TW487890B - Apparatus and method for pixel data compression during rendering in computer graphics - Google Patents

Apparatus and method for pixel data compression during rendering in computer graphics Download PDF

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Publication number
TW487890B
TW487890B TW90102444A TW90102444A TW487890B TW 487890 B TW487890 B TW 487890B TW 90102444 A TW90102444 A TW 90102444A TW 90102444 A TW90102444 A TW 90102444A TW 487890 B TW487890 B TW 487890B
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Taiwan
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block
data
pixel
aforementioned
pixel data
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TW90102444A
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Chinese (zh)
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Chung-Yen Lu
Shou-Jen Lai
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Silicon Integrated Sys Corp
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Abstract

An apparatus and method for pixel data compression during rendering in computer graphics is proposed. The method is to divide the image frame into a plurality of blocks and compute those blocks covered by a rendering triangle. If a block is not totally covered by the triangle, the method will read and decompress the block for reference. Then, the system will render the blocks covered by the triangle and compress each block. At last, the system stores the compressed blocks into memory. The compression method is first to compute a plurality of initial seed colors for clustering the block of pixels. Then, each pixel within the block will be classified into groups with the corresponding initial seed colors. Those pixels with the same initial seed color are averaged to become a new final seed color. Therefore, the coded data comprise the index table and the final seed colors. Due to the that the compression method is simple, the system can compress the block real-time, therefore the memory bandwidth and storage can be reduced.

Description

487890 五、發明說明(1) 【發明說明】 【發明領域】 本發明係關於電腦繪圖系統之描繪方法與裝置,特別 是關於將描繪的資料即時壓縮並儲存至記憶體的方法與裝 置。 /、 【習知技術】 使用綠圖(graphics)或是動畫(animation)之應用需 求有成長的趨勢。例如電腦合成影像或是動晝被應用於電 腦遊戲(game)、教育工具(educational tools)、辦公室 自動化(of f ice automation)或是動畫電影(fi lm making) 的領域上。隨著桌上型電腦的功能持續提昇,許多應用得 以被發展並活用此提昇之功能,且產生出更多有趣且互動 式之繪圖介面。然而,雖然桌上型電腦功能持續提昇,但 3D繪圖物件(graphics 〇b ject)以及特別是3D動晝仍然需 要昂貴以及特殊目的之硬體才能達成。 … 今曰的即時(real-time)描繪系統(rendering s y s t e m)由於大量特殊記憶體與所需之處理資源來達成卢 擬貫境(visual realism),所以成本很高。為了達成真 地互動以及寫實的效果,系統在很短的時間必須描繪绔二 物件來產生新的影像,讓使用者感覺是物件連續動^二圖 外’系統亦必須在最短的延遲時間回應使用者的輸入,此 代表輸入的反應能即時呈現在所顯示之影像中。 使 曰 在大部分之繪圖描繪系統中,繪圖物件的表面是由 里的平面多角形(Planar polygon)所仿製(modeled)而大487890 V. Description of the invention (1) [Explanation of the invention] [Field of the invention] The present invention relates to a drawing method and device for a computer graphics system, and in particular to a method and device for compressing and storing drawn data in memory in real time. /, [Knowledge technology] The use of green graphics (graphics) or animation (animation) needs to grow. For example, computer-generated images or animation are used in the fields of computer games, educational tools, office automation of film automation, or film making. As the capabilities of desktop computers continue to improve, many applications can be developed and leverage this enhanced functionality, and more interesting and interactive graphics interfaces have been created. However, despite the continuous improvement of desktop computer functions, 3D graphics objects and especially 3D moving objects still require expensive and special purpose hardware to achieve. … Today's real-time rendering system (rendering s s s t em) is costly due to the large amount of special memory and the processing resources needed to achieve visual realism. In order to achieve the real interaction and realistic effect, the system must depict the second object in a short time to generate a new image, so that the user feels that the object is continuously moving. ^ Out of the second image, the system must also respond to use with the shortest delay This means that the response of the input can be shown in the displayed image in real time. In most drawing and depicting systems, the surface of the drawing object is modeled and enlarged by the plane polygon in

