Title:
Graphics system having a super-sampled sample buffer and having single sample per pixel support
Document Type and Number:
Kind Code:
A1

Abstract:
A computer graphics system that utilizes a super-sampled sample buffer and a sample-to-pixel calculation unit for refreshing the display. The graphics system may have a graphics processor, a super-sampled sample buffer, and a sample-to-pixel calculation unit. The graphics processor renders samples into the sample buffer and may utilize a window ID that specifies attributes of pixels on a per object basis. The window ID may specify one or more of a sample mode, filter type, color attributes, or source attributes. The sample mode may include single sample per pixel mode and multiple samples per pixel mode. The graphics system may be further operable to generate a single sample per pixel for certain windows of the screen in order to provide backwards compatibility with legacy systems.

Representative Image:
Inventors:
Naegle, Nathaniel David (Pleasanton, CA, US)
Deering, Michael F. (Los Altos, CA, US)
Lavelle, Michael G. (Saratoga, CA, US)
Lavelle, Carol A. (Saratoga, CA, US)
Nelson, Scott R. (Pleasanton, CA, US)
      Plaque It!

Sponsored by:
Flash of Genius
Application Number:
10/194976
Publication Date:
01/30/2003
Filing Date:
07/12/2002
View Patent Images:
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Assignee:
Sun Microsystems, Inc.
Primary Class:
International Classes:
(IPC1-7): G06T015/00
Attorney, Agent or Firm:
Conley, Rose, & Tayon, P.C.,Jeffrey C. Hood (P.O. Box 398, Austin, TX, 78767, US)
Claims:

What is claimed is:



1. A graphics system comprising: a graphics processor operable to receive 3D graphics data, wherein the graphics processor is operable to render a plurality of samples from the 3D graphics data; a sample buffer coupled to said graphics processor for storing said samples; and a sample-to-pixel calculation unit coupled to said sample buffer, wherein the sample-to-pixel calculation unit is operable to select and filter stored samples to generate output pixels to a display, wherein the graphics system is operable to display a plurality of windows on the display, wherein the graphics systems maintains a window ID value for at least a subset of the windows displayed on the display device, wherein, for a respective window, the window ID value specifies a sample mode for pixels displayed in the respective window, and wherein the sample mode indicates a number of samples used in generating the output pixels to the display.

2. The graphics system of claim 1, wherein said samples comprise a plurality of bits, wherein a subset of said bits defines said window ID.

3. The graphics system of claim 1, wherein said pixels comprise a plurality of bits, wherein a subset of said bits defines said window ID.

4. The graphics system of claim 1, wherein said pixels comprise a plurality of bits, wherein a subset of said bits defines one or more of said samples, and wherein another subset of said bits defines said window ID.

5. The graphics system of claim 1, wherein the sample mode includes a first sample mode indicating a plurality of samples per pixel, and wherein the sample mode includes a second sample mode indicating one sample per pixel.

6. The graphics system of claim 5, wherein the graphics system is operable to utilize a plurality of samples in generating each of a first plurality of output pixels in a first window; wherein the graphics system is operable to utilize only a single sample in generating each of a second plurality of output pixels in a second window.

7. The graphics system of claim 5, wherein a first window includes a first sample mode indicating a plurality of samples per pixel for pixels displayed in the first window, and wherein a second window includes a second sample mode indicating one sample per pixel for pixels displayed in the second window; wherein the first window includes a first plurality of output pixels, and wherein the second window includes a second plurality of output pixels; wherein the graphics system is operable to utilize a plurality of samples in generating each of the first plurality of output pixels in the first window; wherein the graphics system is operable to utilize a single sample in generating each of the second plurality of output pixels in the second window.

8. The graphics system of claim 1, wherein the window ID further specifies one or more of a sample mode, source attributes, and color attributes.

9. The graphics system of claim 8, wherein said source attributes comprise one or more of a double-buffer attribute, and an overlay attribute.

10. The graphics system of claim 8, wherein said color attributes comprise one or more of a true color/pseudo-color attribute, gamma-correction attribute, anti-aliasing attribute, depth-of-field attribute, brighter-than-bright attribute.

11. The graphics system of claim 1, further comprising: a memory storing a look up table, wherein the look up table is addressable using a window ID value, wherein the look up table stores one or more of a sample mode, source attributes, and color attributes.

12. The graphics system of claim 11, wherein said source attributes comprise one or more of a double-buffer attribute, and an overlay attribute.

13. The graphics system of claim 1 1, wherein said color attributes comprise one or more of a true color/pseudo-color attribute, gamma-correction attribute, anti-aliasing attribute, depth-of-field attribute, brighter-than-bright attribute

14. The graphics system of claim 1, wherein the graphics system is operable to receive graphics commands from an external device, wherein said graphics commands are designed for use in a legacy graphics system utilizing a frame buffer; wherein the graphics system is operable to emulate operation of a frame buffer in processing the graphics commands.

15. The graphics system of claim 8, wherein the sample mode includes a first sample mode indicating a plurality of samples per pixel, and wherein the sample mode includes a second sample mode indicating one sample per pixel; wherein the graphics system is operable to utilize the second sample mode indicating one sample per pixel to emulate operation of the frame buffer.

16. The graphics system of claim 15, wherein the graphics commands include a window ID value indicating usage of the second sample mode.

17. The graphics system of claim 8, wherein the graphics commands comprise pixel write commands for writing pixels into a frame buffer; wherein the graphics processor is operable to render one sample value into the sample buffer in response to each pixel write command.

18. The graphics system of claim 17, wherein, for each respective pixel specified by a pixel write command, the graphics processor is further operable to replicate said one sample value into other sample positions corresponding to the respective pixel.

19. The graphics system of claim 17, wherein, for each respective pixel specified by a pixel write command, the sample-to-pixel calculation unit is operable to use said one sample value in generating the respective pixel for display.

20. The graphics system of claim 8, wherein the graphics commands are X-Windows graphics commands.

21. The graphics system of claim 1, wherein the sample-to-pixel calculation unit is operable to select and filter stored samples and generate output pixels which are provided directly to a display with no frame buffer therebetween.

22. The graphics system of claim 1, wherein said sample buffer is configured to double buffer at least a portion of each stored sample.

23. The graphics system of claim 1, wherein said sample-to-pixel calculation unit is configured to filter samples to form output pixels on one of: a real-time basis or an on-the-fly basis.

24. A method for generating pixels for display in a graphics system, the method comprising: receiving 3D graphics data; rendering a plurality of samples into a sample buffer in response to the 3D graphics data; and generating output pixels in response to the samples stored in the sample buffer, wherein said generating includes selecting and filtering stored samples to generate the output pixels to the display, wherein at least one of said rendering and said generating operates according to a sample mode, wherein, for a respective window, said sample mode is determined according to a window ID of the respective window.

25. The method of claim 24, wherein said samples comprise a plurality of bits, wherein a subset of said bits defines said window ID.

26. The method of claim 24, wherein said pixels comprise a plurality of bits, wherein a subset of said bits defines said window ID.

27. The method of claim 24, wherein said pixels comprise a plurality of bits, wherein a subset of said bits defines one or more of said samples, and wherein another subset of said bits defines said window ID.

28. The method of claim 24, wherein said rendering comprises rendering a first set of samples according to a first sample mode indicating a plurality of samples per pixel, wherein said rendering comprises rendering a second set of samples according to a second sample mode indicating one sample per pixel.

29. The method of claim 24, wherein said rendering according to a second sample mode comprises

30. The method of claim 24, wherein said generating comprises generating a first set output pixels according to a first sample mode indicating a plurality of samples per pixel, and wherein said generating comprises generating a second set of output pixels according to a second sample mode indicating one sample per pixel.

