a plurality of graphics primitives according to a plurality of tiles within the image, each of the tiles being a two dimensional area within the area of the image; and (1 b) logic outputting the spatially sorted primitives according to their spatial sorting; and
(2) a setup unit comprising: (2a) logic computing spatial derivatives of the spatially sorted primitives received from the sort unit; and (2b) converting logic converting at least some of the received spatially sorted primitives into a uniform quadrilateral representation, the converting logic further comprising: (i) logic generating the uniform quadrilateral representation by computing four new vertices from the two vertices of the line segment, if the received spatially sorted primitive is a line segment represented by two vertices; and
(ii) logic generating the uniform quadrilateral representation by selecting the three vertices of the triangle and labeling a fourth vertex as invalid, if the received spatially sorted primitive is a triangle represented by three vertices.
80. A three-dimensional (3-D) graphics processor for generating a rendered image, the processor comprising:
(1) a sort unit comprising: (1a) logic spatially sorting a plurality of graphics primitives according to a plurality of tiles within the image, each of the tiles being a two dimensional area within the area of the image; (1 b) logic selecting a current tile; and (1 b) logic outputting the spatially sorted primitives that overlap the current tile; and
(2) a setup unit comprising: (2a) logic computing spatial derivatives of the spatially sorted primitives received from the sort unit; and (2b) logic clipping the primitives to the current tile and generating vertex values that comprise tile relative y-values and screen relative x-values.
PCT/US1999/019240 1998-08-20 1999-08-20 Apparatus and method for performing setup operations in a 3-d graphics pipeline using unified primitive descriptors WO2000011562A1 (en)

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US60/097,336 1998-08-20

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PCT/US1999/019191 WO2000011607A1 (en) 1998-08-20 1999-08-20 Deferred shading graphics pipeline processor
PCT/US1999/019263 WO2000010372A2 (en) 1998-08-20 1999-08-20 System, apparatus and method for spatially sorting image data in a three-dimensional graphics pipeline
PCT/US1999/019200 WO2000011603A2 (en) 1998-08-20 1999-08-20 Graphics processor with pipeline state storage and retrieval
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PCT/US1999/019263 WO2000010372A2 (en) 1998-08-20 1999-08-20 System, apparatus and method for spatially sorting image data in a three-dimensional graphics pipeline
PCT/US1999/019200 WO2000011603A2 (en) 1998-08-20 1999-08-20 Graphics processor with pipeline state storage and retrieval

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