487890 五、發明說明(2) 成。例如色彩(c ο 1 〇 r )與圖紋(t e X t u r e )資料等被儲存於多 角形的頂點(vert ices)。而產生影像資料之每個圖框的程 序包含許多步驟。第一,系統必須計算出哪些物件在視覺 上是潛在可視的(ρ 〇 t e n t i a 1 1 y v i s i b 1 e)。第二,系統將 多角形晝成(rasterize or scan convert)像素資料 (Pixel data)的陣列。最後,系統將描繪好的顯示影像轉 移至顯示裝置。 速率(rate 描繪管線(ρ 率’即所謂 顯示裝置晝 率至少為每 迷率。然而 中之影像資 根據上 #、缓衝器之 能減少圖框 〇 0 f display ipel ine)更 計算速率(c 面更新速率 秒6 0個圖框 ’為了讓所 料’習知的 述’即時描 成本係由記 緩衝器之需 ,有兩個不同方法來 g e n e r a t i〇η)的特徵 新圖框緩衝器(f r a m e omputat i ona1 rate) 。為了避免晝面閃爍 ,且計算速率並不需 產生之新的影像資料 架構包含至少兩組圖 繪系統需要大量圖框 憶體容量與頻寬所決 求,則能降低即時描 欽述顯示產生 。一種是繪圖 buffer)之速 。而另一種是 ,晝面更新速 等於晝面更新 不會影響顯示 框緩衝器。 緩衝器’而圖 定。因此,若 繪系統之成 【發明概要] . 有鑒於上述閜期 , 圖描给± n靖’本發明之目的是提出一種在電腦繪 之方二^ ^即時壓縮像素資料方式減少圖框缓衝器需求 々冼與裝置。 I I Μ I f腦纟會圖描繪時進行像素資料壓縮之方法係487890 V. Description of invention (2). For example, color (c ο 1 〇 r) and texture (t e X tu r e) data are stored at the vertices of the polygon (vert ices). The process of generating each frame of the image data includes many steps. First, the system must work out which objects are potentially visible (ρ 〇 t e n t i a 1 1 y v i s i b 1 e). Second, the system rasterizes or scan converts pixel data into an array of pixel data. Finally, the system transfers the rendered display image to the display device. Rate (rate rate pipeline (ρ rate) is the so-called display device day rate is at least per fan rate. However, the image data in China according to the above #, the buffer can reduce the picture frame 0 f display ipel ine) calculate the rate (c The surface update rate is 60 frames per second. In order to make the expected, the conventional description of real-time drawing cost is from the need to remember the buffer, there are two different methods to generate the new frame buffer (frame omputat). i ona1 rate). In order to avoid the flicker of the day and the calculation rate does not need to be generated, the new image data structure includes at least two sets of mapping systems, which require a large amount of frame memory capacity and bandwidth. The presentation shows that one is the speed of the graphics buffer. The other is that the day-to-day update rate is equal to the day-to-day update and will not affect the display frame buffer. Buffer 'and plan. Therefore, if the system of drawing is [Summary of Invention]. In view of the above-mentioned period, the drawing is given to ± n Jing 'The purpose of the present invention is to propose a method for drawing in computer ^ ^ real-time compression of pixel data to reduce frame buffer Device requirements and equipment. Method for compressing pixel data when drawing I I Μ I f brain map