31. The method of claim 30, wherein said generating comprises utilizing the first set of samples in generating a first set of output pixels in a first window; wherein said generating comprises utilizing the second set of samples in generating a second set of output pixels in a second window.

32. The method of claim 24, wherein said receiving 3D graphics data comprises, receiving graphics commands from an external device, wherein said graphics commands are designed for use in a legacy graphics system utilizing a frame buffer; wherein at least of one of said rendering and said generating emulate operation of the frame buffer in processing the graphics commands.

33. The method of claim 32, wherein said receiving graphics commands comprises receiving X-Windows graphics commands.

34. The method of claim 32, wherein said receiving graphics commands comprises receiving window ID information with said graphics commands, wherein said window ID information indicates usage of a second sample mode.

35. The method of claim 32, wherein said receiving graphics commands comprises receiving, for a respective pixel, a pixel write command supplying a value to the frame buffer corresponding to each respective pixel; and wherein said rendering further comprises rendering one sample value into the sample buffer in response to each pixel write command.

36. The method of claim 32, wherein said rendering comprises rendering a plurality of samples according to a first sample mode indicating a plurality of samples per pixel, and wherein said rendering comprises rendering a second set of samples according to a second sample mode indicating one sample per pixel; wherein said rendering according to the second sample mode comprises emulating a frame buffer.

37. The method of claim 34, wherein said receiving graphics commands further comprises replicating the value received with the pixel command to other samples corresponding to each respective pixel.

38. The method of claim 34, wherein said generating comprises generating, for each respective pixel, a pixel value corresponding said value supplied by said pixel write command.

39. The method of claim 24, wherein said generating output pixels comprises selecting and filtering stored samples to generate output pixels which are provided directly to the display with no frame buffer therebetween.

40. The method of claim 24, wherein said rendering the plurality of samples into the sample buffer includes double buffering at least a portion of each stored sample.

41. The method of claim 24, wherein said generating comprises selecting and filtering stored samples to form output pixels on one of: a real-time basis or an on-the-fly basis.

42. A graphics system comprising: a graphics processor operable to receive 3D graphics data, wherein the graphics processor is operable to render a plurality of samples from the 3D graphics data; a sample buffer coupled to said graphics processor for storing said samples; and a sample-to-pixel calculation unit coupled to said sample buffer, wherein the sample-to-pixel calculation unit is operable to select and filter stored samples to generate output pixels to a display, wherein the graphics system is operable to display a plurality of windows on the display, wherein the graphics systems maintains a window ID value for at least a subset of the windows displayed on the display device, wherein, for a respective window, the window ID value specifies one or more of a filter type or a sample mode for pixels displayed in the respective window, and wherein the sample mode indicates a number of samples used in generating the output pixels to the display.

43. The graphics system of claim 42, wherein said samples comprise a plurality of bits, wherein a subset of said bits defines said window ID.

44. The graphics system of claim 42, wherein said pixels comprise a plurality of bits, wherein a subset of said bits defines said window ID.

45. The graphics system of claim 42, wherein said pixels comprise a plurality of bits, wherein a subset of said bits defines one or more of said samples, and wherein another subset of said bits defines said window ID.

46. The method of claim 42, wherein said filter type is chosen from one or more of an averaging filter, a convolution filter, a summing filter, a filtering function, a weighting filter, and a randomized function filter.

47. The method of claim 46, wherein said convolution filter is chosen from one or more of a sinc pulse filter, a triangle sinc filter, a Gaussian filter, and a Catmull-Rom filter.

Description:

CONTINUATION DATA

[0001] This application is a continuation of U.S. application Ser. No. 09/751,676, filed Dec. 29, 2000, titled “GRAPHICS SYSTEM HAVING A SUPER-SAMPLED SAMPLE BUFFER AND HAVING SINGLE SAMPLE PER PIXEL SUPPORT” by N. David Naegle, Scott R. Nelson, and Michael Deering

[0002] This application claims the benefit of U.S. Provisional Application No. 60/189,994, filed Mar. 17, 2000, titled “GRAPHICS SYSTEM HAVING A SUPER-SAMPLED SAMPLE BUFFER AND HAVING SINGLE SAMPLE PER PIXEL SUPPORT” by N. David Naegle, Scott R. Nelson, and Michael Deering.

[0003] This patent application claims the benefit of U.S. provisional patent application No. 60/190,223, filed on Mar. 17, 2000, titled “A Graphics System Having a Super-Sampled Sample Buffer that Utilizes a Window ID to Specify Pixel Characteristics” and U.S. Provisional Application No. 60/175,384, filed on Jan. 11, 2000, and titled “Photorealistic Hardware Antialiasing”.

BACKGROUND OF THE INVENTION

[0004] 1. Field of the Invention

[0005] This invention relates generally to the field of computer graphics and, more particularly, to high performance graphics systems.

[0006] 2. Description of the Related Art

[0007] A computer system typically relies upon its graphics system for producing visual output on the computer screen or display device. Early graphics systems were only responsible for taking what the processor produced as output and displaying it on the screen. In essence, they acted as simple translators or interfaces. Modem graphics systems, however, incorporate graphics processors with a great deal of processing power. They now act more like coprocessors rather than simple translators. This change is due to the recent increase in both the complexity and amount of data being sent to the display device. For example, modem computer displays have many more pixels, greater color depth, and are able to display images that are more complex with higher refresh rates than earlier models. Similarly, the images displayed are now more complex and may involve advanced techniques such as anti-aliasing and texture mapping.

[0008] As a result, without considerable processing power in the graphics system, the CPU would spend a great deal of time performing graphics calculations. This could rob the computer system of the processing power needed for performing other tasks associated with program execution and thereby dramatically reduce overall system performance. With a powerful graphics system, however, when the CPU is instructed to draw a box on the screen, the CPU is freed from having to compute the position and color of each pixel. Instead, the CPU may send a request to the video card stating: “draw a box at these coordinates.” The graphics system then draws the box, freeing the processor to perform other tasks.

[0009] Generally, a graphics system in a computer (also referred to as a graphics system) is a type of video adapter that contains its own processor to boost performance levels. These processors are specialized for computing graphical transformations, so they tend to achieve better results than the general-purpose CPU used by the computer system. In addition, they free up the computer's CPU to execute other commands while the graphics system is handling graphics computations. The popularity of graphics applications, and especially multimedia applications, has made high performance graphics systems a common feature of computer systems. Most computer manufacturers now bundle a high performance graphics system with their systems.

[0010] Since graphics systems typically perform only a limited set of functions, they may be customized and therefore are far more efficient at graphics operations than the computer's general-purpose central processor. While early graphics systems were limited to performing two-dimensional (2D) graphics, their functionality has increased to support three-dimensional (3D) wire-frame graphics, 3D solids, and now includes support for three-dimensional (3D) graphics with textures and special effects such as advanced shading, fogging, alpha-blending, and specular highlighting.

[0011] The processing power of 3D graphics systems has been improving at a breakneck pace. A few years ago, shaded images of simple objects could only be rendered at a few frames per second, while today's systems support rendering of complex objects at 60 Hz or higher. At this rate of increase, in the not too distant future, graphics systems will literally be able to render more pixels than a single human's visual system can perceive. While this extra performance may be useable in multiple-viewer environments, it may be wasted in more common primarily single-viewer environments. Thus, a graphics system is desired which is capable of matching the variable nature of the human resolution system (i.e., capable of putting the quality where it is needed or most perceivable).