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I之三 區塊並 的資料 中,並 存至記 個標記 個像素 之所有 色彩作 記之定 施例】 角形的 未被二 並、解壓 對各區 憶體。 以及各 資料之 像素資 為定值 值種子 角形全 縮以供 塊加以 而壓縮 標記所 種子色 料,計 種子色 色彩作 根據所描 區塊,若 壓縮區塊 於各區塊 塊資料儲 指定複數 最接近每 相同標記 素資料的 以及各標 【實 部涵蓋, 參考;將 壓縮;最 方法係根 對應之初 彩的標記 算出最接 彩;以及 為壓縮後 該三角形 則從記憶 三角形之 後,將壓 據區塊之 值種子色 給每個像 近該標記 以每個像 之資料。 所涵蓋之 體讀取已 像素描繪 縮後之區 像素資料 彩;指定 素,根據 之所有像 素之標記 以下苓考圖式詳細說明本發明在電腦繪圖描繪時進行 像素資料壓縮之方法與裝置。 如該圖 緩衝器 及繪圖 接收繪 指令之 角形晝 儲存於 明之繪 壓縮單 每個多 1顯不具有壓縮與解壓縮之電腦繪圖系統的架構。 所示’電腦繪圖系統一般包含主機(h〇st)2〇、圖框 (5己 t思體)30、顯示裝置(display device)40、以 引擎(graphics engine)l〇。繪圖引擎1〇從主機2〇 圖指令(graphics command)後,即計算出哪些繪圖 物件在視覺上是否為潛在可視的、將繪圖指令之多 成像素資料的陣列並儲存於圖框緩衝器3〇、S及將 圖框缓衝器30的顯示影像轉移至顯示裝置4〇。本發 圖引擎10包含一指令佇列11、一描繪控制單元12 : 元13、以及解壓縮單元14。描繪控制單元12計算出 角形畫成像素資料的陣列對應於圖框緩衝器之區The data of the I ter block is stored in all the colors marked with a number of pixels and recorded. Example] The corners are not merged and decompressed. The memory of each area is decompressed. And the pixel data of each data is a fixed value. The seed angle is fully contracted for block application. The seed color material is compressed and marked. The data closest to each of the same markers and each standard [covered in the real part, reference; will be compressed; the most method is to calculate the best color for the initial color corresponding to the mark; and after the triangle is compressed, the triangle will be compressed from the memory triangle. According to the value of the block, the seed color gives each image near the mark with the information of each image. The volume that has been read has been pixel-delineated. The reduced area is pixel data. The designated pixels are marked according to all the pixels. The following diagram illustrates the method and device for compressing pixel data when computer graphics are drawn. As shown in the figure, the buffer and the drawing receive the corners of the drawing instruction and are stored in the drawing of the Ming. Compression sheet Each additional display does not have the architecture of a computer graphics system for compression and decompression. The illustrated computer graphics system generally includes a host 20, a frame 30, a display device 40, and a graphics engine 10. The graphics engine 10 calculates which graphics objects are potentially visible from the host 20 graphics commands, and stores the graphics commands as an array of pixel data and stores them in the frame buffer 3. , S, and the display image of the frame buffer 30 is transferred to the display device 40. The rendering engine 10 includes an instruction queue 11, a rendering control unit 12: element 13, and a decompression unit 14. The drawing control unit 12 calculates an array of pixels drawn by the angles corresponding to the area of the frame buffer

第8頁 487890 五、發明說明(4) 塊。壓縮單元1 3則將每個區塊個別壓縮後儲存至圖框緩衝 器3 0。解壓縮單元1 4則將儲存於圖框緩衝器3 0之區塊資料 解壓縮成像素資料的陣列。由於將每個多角形晝成像素資 料的陣列先壓縮後再儲存至圖框緩衝器,故可減少圖框緩 衝器之容量。 圖2顯示三角形對應於區塊之示意圖的一例◦在利用 本發明之描繪方法時,係將圖框(f r ame )區分為相同大小 之複數個區塊,並根據所欲描繪之三角形A的像素位置, 計算出該三角形A所分布之區塊。如該圖所示,該三角形A 分布於1 5個區塊,分別標示為B 1〜B 1 5,其中只有區塊B 7被 三角形A全部涵蓋。在計算出三角形A所分布之區塊後,則 以區塊為單位個別處理每個區塊,並將處理壓縮後之資料 儲存於記憶體。由於區塊B7被三角形A全部涵蓋,可不需 參考其他區塊資料,因此系統可直接對區塊B 7進行壓縮, 並儲存至記憶體。但是,對於例如B1、B 2、B 3、…等其他 區塊而言,僅一部份包含三角形A的像素資料。由於區塊 為整體壓縮,因此在處理與壓縮該等區塊之前,必須先讀 取該等區塊之其他未被三角形A涵蓋的資料。亦即必須從 記憶體讀取該等區塊之資料,並解壓縮後才可進一步處 理。 . 圖3顯示本發明描繪流程圖之一例。如圖所示,本發 明之多角形(三角形)的描繪步驟如下: 步驟S3 0 2 :開始描繪一三角形; 步驟S3 0 4 :該繪圖指令之三角形是否需要被描繪,亦Page 8 487890 V. Description of Invention (4) Block. The compression unit 1 3 compresses each block individually and stores it in the frame buffer 30. The decompression unit 14 decompresses the block data stored in the frame buffer 30 into an array of pixel data. Since the array of each polygonal day-time pixel data is compressed first and then stored in the frame buffer, the capacity of the frame buffer can be reduced. Figure 2 shows an example of a schematic diagram of a triangle corresponding to a block. When using the drawing method of the present invention, the frame (fr ame) is divided into a plurality of blocks of the same size, and the pixels of the triangle A are drawn according to the drawing. Position to calculate the block where the triangle A is distributed. As shown in the figure, the triangle A is distributed in 15 blocks, which are labeled B 1 to B 1 5 respectively, and only the block B 7 is completely covered by the triangle A. After calculating the blocks distributed by triangle A, each block is processed individually in block units, and the compressed data is stored in memory. Since the block B7 is completely covered by the triangle A, it is not necessary to refer to other block data, so the system can directly compress the block B 7 and save it to the memory. However, for other blocks such as B1, B2, B3, ..., only a part of the pixel data of the triangle A is included. Because the blocks are compressed as a whole, before processing and compressing these blocks, you must read other data of these blocks that are not covered by triangle A. That is, the data of these blocks must be read from the memory and decompressed before further processing. Figure 3 shows an example of a flow chart of the present invention. As shown in the figure, the drawing steps of the polygon (triangle) of the present invention are as follows: Step S3 0 2: Start drawing a triangle; Step S3 0 4: Whether the drawing instruction triangle needs to be drawn, also