[0012] While the number of pixels is an important factor in determining graphics system performance, another factor of equal import is the quality of the image. For example, an image with a high pixel density may still appear unrealistic if edges within the image are too sharp or jagged (also referred to as “aliased”). One well-known technique to overcome these problems is anti-aliasing. Anti-aliasing involves smoothing the edges of objects by shading pixels along the borders of graphics elements. More specifically, anti-aliasing entails removing higher frequency components from an image before they cause disturbing visual artifacts. For example, anti-aliasing may soften or smooth high contrast edges in an image by forcing certain pixels to intermediate values (e.g., around the silhouette of a bright object superimposed against a dark background).

[0013] Another visual effect used to increase the realism of computer images is alpha blending. Alpha blending is a technique that controls the transparency of an object, allowing realistic rendering of translucent surfaces such as water or glass. Another effect used to improve realism is fogging. Fogging obscures an object as it moves away from the viewer. Simple fogging is a special case of alpha blending in which the degree of alpha changes with distance so that the object appears to vanish into a haze as the object moves away from the viewer. This simple fogging may also be referred to as “depth cueing” or atmospheric attenuation, i.e., lowering the contrast of an object so that it appears less prominent as it recedes. More complex types of fogging go beyond a simple linear function to provide more complex relationships between the level of translucence and an object's distance from the viewer. Current state of the art software systems go even further by utilizing atmospheric models to provide low-lying fog with improved realism.

[0014] While the techniques listed above may dramatically improve the appearance of computer graphics images, they also have certain limitations. In particular, they may introduce their own aberrations and are typically limited by the density of pixels displayed on the display device.

[0015] As a result, a graphics system is desired which is capable of utilizing increased performance levels to increase not only the number of pixels rendered but also the quality of the image rendered. In addition, a graphics system is desired which is capable of utilizing increases in processing power to improve the results of graphics effects such as anti-aliasing.

[0016] Prior art graphics systems have generally fallen short of these goals. Prior art graphics systems use a conventional frame buffer for refreshing pixel/video data on the display. The frame buffer stores rows and columns of pixels that exactly correspond to respective row and column locations on the display. Prior art graphics system render 2D and/or 3D images or objects into the frame buffer in pixel form, and then read the pixels from the frame buffer during a screen refresh to refresh the display. Thus, the frame buffer stores the output pixels that are provided to the display. To reduce visual artifacts that may be created by refreshing the screen at the same time the frame buffer is being updated, most graphics systems' frame buffers are double-buffered.

[0017] To obtain more realistic images, some prior art graphics systems have gone further by generating more than one sample per pixel. As used herein, the term “sample” refers to calculated information that indicates one or more of the color, depth (z), transparency, and potentially other information, of a particular point on an object or image. For example, a sample may comprise the following component values: a red value, a green value, a blue value, a z value, and an alpha value (e.g., representing the transparency of the sample). A sample may also comprise other information, e.g., a z-depth value, a blur value, an intensity value, brighter-than-bright information, and an indicator that the sample consists partially or completely of control information rather than color information (i.e., “sample control information”). By calculating more samples than pixels (i.e., super-sampling), a more detailed image is calculated than can be displayed on the display device. For example, a graphics system may calculate four samples for each pixel to be output to the display device. After the samples are calculated, they are then combined or filtered to form the pixels that are stored in the frame buffer and then conveyed to the display device. Using pixels formed in this manner may create a more realistic final image because overly abrupt changes in the image may be smoothed by the filtering process.

[0018] These prior art super-sampling systems typically generate a number of samples that are far greater than the number of pixel locations on the display. These prior art systems typically have rendering processors that calculate the samples and store them into a render buffer. Filtering hardware then reads the samples from the render buffer, filters the samples to create pixels, and then stores the pixels in a traditional frame buffer. The traditional frame buffer is typically double-buffered, with one side being used for refreshing the display device while the other side is updated by the filtering hardware. Once the samples have been filtered, the resulting pixels are stored in a traditional frame buffer that is used to refresh the display device. These systems, however, have generally suffered from limitations imposed by the conventional frame buffer and by the added latency caused by the render buffer and filtering. Therefore, an improved graphics system is desired which includes the benefits of pixel super-sampling while avoiding the drawbacks of the conventional frame buffer.

[0019] U.S. patent application Ser. No. 09/251,453 titled “Graphics System with Programmable Real-Time Sample Filtering” discloses a computer graphics system that utilizes a super-sampled sample buffer and a sample-to-pixel calculation unit for refreshing the display. The graphics processor generates a plurality of samples and stores them into a sample buffer. The graphics processor preferably generates and stores more than one sample for at least a subset of the pixel locations on the display. Thus, the sample buffer is a super-sampled sample buffer which stores a number of samples that may be far greater than the number of pixel locations on the display. The sample-to-pixel calculation unit is configured to read the samples from the super-sampled sample buffer and filter or convolve the samples into respective output pixels, wherein the output pixels are then provided to refresh the display. The sample-to-pixel calculation unit selects one or more samples and filters them to generate an output pixel. The sample-to-pixel calculation unit may operate to obtain samples and generate pixels that are provided directly to the display with no frame buffer therebetween.

[0020] While super-sampling may create a more realistic final image, the effects of super-sampling may not always be desired. For example, it may be desirable to display areas and/or windows of the display, such as individual windows in a graphics user interface, with one sample per pixel. This may be desirable, for example, to provide a crisper, sharper image in a window. Alternatively, the system may be required to display images and/or the contents of certain windows that have already been anti-aliased by another graphics processor. In those cases, it would be preferable to not attempt to further anti-alias the image as that would result in loss of sharpness and contrast.

[0021] In addition, super-sampling may not be compatible with existing windowing systems such as the X-Windows system. For example, an X-Windows system typically provides a plurality of pixel write commands to a receiving or client system, which indicates where pixels will be written into a traditional frame buffer. Therefore, a system with a super-sampled sample buffer may desire to emulate a traditional frame buffer in order to enable proper receipt and processing of pixel write commands received from an X-Windows system. In addition, certain users of legacy systems such as X-Windows expect the display to appear a certain way, e.g., expect the display output to be aliased. It would thus be preferable to keep the visual output of systems such as X-Windows unchanged. Therefore, in a system with a super-sampled sample buffer, the system may be required to receive pixel write commands or other graphics commands from legacy systems that assume the presence of a traditional frame buffer. In this instance, it may be necessary or desirable for the super-sampled sample buffer graphic system to emulate a traditional frame buffer in order to properly receive and execute these commands which assume a traditional prior art frame buffer.

[0022] It would further be desirable to have a method for designating a sample mode for graphics data in a super-sampled sample buffer such as on a per window or per object basis. Such a method could enable the graphics processor to define the behavior of all samples in a pixel for a given window or object. For example, the graphics processor could identify whether the graphics data being rendered is to utilize multi-sampling or only a single sample per pixel on a per window basis.

[0023] As a result, a graphics system is desired which is capable of supporting a single sample per pixel in a super-sampled environment. In addition, a graphics system is desired which is capable of efficiently defining the behavior of all samples in a pixel for a given window.

SUMMARY OF THE INVENTION

[0024] The present invention comprises a computer graphics system that utilizes a super-sampled sample buffer and one or more programmable sample-to-pixel calculation units for refreshing the display. In one embodiment, the graphics system may have a graphics processor, a super-sampled sample buffer, and a sample-to-pixel calculation unit. In some embodiments, the graphics system may have the ability to use different sample modes for different windows and/or objects on the display.

[0025] The graphics processor may generate a plurality of samples and stores the samples into a sample buffer. The graphics processor preferably generates and stores more than one sample for at least a subset of the pixel locations on the display. Thus, the sample buffer is generally a super-sampled sample buffer which stores a number of samples that, in some embodiments, may be far greater than the number of pixel locations on the display. In other embodiments, the total number of samples may be closer to, equal to, or even less than the total number of pixel locations on the display device, but the samples may be more densely positioned in certain areas and less densely positioned in other areas.