487890 五、發明說明(5) 即該三角形是 則跳至下一步 步驟S 3 0 6 涵盖之區塊, 步驟S308 步驟S31 0 需要則跳至步 步驟S3 1 2 步驟S 3 1 4 步驟S 3 1 6 憶體; 步驟S3 1 8 處理完畢,則 步驟S 3 2 0 由於描繪 解壓縮時必須 慢,則反而影 壓縮方法。 步驟S402 步驟S4 0 4 步驟S 4 0 6 步驟S4 0 8 步驟S410 彩,並指定該 否可視?若不需被描繪則跳至步驟S3 2 0,否 驟; 根據該三角形像素位,置,計算出該三角形所 :處理下一個區塊資料; :是否需要儲存於記憶體之該區塊資料?若 驟S312,若否則跳至步驟S314 ; 從記憶體讀取該區塊資料並進行解壓縮; 描繪以及更新該區塊資料; 將已更新之區塊資料進行壓縮並儲存至記 :是否每個區塊的資料皆已處理完畢?若未 跳回步驟S 3 0 8,否則跳至步驟S 3 2 0 ; :結束該三角形之描繪動作。 時所需要之資料處理量相當大,因此壓縮與 考慮到執行速度。若壓縮與解壓縮之速度太 響系統之效能。以下參考圖4說明本發明之 開始; 讀取區塊之像素陣列資料; 計算初值種子色彩,並設定標記; 處理下一像素; 計算出該像素資料最接近之初值種子色 初值種子色彩之標記為該像素資料之標記;487890 V. Description of the invention (5) That is, if the triangle is the block covered by step S 3 0 6 in the next step, step S308 step S31 0 if necessary, go to step S3 1 2 step S 3 1 4 step S 3 1 6 Memory; Step S3 1 8 After the processing is completed, Step S 3 2 0 because the drawing must be slow when decompressing, then the compression method is affected instead. Step S402 Step S4 0 4 Step S 4 0 6 Step S4 0 8 Step S410 Lottery and specify whether it is visible? If it does not need to be drawn, skip to step S3 2 0, NO; calculate the triangle according to the pixel position of the triangle: process the next block data;: do you need to store the block data in the memory? If step S312, otherwise skip to step S314; read the block data from the memory and decompress it; draw and update the block data; compress and save the updated block data to the record: whether each Have all the data of the block been processed? If it does not jump back to step S 3 0 8, otherwise skip to step S 3 2 0;: End the drawing operation of the triangle. The amount of data processing required is quite large, so compression and execution speed are taken into account. If the speed of compression and decompression is too great for the performance of the system. The following describes the beginning of the present invention with reference to FIG. 4; reading pixel array data of a block; calculating an initial value seed color and setting a flag; processing the next pixel; calculating an initial value seed color and an initial value seed color closest to the pixel data The mark is the mark of the pixel data;