[0026] The sample-to-pixel calculation unit is configured to read the samples from the super-sampled sample buffer and filter or convolve the samples into respective output pixels, wherein the output pixels are then provided to refresh the display. The sample-to-pixel calculation unit selects one or more samples and filters them to generate an output pixel. The number of samples selected and/or filtered by the sample-to-pixel calculation unit is typically greater than one, but this may vary depending upon the exact implementation.

[0027] The sample-to-pixel calculation unit may access the samples from the super-sampled sample buffer, perform a filtering operation, and then provide the resulting output pixels directly to the display, preferably on-the-fly. The graphics system may operate without a conventional frame buffer, i.e., the graphics system may not utilize a conventional frame buffer that stores the actual pixel values that are being refreshed on the display. Thus, the sample-to-pixel calculation units may calculate each pixel for each screen refresh on a real-time basis or on an on-the-fly basis. The display may then receive and display the output pixels.

[0028] The present invention allows for different windows and/or objects of the display to be displayed using different sample modes. Note that, as used herein, the terms “window” and “object” are used interchangeably and refer to a region of the display.

[0029] In one embodiment, the sample mode for each window is defined by examining a window ID associated with each window. In one embodiment, the graphics system determines the sample mode on a per sample, per pixel, or per bin basis by examining a window ID that may be associated with each. Thus, the window ID information for each window may be associated with each sample, each bin, or each pixel depending on the desired granularity. The graphics processor may maintain a look-up table where an association is stored between each of the windows on the display and the sample mode for each window. Example sample modes include multiple samples per pixel (default mode), single sample per pixel, two samples per pixel, four samples per pixel, variable samples per pixel, etc.

[0030] In addition, the look-up table may maintain other information about each window such as filter mode, color attributes, and source attributes. Examples of color attributes may include a true color/pseudo-color attribute, a gamma-correction attribute, an anti-aliasing attribute, a depth-of-field attribute, and a brighter-than-bright attribute. Examples of source attributes may include a double-buffer attribute and an overlay attribute. Examples of filter mode may include an averaging filter mode (e.g., one requiring no multiplies), a convolution filter mode (e.g., a re-sampling band-pass filter), a summing filter mode, a weighting filter mode, and a randomized function filter mode. Thus, the window ID may specify a number of parameters or characteristics for pixels in the window, including sample mode, color attributes, source attributes, filter type, etc.

[0031] In one embodiment, the default sample mode comprises rendering multiple samples per pixel and applying a filter to selected samples to generate output pixels for the display as described above. The default mode is used for the whole display unless another sample mode is specified for a particular window. In some cases, it may be desirable to use alternate sample modes such as a “single sample per pixel” mode for certain windows on the display. Note that, “single sample per pixel”, as used herein, does not only refer to rendering one sample per pixel but rather implies that a single sample value contributes to the final output pixel value.

[0032] An alternate sample mode, such as a “single sample per pixel” mode may be desirable for backwards compatibility of the multi-sampled sample buffer with legacy APIs such as X-Windows. X-Windows servers assume a traditional, single-sampled frame buffer when rendering. They provide the graphics system with pixel write commands assuming a single value per pixel. The graphics system of the present invention is capable of operating using the default multi-sampling mode for the whole display except for windows where a legacy API system, such as X-Windows, is outputting graphical data. For those windows, the graphics system of the present invention is capable of using a “single sample per pixel” sample mode to ensure backwards compatibility. As used herein, the term “multi-sampling” refers to effectively using more than a single sample to compute the value of a pixel, and the term “single sample per pixel” refers to effectively using a single sample to compute the value of a pixel.

[0033] An alternate sample mode, such as the “single sample per pixel” may also be desirable where the anti-aliasing effects of the default multi-sampling mode may not be desired. The graphics system of the present invention is capable of operating using the default multi-sampling mode for the whole display except for windows that are designated as “single sample per pixel” windows. In those windows, the graphics system is capable of using a “single sample per pixel” sample mode to maintain the “aliased” look of the graphics in that window. The anti-aliasing effects of multi-sampling may not be desired, for example, where additional sharpness and contrast are expected in the graphics data.

[0034] The graphics system may use various embodiments to implement the single sample per pixel mode. In one embodiment, for each pixel that has been designated to use a “single sample per pixel” sample mode, the graphics processor may receive a single value corresponding to each pixel. This single sample value per pixel may be rendered into the sample buffer for pixels in a respective window or may be received from a legacy API such as X-Windows. In one embodiment, the graphics processor replicates the received value for all the samples within a bin corresponding to a pixel. Thus, the number of samples per pixel is the same within windows designated to use “single sample per pixel” sample mode as with windows designated to use the default multi-sampling sample mode.

[0035] The sample-to-pixel calculation unit may or may not perform regular filtering to generate pixel values for “single sample per pixel” windows. In one embodiment, the sample-to-pixel calculation unit selects the sample that is closest to the pixel center and assigns that value to the pixel. In another embodiment, the sample-to-pixel calculation unit performs regular filtering to generate the value for each pixel. Since the single sample value has been replicated for all sample values corresponding to the pixel, regular filtering essentially still only uses the single received sample value in generating the output pixel. Any filter type may be used, and preferably, the range of the filter is restricted within the area of the pixel or bin, i.e., no overlap of the filters occurs.

[0036] In another embodiment, for each sample, pixel, or bin that has been designated to use a “single sample per pixel” sample mode, the graphics processor receives a single value corresponding to each pixel and only renders one sample per pixel. The rendered sample is assigned the received single value and may be rendered at or near the pixel center location. Thus, this method may use different or variable sample densities on a per window basis. During generation of the output pixels, the sample-to-pixel calculation unit reads the value of the single sample and assigns that value to the corresponding pixel without any filtering. Filtering is not necessary since there is only one sample corresponding to each pixel.

[0037] In yet another embodiment, the graphics processor uses the default super-sampling sample mode for all rendered samples, regardless of the sample mode. In other words, the graphics processor renders a plurality of different samples for each pixel regardless of the sample mode. For those samples corresponding to windows designated as “single sample per pixel” sample mode windows, the sample-to-pixel calculation unit applies a filter that is restricted in area so as to only consider one sample for calculating the value of each pixel. Alternatively, the sample-to-pixel calculation unit may simply select the sample closest to the pixel center for those pixels. For other windows on the screen, the regular default filter may be applied when calculating the values of the pixels, e.g., a plurality of samples in the neighborhood of the pixel center are selected, and the filter is applied to the selected samples to generate the output pixel values.

BRIEF DESCRIPTION OF THE DRAWINGS

[0038] The foregoing, as well as other objects, features, and advantages of this invention may be more completely understood by reference to the following detailed description when read together with the accompanying drawings in which:

[0039] FIG. 1 illustrates one embodiment of a computer system that includes one embodiment of a graphics system;

[0040] FIG. 1A illustrates a computer network comprising at least one server computer and one or more client computers, wherein the client computers include one embodiment of a graphics system;

[0041] FIG. 2 is a simplified block diagram of the computer system of FIG. 1 ;

[0042] FIG. 3 is a block diagram illustrating more details of one embodiment of the graphics system of FIG. 1 ;

[0043] FIG. 4 illustrates traditional pixel calculation;

[0044] FIG. 5A illustrates one embodiment of super-sampling;

[0045] FIG. 5B illustrates a random distribution of samples;

[0046] FIG. 6A illustrates one embodiment of a graphics system having a super-sampled sample buffer and having a single sample position memory;

[0047] FIG. 6B illustrates another embodiment of a graphics system having a super-sampled sample buffer and including a double-buffered sample position memory;

[0048] FIG. 7A illustrates one embodiment of a graphics system having a super-sampled sample buffer, wherein sample position information is stored in the sample buffer;

[0049] FIG. 7B illustrates another embodiment of a graphics system having a super-sampled sample buffer, wherein sample position information tags are stored in the sample buffer which reference offsets stored in a separate sample position memory;

[0050] FIG. 8 illustrates details of three different embodiments of sample positioning schemes;

[0051] FIG. 9 illustrates details of one embodiment of a sample positioning scheme;

[0052] FIG. 10 illustrates details of another embodiment of a sample-positioning scheme;

[0053] FIG. 11 illustrates details of method of converting samples to pixels in parallel;

[0054] FIG. 11A illustrates more details of the embodiment from FIG. 11 ;

[0055] FIG. 11B illustrates details of one embodiment of a method for dealing with boundary conditions;

[0056] FIG. 12 is a flowchart illustrating one embodiment of a method for drawing samples into a super-sampled sample buffer;

[0057] FIG. 12A illustrates one embodiment for coding triangle vertices;

[0058] FIG. 13 illustrates one embodiment of a method for calculating pixels from samples;

[0059] FIG. 14 illustrates details of one embodiment of a pixel convolution for an example set of samples;

[0060] FIG. 15 illustrates one embodiment of a method for dividing a super-sampled sample buffer into regions;

[0061] FIG. 16 illustrates another embodiment of a method for dividing a super-sampled sample buffer into regions;

[0062] FIG. 17 illustrates yet another embodiment of a method for dividing a super-sampled sample buffer into regions;

[0063] FIGS. 18 A-B illustrate one embodiment of a graphics system configured to utilize input from an eye tracking or head-tracking device;

[0064] FIGS. 19 A-B illustrate one embodiment of a graphics system configured to vary region position according to the position of a cursor or visual object;

[0065] FIG. 20 shows existing sample buffer memory video output multiplexing.

[0066] FIG. 21 is a flowchart diagram illustrating one embodiment of the invention for implementing two sample modes for outputting pixels to the display;

[0067] FIG. 22 - 24 are flowchart diagrams illustrating various embodiments for implementing the single sample per pixel mode of FIG. 21 ;

[0068] FIG. 25 illustrates one embodiment of a graphics system configured to generate samples with the same value in the area of each pixel for a window of the display;

[0069] FIG. 26 illustrates one embodiment of a graphics system configured to generate a single sample for each pixel for a window of the display; and

[0070] FIGS. 27 A-C are diagrams illustrating one embodiment of a graphics system configured to generate samples per pixel that are on a regular grid with one sample located in the center and then using a narrow filter assign to the pixel the value of the center sample, for a window of the display.

[0071] FIG. 28 is a flowchart diagram illustrating one embodiment of the invention for implementing a single sample per pixel sample mode.

[0072] While the invention is susceptible to various modifications and alternative forms, specific embodiments thereof are shown by way of example in the drawings and will herein be described in detail. It should be understood, however, that the drawings and detailed description thereto are not intended to limit the invention to the particular form disclosed, but on the contrary, the intention is to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the present invention as defined by the appended claims.

DETAILED DESCRIPTION OF THE EMBODIMENTS

[0073] Computer System— FIG. 1

[0074] Referring now to FIG. 1 , one embodiment of a computer system 80 that includes a three-dimensional (3-D) graphics system is shown. The 3-D graphics system may be comprised in any of various systems, including a computer system, network PC, Internet appliance, a television, including HDTV systems and interactive television systems, personal digital assistants (PDAs), and other devices which display 2D and or 3D graphics, among others.

[0075] As shown, the computer system 80 comprises a system unit 82 and a display device 84 coupled to the system unit 82 . The display device 84 may be any of various types of display monitors or devices (e.g., a CRT, LCD, or gas-plasma display). Various input devices may be connected to the computer system, including a keyboard 86 and/or a mouse 88 , or other input device (e.g., a trackball, digitizer, tablet, six-degree of freedom input device, head tracker, eye tracker, data glove, body sensors, etc.). Application software may be executed by the computer system 80 to display 3-D graphical objects on display device 84 .

[0076] As described further below, the 3-D graphics system in computer system 80 includes a super-sampled sample buffer with a programmable sample-to-pixel calculation unit to improve the quality and realism of images displayed on display device 84 . The sample-to-pixel calculation unit may include a filter or convolve pipeline or other hardware for generating pixels in response to samples in the sample buffer. The sample-to-pixel calculation unit may operate to obtain samples from the sample buffer and generate pixels that are provided directly to the display. The sample-to-pixel calculation unit may operate in a “real-time” or “on-the-fly” fashion.

[0077] As used herein the terms “filter” and “convolve” are used interchangeably and refer to mathematically manipulating one or more samples to generate a pixel (e.g., by averaging, by applying a convolution function, by summing, by weighting the samples and then manipulating them, by applying a randomized function, etc.).

[0078] As used herein, the term “on-the-fly” refers to a function that is performed at or near the display device's refresh rate. “Real-time” means at, near, or above the human visual system's perception capabilities for motion fusion (how often a picture must be changed to give the illusion of continuous motion) and flicker fusion (how often light intensity must be changed to give the illusion of continuous). These concepts are further described in the book “Spatial Vision” by Russel L. De Valois and Karen K. De Valois, Oxford University Press, 1988.

[0079] In one embodiment, the graphics system is operable to provide various sample modes for pixels within a frame, preferably on a per window or per object basis. Thus, the graphics system may provide single sample per pixel support in a multi-sample environment. The graphics system may maintain information (e.g., a window ID) on a per window basis regarding the number of samples per pixel and/or filter type used. The graphics system may identify whether a window requires single sample per pixel support, for example, by examining the window ID associated with each sample, pixel, or bin. In one embodiment, the graphics system is provided with graphics data, which include a window ID, stating coordinates and color information for a pixel (for example, pixel write commands). In another embodiment, the graphics processor may receive graphics commands from the central processing unit or from another external control unit stating, for example, “draw an object at this location of this color”. In this instance, the computer system or graphics processor may assign a window ID to the samples, pixels, or bins corresponding to the object.

[0080] Computer Network— FIG. 1A

[0081] Referring now to FIG. 1A, a computer network 500 is shown comprising at least one server computer 502 and one or more client computers 506 A-N. (In the embodiment shown in FIG. 1 C, client computers 506 A-B are depicted). One or more of the client systems may be configured similarly to computer system 80 , with each having one or more graphics systems 112 as described above. Server 502 and client(s) 506 may be joined through a variety of connections 504 , such as a local-area network (LAN), a wide-area network (WAN), or an Internet connection. In one embodiment, server 502 may store and transmit 3-D geometry data (which may be compressed) to one or more of clients 506 . The clients 506 receive the compressed 3-D geometry data, decompress it (if necessary), and then render the geometry data. The rendered image is then displayed on the client's display device. The clients render the geometry data and display the image using super-sampled sample buffer and on-the-fly filter techniques described herein. In another embodiment, the compressed 3-D geometry data may be transferred between client computers 506 .

[0082] Computer System Block Diagram— FIG. 2

[0083] Referring now to FIG. 2, a simplified block diagram illustrating one embodiment of the computer system 80 of FIG. 1 (or FIG. 1A ) is shown. FIG. 2 may also illustrate the computers 506 A, 506 B, or 502 . Elements of the computer system that are not necessary for an understanding of the present invention are not shown for convenience. As shown, the computer system 80 includes a central processing unit (CPU) 102 coupled to a high-speed memory bus or system bus 104 also referred to as the host bus 104 . A system memory 106 may also be coupled to high-speed bus 104 .