第10頁 五、發明說明(6) 步驟S412 :是否所有區塊之像 種子色彩之標記?若尚未全部扣…目卩^ ^ 3以扣疋一初值 跳至步驟S414;, 。日疋J兆至步驟S408,否則 步驟S414 步驟S41 6 步驟S41 8 ,新計算各標記之定值種子 π定值種子色彩與像素資料…; 步驟S40 6計算初值種子色彩之方法有 意選取區塊中之像編,亦可以計 匕= 色彩的平均值。圖5(A)顯示—個區塊之像素 資料為4*4之矩陣。若以平均值方式計算其初值斗種二… Ξ子色彩與其標記,則其標記與初值 ,子色心別為0(95)、1(37)、2(57)與3(27)。接著,比 素資料與四個初值種子色彩,並指定與 忒像素-貝料琅接近之初值種子色彩的標 = =記資料。最,,再根據圖記 其方法是選取區塊中相同標記之 ,素貝枓’並計算最接近該等像素f料之色彩資料。計曾 ^值種子色彩的方法有許多帛,例如均方根值或平均值斤 次=32位元之4*4區塊之像素矩陣為例,其未壓縮錢的 ^ ^大小為512(32*16)位元(blt)。但經過壓縮後’該4*4 區塊之資料大小為^8(2^16 + 204)位元,即16個標記資料 =個定值種子色彩,如圖5(C)所示。所以,本發明之 莖縮方法可達到4倍之I縮量。不但可減少緣圖系統之圖 487890 五、發明說明(7) 框緩衝器,同時亦減少記憶體頻寬之使用 圖6顯示一種解壓縮實施例之流程圖 下: 步驟S 6 0 2 步驟S 6 0 4 步驟S 6 0 6 步驟S 6 0 8 步驟S 6 1 0 色彩給該像素 步驟S 6 1 2 尚未完全指定 步驟S614 步驟S 6 1 6 其步驟說明如 開始解壓縮一區塊的資料; 讀取一壓縮之區塊資料; 將標記資料與定值種子色彩分離; 處理下一像素; 根據該像素之標記值指定對應之定值種子 是否所有像素均以指定定值種子色彩?若 則跳回步驟S6 0 8,否則跳至步驟S614 ; 將該區塊之像素資料輸出; 結束。 由於上述之解壓縮方法僅根據像素之標記值指定對應 之定值種子色彩給該像素,不需其他複雜的運算,因此, 可提供即時之解壓縮。 以上雖以實施例說明本發明,但並不因此限定本發明 之範圍,只要不脫離本發明之要旨,該行業者可進行各種 變形或變更。Page 10 V. Description of the invention (6) Step S412: Is the image of all blocks like the seed color mark? If you have n’t deducted it all yet ... head ^ ^ 3 to deduct an initial value and skip to step S414 ;,. Sundial J trillion to step S408, otherwise step S414 step S41 6 step S41 8, newly calculate the fixed value seed π fixed value seed color and pixel data of each mark ... Step S40 6 The method of calculating the initial value seed color intentionally selects a block In the portrait series, you can also calculate Dagger = the average value of color. Figure 5 (A) shows that the pixel data of a block is a 4 * 4 matrix. If the initial value is calculated as the average value of the second type ... The color of the zongzi and its mark, the mark and the initial value, and the sub-color centers are 0 (95), 1 (37), 2 (57), and 3 (27) . Next, the ratio data and the four initial value seed colors are assigned, and the target color of the initial value seed color close to the 忒 -pixel-shell material is designated. Finally, according to the legend, the method is to select the same markers in the block, prime, and calculate the color data closest to those pixels. There are many methods to calculate the seed color of the Zeng value. For example, the root-mean-square value or the average pound size = a pixel matrix of 4 * 4 blocks of 32 bits is taken as an example. The size of the uncompressed money is 512 (32 * 16) bit (blt). But after compression, the data size of the 4 * 4 block is ^ 8 (2 ^ 16 + 204) bits, that is, 16 marker data = a fixed value seed color, as shown in Figure 5 (C). Therefore, the stem shrinking method of the present invention can achieve 4 times the I shrinkage. Not only can reduce the diagram of the edge map system 487890 V. Description of the invention (7) Use of the frame buffer, but also reduce the memory bandwidth Figure 6 shows a flowchart of a decompression embodiment: Step S 6 0 2 Step S 6 0 4 step S 6 0 6 step S 6 0 8 step S 6 1 0 color is given to the pixel step S 6 1 2 step S614 step S 6 1 6 has not been fully specified. The steps are described as starting to decompress a block of data; read Take a compressed block data; Separate the marker data from the fixed-value seed color; Process the next pixel; Specify the corresponding fixed-value seed according to the pixel's tag value Are all pixels with the specified fixed-value seed color? If yes, go back to step S608, otherwise go to step S614; output the pixel data of the block; end. Since the above-mentioned decompression method only assigns a corresponding fixed-value seed color to the pixel according to the tag value of the pixel, no other complicated calculation is required, so it can provide real-time decompression. Although the present invention has been described by way of examples, the scope of the present invention is not limited thereby, and those skilled in the art can make various modifications or changes without departing from the gist of the present invention.