[0084] Host processor 102 may comprise one or more processors of varying types, e.g., microprocessors, multi-processors, and CPUs. The system memory 106 may comprise any combination of different types of memory subsystems, including random access memories, (e.g., static random access memories or “SRAMs”, synchronous dynamic random access memories or “SDRAMs”, and Rambus dynamic access memories or “RDRAM”, among others) and mass storage devices. The system bus or host bus 104 may comprise one or more communication or host computer buses (for communication between host processors, CPUs, and memory subsystems) as well as specialized subsystem buses.

[0085] A 3-D graphics system or graphics system 112 according to the present invention is coupled to the high-speed memory bus 104 . The 3-D graphics system 112 may be coupled to the bus 104 by, for example, a crossbar switch or other bus connectivity logic. It is assumed that various other peripheral devices, or other buses, may be connected to the high-speed memory bus 104 . It is noted that the 3-D graphics system may be coupled to one or more of the buses in computer system 80 and/or may be coupled to various types of buses. In addition, the 3D graphics system may be coupled to a communication port and thereby directly receive graphics data from an external source, e.g., the Internet or a network. As shown in the figure, display device 84 is connected to the 3-D graphics system 112 comprised in the computer system 80 .

[0086] Host CPU 102 may transfer information to and from the graphics system 112 according to a programmed input/output (I/O) protocol over host bus 104 . Alternately, graphics system 112 may access the memory subsystem 106 according to a direct memory access (DMA) protocol or through intelligent bus mastering.

[0087] A graphics application program conforming to an application programming interface (API) such as OpenGL or Java 3D may execute on host CPU 102 and generate commands and data that define a geometric primitive (graphics data) such as a polygon for output on display device 84 . As defined by the particular graphics interface used, these primitives may have separate color properties for the front and back surfaces. Host processor 102 may transfer these graphics data to memory subsystem 106 . Thereafter, the host processor 102 may operate to transfer the graphics data to the graphics system 112 over the host bus 104 . In another embodiment, the graphics system 112 may read in geometry data arrays over the host bus 104 using DMA access cycles. In yet another embodiment, the graphics system 112 may be coupled to the system memory 106 through a direct port, such as the Advanced Graphics Port (AGP) promulgated by Intel Corporation.

[0088] The graphics system may receive graphics data from any of various sources, including the host CPU 102 and/or the system memory 106 , other memory, or from an external source such as a network, e.g., the Internet, or from a broadcast medium, e.g., television, or from other sources.

[0089] As will be described below, graphics system 112 may be configured to allow more efficient microcode control, which results in increased performance for handling of incoming color values corresponding to the polygons generated by host processor 102 . Note that while graphics system 112 is depicted as part of computer system 80 , graphics system 112 may also be configured as a stand-alone device (e.g., with its own built-in display) or as part of another device, such as a PDA, television, or any other device with display capabilities. Graphics system 112 may also be configured as a single chip device or as part of a system-on-a-chip or a multi-chip module.

[0090] Graphics System— FIG. 3

[0091] FIG. 3 is a block diagram illustrating details of one embodiment of graphics system 112 . As shown in the figure, graphics system 112 may comprise one or more graphics processors 90 , one or more super-sampled sample buffers 162 , and one or more sample-to-pixel calculation units 170 A-D. Graphics system 112 may also comprise one or more digital-to-analog converters (DACs) 178 A-B. Graphics processor 90 may be any suitable type of high performance processor (e.g., specialized graphics processors or calculation units, multimedia processors, DSPs, or general purpose processors). In one embodiment, graphics processor 90 may comprise one or more rendering units 150 A-D. In the embodiment shown, however, graphics processor 90 also comprises one or more control units 140 and one or more schedule units 154 . Sample buffer 162 may comprises one or more sample memories 160 A- 160 N as shown in the figure.

[0092] A. Control Unit

[0093] Control unit 140 operates as the interface between graphics system 112 and computer system 80 by controlling the transfer of data between graphics system 112 and computer system 80 . In embodiments of graphics system 112 that comprise two or more rendering units 150 A-D, control unit 140 may also divide the stream of data received from computer system 80 into a corresponding number of parallel streams that are routed to the individual rendering units 150 A-D. The graphics data may be received from computer system 80 in a compressed form. This may advantageously reduce the bandwidth requirements between computer system 80 and graphics system 112 . In one embodiment, control unit 140 may be configured to split and route the data stream to rendering units 150 A-D in compressed form.

[0094] The graphics data may comprise one or more graphics primitives. As used herein, the term graphics primitive includes polygons, parametric surfaces, splines, NURBS (non-uniform rational B-splines), sub-divisions surfaces, fractals, volume primitives, and particle systems. These graphics primitives are described in detail in the textbook entitled “Computer Graphics: Principles and Practice” by James D. Foley, et al., published by Addison-Wesley Publishing Co., Inc., 1996. Note polygons are referred to throughout this detailed description for simplicity, but the embodiments and examples described may also be used with graphics data comprising other types of graphics primitives.

[0095] B. Rendering Units

[0096] Rendering units 150 A-D (also referred to herein as draw units) are configured to receive graphics instructions and data from control unit 140 and then perform a number of functions, depending upon the exact implementation. For example, rendering units 150 A-D may be configured to perform decompression (if the data is compressed), transformation, clipping, lighting, texturing, depth cueing, transparency processing, set-up, and screen space rendering of various graphics primitives occurring within the graphics data. Each of these features is described separately below. In one embodiment, rendering units 150 may comprise first rendering unit 151 and second rendering unit 152 . First rendering unit 151 may be configured to perform decompression (for compressed graphics data), format conversion, transformation, lighting, etc. Second rendering unit may be configured to perform screen space setup, screen space rasterization, sample rendering, etc. In one embodiment, first rendering unit 151 may be coupled to first data memory 155 , and second rendering unit 152 may be coupled to second data memory 156 . First data memory 155 may comprise SDRAM, and second data memory 156 may comprise RDRAM. In one embodiment, first rendering unit 151 may be a processor, and second rendering unit 152 may be a dedicated ASIC chip.

[0097] Depending upon the type of compressed graphics data received, rendering units 150 A-D may be configured to perform arithmetic decoding, run-length decoding, Huffman decoding, and dictionary decoding (e.g., LZ77, LZSS, LZ78, and LZW). In another embodiment, rendering units 150 A-D may be configured to decode graphics data that has been compressed using geometric compression. Geometric compression of 3D graphics data may achieve significant reductions in data size while retaining most of the image quality. Two methods for compressing and decompressing 3D geometry are described in U.S. Pat. No. 5,793,371, U.S. application Ser. No. 08/511,294, (filed on Aug. 4, 1995, entitled “Method And Apparatus For Geometric Compression Of Three-Dimensional Graphics Data,” Attorney Docket No. 5181-05900) and U.S. patent application Ser. No. 09/095,777, filed on Jun. 11, 1998, entitled “Compression of Three-Dimensional Geometry Data Representing a Regularly Tiled Surface Portion of a Graphical Object,” Attorney Docket No. 5181-06602). In embodiments of graphics system 112 that support decompression, the graphics data received by each rendering unit 150 is decompressed into one or more graphics “primitives” which may then be rendered. The term primitive refers to components of objects that define its shape (e.g., points, lines, triangles, polygons in two or three dimensions, polyhedra, or free-form surfaces in three dimensions). Rendering units 150 may be any suitable type of high performance processor (e.g., specialized graphics processors or calculation units, multimedia processors, DSPs, or general purpose processors).

[0098] Transformation refers to manipulating an object and includes translating the object (i.e., moving the object to a different location), scaling the object (i.e., stretching or shrinking), and rotating the object (e.g., in three-dimensional space, or “3-space”).

[0099] Clipping refers to defining the limits of the displayed image (i.e., establishing a clipping region, usually a rectangle) and then not rendering or displaying pixels that fall outside those limits.

[0100] Lighting refers to calculating the illumination of the objects within the displayed image to determine what color and or brightness each individual object will have. Depending upon the shading algorithm being used (e.g., constant, Gourand, or Phong), lighting may be evaluated at a number of different locations. For example, if constant shading is used (i.e., each pixel of a polygon has the same lighting), then the lighting need only be calculated once per polygon. If Gourand shading is used, then the lighting is calculated once per vertex. Phong shading calculates the lighting on a per-pixel basis.

[0101] Set-up refers to mapping primitives to a three-dimensional viewport. This involves translating and transforming the objects from their original “world-coordinate” system to the established viewport's coordinates. This creates the correct perspective for three-dimensional objects displayed on the screen.

[0102] Screen-space rendering refers to the calculations performed to actually calculate the data used to generate each pixel that will be displayed. In prior art systems, each pixel is calculated and then stored in a frame buffer. The contents of the frame buffer are then output to the display device to create the final image. In the embodiment of graphics system 112 shown in the figure, however, rendering units 150 A-D calculate “samples” instead of actual pixel data. This allows rendering units 150 A-D to “super-sample” or calculate more than one sample per pixel. Super-sampling is described in greater detail below. The rendering units 150 A-D may also generate a greater area of samples than the viewable area of the display 84 for various effects such as panning and zooming. Note that rendering units 150 A-B may comprises a number of smaller functional units, e.g., a separate set-up/decompress unit and a lighting unit.

[0103] More details on super-sampling are discussed in the following books: “Principles of Digital Image Synthesis” by Andrew Glassner, 1995, Morgan Kaufman Publishing (Volume 1); “The Renderman Companion” by Steve Upstill, 1990, Addison Wesley Publishing; “Advanced Renderman: Beyond the Companion” by Anthony A. Apodaca et al.; and “Advanced Renderman: Creating Cgi for Motion Pictures (Computer Graphics and Geometric Modeling)” by Anthony A. Apodaca and Larry Gritz, Morgan Kaufmann Publishers; ISBN: 1558606181. In one embodiment of the invention, the rendering units may receive a window ID value that indicates a sample mode for rendering of samples within the window. Based on the received window ID, the rendering units may be operable to selectively render a different number of samples per pixel or per bin on a per window basis. For example, for pixels in a window that has been identified as requiring a single sample per pixel, the rendering units may generate only a single sample per pixel. In other regions of the display, the rendering units may generate the default number of samples per pixel, which is typically greater than one.

[0104] Alternatively, the rendering units may render the same number of samples per pixel regardless of the sample mode. In this embodiment, for pixels in a window which has a single sample per pixel mode, the rendering units may render the same sample value for the samples that correspond to particular pixels in the pre-defined window. Here it may be desirable for the rendering unit to know a priori the filter size of the filter applied to the respective pixels. It may also be desirable that the filters not overlap in this region.

[0105] C. Data Memories

[0106] Each rendering unit 150 A-D may comprise two sets of instruction and data memories 155 and 156 . In one embodiment, data memories 155 and 156 may be configured to store both data and instructions for rendering units 150 A-D. While implementations may vary, in one embodiment, data memories 156 may comprise two 8 MByte SDRAMs providing a total of 16 MBytes of storage for each rendering unit 150 A-D. Data memories 155 may comprise RDRAMs (Rambus DRAMs). RDRAMs may be used to support the decompression and set-up operations of the rendering units, while SDRAMs may be used to support the draw functions of rendering units 150 A-D

[0107] D. Schedule Unit

[0108] Schedule unit 154 may be coupled between the rendering units 150 A-D and the sample memories 160 A-N. Schedule unit 154 is configured to sequence the completed samples and store them in sample memories 160 A-N. Note in larger configurations, multiple schedule units 154 may be used in parallel. In one embodiment, schedule unit 154 may be implemented as a crossbar switch.

[0109] E. Sample Memories

[0110] Super-sampled sample buffer 162 comprises sample memories 160 A- 160 N, which are configured to store the plurality of samples generated by the rendering units. As used herein, the term “sample buffer” refers to one or more memories that store samples. As previously noted, samples are rendered into the sample buffer 162 at positions in the sample buffer which correspond to positions or locations in screen space on the display. The positions may be calculated using various methods, such as grid-based or stochastic position generation. The positions may be calculated or programmatically determined on a per frame basis, a per bin basis, or even a per sample basis. In one embodiment, sample position information is stored with the samples in the sample buffer.

[0111] One or more samples are then filtered to form each output pixel (i.e., pixels to be displayed on a display device). The number of samples stored may be greater than, equal to, or less than the total number of pixels output to the display device to refresh a single frame. Each sample may correspond to one or more output pixels. As used herein, a sample “corresponds” to an output pixel when the sample's information contributes to the final output value of the pixel. Note, however, that some samples may contribute zero to their corresponding output pixel after filtering takes place. Also, some samples may be rendered and stored in the sample buffer which are outside the viewable area of the display device 84 for one or more frames, wherein these samples may be used in subsequent frames for various display effects such as panning and zooming.

[0112] Stated another way, the sample buffer stores a plurality of samples that have positions that correspond to locations in screen space on the display, i.e., the samples contribute to one or more output pixels on the display. The number of stored samples may be greater than the number of pixel locations, and more than one sample may be combined in the convolution (filtering) process to generate a particular output pixel displayed on the display device. Any given sample may contribute to one or more output pixels.

[0113] Sample memories 160 A- 160 N may comprise any of a number of different types of memories (e.g., SDRAMs, SRAMs, RDRAMs, 3DRAMs, or next-generation 3DRAMs) in varying sizes. In one embodiment, each schedule unit 154 is coupled to four banks of sample memories, wherein each bank comprises four 3DRAM-64 memories. Together, the 3DRAM-64 memories may form a 116-bit deep super-sampled sample buffer that stores multiple samples per pixel. For example, in one embodiment, each sample memory 160 A- 160 N may store up to sixteen samples per pixel. 3DRAM-64 memories are specialized memories configured to support full internal double buffering with single buffered Z in one chip. The double-buffered portion comprises two RGBX buffers, wherein X is a fourth channel that can be used to store other information (e.g., alpha). 3DRAM-64 memories also may include a lookup table that receives window ID information and controls an internal 2 - 1 or 3 - 1 multiplexer that selects which buffer's contents will be output. 3DRAM-64 memories are next-generation 3DRAM memories that may soon be available from Mitsubishi Electric Corporation's Semiconductor Group. In one embodiment, four chips used in combination are sufficient to create a double-buffered 1280×1024 super-sampled sample buffer. Since the memories are internally double-buffered, the input pins for each of the two frame buffers in the double-buffered system are time multiplexed (using multiplexers within the memories). The output pins may similarly be time multiplexed. This allows reduced pin count while still providing the benefits of double buffering. 3DRAM-64 memories further reduce pin count by not having z output pins. Since z comparison and memory buffer selection is dealt with internally, this may simplify sample buffer 162 (e.g., using less or no selection logic on the output side). Use of 3DRAM-64 also reduces memory bandwidth since information may be written into the memory without the traditional process of reading data out, performing a z comparison, and then writing data back in. Instead, the data may be simply written into the 3DRAM-64, with the memory performing the steps described above internally.