第12頁 487890 圖式簡單說明 【圖式之簡要說明】 圖1顯示本發明具有壓縮與解壓縮之電腦繪圖系統的 架構。 圖2顯示本發明之描繪流程圖。 圖3顯示本發明描繪之像素未包含整個區塊之示意 圖。 圖4顯示本發明之壓縮流程圖。 圖5顯示一區塊之資料壓縮情形。 圖6顯示本發明之解壓縮流程圖。 【圖式編號】 10 繪圖引擎 11 指令佇列 12 描繪控制器 13 壓縮單元 14 解壓縮單元 20 主機 30 記憶體 40 顯示裝置Page 12 487890 Brief Description of Drawings [Brief Description of Drawings] Figure 1 shows the architecture of a computer graphics system with compression and decompression in accordance with the present invention. FIG. 2 shows a schematic flowchart of the present invention. Figure 3 shows a schematic diagram of a pixel depicted in the present invention that does not include the entire block. FIG. 4 shows a compression flowchart of the present invention. Figure 5 shows the data compression of a block. FIG. 6 shows a decompression flowchart of the present invention. [Pattern number] 10 Drawing engine 11 Instruction queue 12 Drawing controller 13 Compression unit 14 Decompression unit 20 Host 30 Memory 40 Display device

Claims (1)

487890 六、申請專利範圍 1. 一種在電腦繪圖描繪時進行像素資料壓縮之方法,係 包含下列步驟: 執行繪圖指令,藉以產生圖形元素; 決定前述圖形元素是否需要描繪,若不需要描繪則結 束,否則繼續下列步驟; 根據前述圖形元素的像素位置,計算出該圖形元素所 分佈之區塊; 解壓綰區塊步驟,若前述每個區塊需要參考儲存於前 述記憶體之已壓縮區塊的貢料時’則從前述記憶體讀取該 已壓縮區塊的資料並解壓縮; 描繪步驟,將前述圖形元素之像素描繪於區塊中; 壓縮步驟’將前述母個區塊個別壓縮,以及 儲存步驟,將壓縮後之區塊的資料儲存至記憶體。 2. 如申請專利範圍第1項所記載之在電腦繪圖描繪時進行 像素資料壓縮之方法’其中前述壓縮步驟包含: 計算初值種子色彩,根據區塊之像素資料指定複數個 標記以及該標記所對應之初值種子色彩; 指定標記,指定最接近每個像素資料之前述種子色彩 的標記給每個像素; , 計算定值種子色彩,根據相同標記之像素資料,計算 出最接近該標記之所有像素資料的色彩作為定值種子色 彩;以及 送出資料,以每個像素之標記以及各標記之前述種子487890 VI. Application for Patent Scope 1. A method for compressing pixel data during computer drawing and drawing, which includes the following steps: executing drawing instructions to generate graphic elements; determining whether the foregoing graphic elements need to be drawn, and ending if no drawing is needed, Otherwise, continue with the following steps; calculate the block where the graphic element is distributed according to the pixel position of the aforementioned graphic element; decompress the 绾 block step, if each of the aforementioned blocks needs to refer to the tribute of the compressed block stored in the aforementioned memory When the data is read, the data of the compressed block is read from the foregoing memory and decompressed; the drawing step is to draw the pixels of the graphic element in the block; the compression step is to compress and store the parent block individually. In step, the data of the compressed block is stored in the memory. 2. The method for compressing pixel data in computer graphics as described in item 1 of the scope of the patent application, wherein the aforementioned compression step includes: calculating an initial seed color, specifying a plurality of marks according to the pixel data of the block, and the mark location Corresponding initial value seed color; Designate the mark, assign the mark of the aforementioned seed color closest to each pixel data to each pixel; Calculate the fixed value seed color, and calculate all the closest to the mark based on the pixel data of the same mark The color of the pixel data is used as the fixed seed color; and the data is sent, with the mark of each pixel and the aforementioned seed of each mark 第14頁 487890 六、申請專利範圍 色彩作為壓縮後之資料。 3. 如申請專利範圍第2項所記載之在電腦繪圖描繪時進行 像素資料壓縮之方法,其中前述區塊為4*4個像素矩陣。 4. 如申請專利範圍弟3項所記載之在電腦纟會圖描繪時進行 像素資料壓縮之方法,其中前述區塊包含四個不同標記以 及相對應之四個定值種子色彩。 ’ 5. 一種電腦繪圖系統之繪圖引擎,係在影像資料儲存至 記憶體之前先進行區塊壓縮,該繪圖引擎包含: 一指令仔.列,係儲存繪圖指令; 一描繪控制器,係接收前述繪圖指令,並計算出該繪 圖指令之繪圖元素,以及該繪圖元素所涵蓋之所有區塊; 一壓縮單元,將前述描繪控制器所輸出之區塊像素資 料壓縮成區塊資料;以及 一解壓縮單元,係將一壓縮之區塊資料解壓縮成區塊 像素資料; 藉以在前述區塊像素資料儲存至前述記憶體之前,先 藉由前述壓縮單元壓縮成區塊資料後再儲存,以及由記憶 體讀取之區塊資料先經過前述解壓縮單元解壓縮成區塊像 素資料後再進一步處理。 6.如申請專利範圍第5項所記載之電腦繪圖系統之繪圖引Page 14 487890 VI. Scope of patent application Color is used as compressed information. 3. The method for compressing pixel data during computer graphics as described in item 2 of the scope of patent application, where the aforementioned block is a 4 * 4 pixel matrix. 4. The method of compressing pixel data during computer meeting drawing as described in item 3 of the scope of patent application, wherein the aforementioned block contains four different marks and corresponding four fixed-value seed colors. '5. A drawing engine of a computer drawing system, which performs block compression before image data is stored in memory. The drawing engine includes: a command line. It stores drawing commands; a drawing controller receives the aforementioned A drawing instruction, and calculates a drawing element of the drawing instruction and all blocks covered by the drawing element; a compression unit that compresses the block pixel data output by the aforementioned drawing controller into block data; and a decompression The unit is to decompress a compressed block data into block pixel data; thus, before the block pixel data is stored in the memory, the block data is compressed and stored by the compression unit, and stored by the memory. The block data read from the volume is first decompressed into block pixel data by the aforementioned decompression unit, and then further processed. 6. The drawing guide of the computer drawing system described in item 5 of the scope of patent application 第15頁 487890 六、申請專利範圍 擎,其中前述壓縮單元包含: 種子色彩產生單元,係根據前述區塊像素資料指定複 數個初值種子色彩以及其對應之標記; 標記指定單元,指定與每個像素色彩最接近之初值種 子色彩的標記給每個像素; 種子色彩更新單元,根據相同標記之像素色彩,計算 · 出最接近該標記之像素色彩的資料作為定值種子色彩;以 及 資料送出單元,以每個像素之標記以及各標記之前述 定值種子色彩作為壓縮後之資料。· 7. 如申請專利範圍第6項所記載之在電腦繪圖描繪時進行 像素資料壓縮之方法,其中前述區塊為4*4個像素矩陣。 8. 如申請專利範圍第7項所記載之在電腦繪圖描繪時進行 、 像素資料壓縮之方法’其中前述區塊包含四個不同標記以 及相對應之四個定值種子色彩。Page 15 487890 6. The scope of the patent application, wherein the aforementioned compression unit includes: a seed color generation unit, which designates a plurality of initial value seed colors and their corresponding marks according to the aforementioned block pixel data; a mark designation unit, which designates The pixel color closest to the initial value of the seed color is given to each pixel; the seed color update unit calculates and calculates the data of the pixel color closest to the mark as the fixed value seed color based on the pixel color of the same mark; and the data sending unit Using the mark of each pixel and the aforementioned fixed value seed color of each mark as the compressed data. · 7. The method of compressing pixel data during computer drawing and drawing as described in item 6 of the scope of patent application, where the aforementioned block is a 4 * 4 pixel matrix. 8. The method of compressing pixel data during computer graphics as described in item 7 of the scope of the patent application, wherein the aforementioned block contains four different marks and corresponding four fixed-value seed colors. 第16頁Page 16
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