[0114] However, in other embodiments of graphics system 112 , other memories (e.g., SDRAMs, SRAMs, RDRAMs, or current generation 3DRAMs) may be used to form sample buffer 162 .

[0115] Graphics processor 90 may be configured to generate a plurality of sample positions according to a particular sample positioning scheme (e.g., a regular grid, a perturbed regular grid, stochastic, etc.).

[0116] In one embodiment of the invention, the graphics processor receives the window ID value for a window and generates or renders sample positions based on the window. For example, the graphics processor may receive pixel write commands with a window ID from a legacy API such as X-Windows.

[0117] The sample position information for each of the samples may be stored for later use by the sample-to-pixel calculation unit(s). For example, the graphics processor 90 may store the sample position information in the sample buffer with the samples, or may store the sample position information in a separate sample position memory. Alternatively, the sample position information (e.g., offsets that are added to regular grid positions to form the sample positions) may be pre-determined or pre-computed using one of the above schemes and simply read from the sample position memory (e.g., a RAM/ROM table). The sample position information may be pre-computed by the graphics processor, by the host CPU, or by other logic.

[0118] The sample position information may comprise coordinate values relative to a sample buffer coordinate system, e.g., coordinate values relative to the display space. The sample position information may also comprise offset values, wherein the offset values are relative to pre-defined locations in the sample buffer, such as a pre-defined regular grid, pre-defined bins, or pixel center coordinates.

[0119] Upon receiving a polygon that is to be rendered, graphics processor 90 determines which samples reside within the polygon based upon the sample position information. Graphics processor 90 renders the samples that fall within the polygon and stores rendered samples in sample memories 160 A-N. Note as used herein the terms render and draw are used interchangeably and refer to calculating color values for samples. Depth values, alpha values, and other per-sample values may also be calculated in the rendering or drawing process.

[0120] Furthermore, as mentioned above, the graphics processor may generate a different number of samples per pixel for different windows on the screen. The central processing unit may designate some windows with different sample modes, e.g., to not utilize multi-sampling, by tagging a window ID for the respective window.

[0121] F. Sample-To-Pixel Calculation Units

[0122] Sample-to-pixel calculation units 170 A-D (sometimes collectively referred to as sample-to-pixel calculation unit 170 ) may be coupled between sample memories 160 A-N and DACs 178 A-B. Sample-to-pixel calculation units 170 A-D are configured to read selected samples from sample memories 160 A-N, wherein the samples are selected based on the position information of the samples, and then perform a convolution (e.g., a filtering and weighting function or a low pass filter) on the samples to generate the output pixel values which are output to DACs 178 A-B. The sample-to-pixel calculation units 170 A-D may be programmable to allow them to perform different filter functions at different times, depending upon the type of output desired. In one embodiment, the sample-to-pixel calculation units 170 A-D may implement a 5×5 super-sample reconstruction band-pass filter to convert the super-sampled sample buffer data (stored in sample memories 160 A-N) to single pixel values. In other embodiments, calculation units 170 A-D may filter a selected number of samples to calculate an output pixel. The filtered samples may be multiplied by a variable weighting factor that gives more or less weight to samples having positions close to the center of the pixel being calculated. Other filtering functions may also be used either alone or in combination, e.g., tent filters, circular and elliptical filters, Mitchell filters, band pass filters, sync function filters, etc.

[0123] Sample-to-pixel calculation units 170 A-D may also be configured with one or more of the following features: color look-up using pseudo color tables, direct color, inverse gamma correction, filtering of samples to pixels, and conversion of pixels to non-linear light space. Other features of sample-to-pixel calculation units 170 A-D may include programmable video timing generators, programmable pixel clock synthesizers, cursor generators, and crossbar functions. Once the sample-to-pixel calculation units have manipulated the timing and color of each pixel, the pixels are output to DACs 178 A-B.

[0124] Sample-to-pixel calculation units may utilize a window ID associated with each sample, bin, or pixel for generating output pixels. For example, for a sample, bin, or pixel that has been designated through a window ID to use regular multi-sampling, the sample-to-pixel calculation units may perform regular filtering operations, such as selecting one or more samples within a neighborhood of a pixel center. For a sample, bin, or pixel that has been designated through a window ID to use a single sample per pixel mode, the sample-to-pixel calculation units 170 may turn off filtering. In cases where a window is overlaid on top of another window, the pixels or samples corresponding to the first window may be designated to use multi-sampling mode, and the pixels or samples corresponding to the second window may be designated to use a single sample per pixel mode. For example, the first window may be displaying a car rendered in 3D for which anti-aliasing is preferably turned on for a higher quality image. The second (overlaid) window may contain annotations corresponding to the anti-aliased image of the car. Such a window is preferably displayed without using anti-aliasing to avoid blurring of any lines or writing contained in the annotations. In addition, since filtering may be turned on or off on a per sample, pixel, or bin basis, pixels that fall inside the first window but not inside the second window may be designated to use multisampling, and pixels that fall inside the window may be designated to use a single sample per pixel mode. In another embodiment, for a window that has been designated not to use multi-sampling, the sample-to-pixel calculation units may select a single sample per pixel, for example, the sample that is closest to the pixel center. In yet another embodiment, for a window that has been designated not to use multi-sampling and where all sample values for a pixel have the same value, the sample-to-pixel calculation units may perform regular, multi-sample filtering, preferably with the filter area limited so that there is no overlap of the filters for different pixels. The window ID associated with each sample, pixel, or bin may be used to determine the samples per pixel a particular window may use. The information may be used by the rendering unit (graphics processor) to generate the correct number of samples per pixel for each window.

[0125] G. DACs

[0126] DACs 178 A-B operate as the final output stage of graphics system 112 . The DACs 178 A-B serve to translate the digital pixel data received from cross units 174 A-B into analog video signals that are then sent to the display device. Note in one embodiment DACs 178 A-B may be bypassed or omitted completely in order to output digital pixel data in lieu of analog video signals. This may be useful when display device 84 is based on a digital technology (e.g., an LCD-type display or a digital micro-mirror display).

[0127] Super-Sampling FIGS. 4 - 5

[0128] FIG. 4 illustrates an example of traditional, non-super-sampled pixel value calculation. Each pixel has exactly one data point calculated for it, and the single data point is located at the center of the pixel. For example, only one data point (i.e., sample 74 ) contributes to value of pixel 70 .

[0129] Turning now to FIG. 5 A, an example of one embodiment of super-sampling is illustrated. In this embodiment, a number of samples are calculated. The number of samples may be related to the number of pixels or completely independent of the number of pixels. In this example, 18 samples are distributed in a regular grid across nine pixels. Even with all the samples present in the figure, a simple one to one correlation could be made (e.g., by throwing out all but the sample nearest to the center of each pixel). However, the more interesting case is performing a filtering function on multiple samples to determine the final pixel values. Also, as noted above, a single sample can be used to generate a plurality of output pixels, i.e., sub-sampling.

[0130] A circular filter 72 is illustrated in the figure. In this example, samples 74 A-B both contribute to the final value of pixel 70 . This filtering process may advantageously improve the realism of the image displayed by smoothing abrupt edges in the displayed image (i.e., performing anti-aliasing). Filter 72 may simply average samples 74 A-B to form the final value of output pixel 70 , or it may increase the contribution of sample 74 B (at the center of pixel 70 ) and diminish the contribution of sample 74 A (i.e., the sample farther away from the center of pixel 70 ). Circular filter 72 is repositioned for each output pixel being calculated so the center of filter 72 coincides with the center position of the pixel being calculated. Other filters and filter positioning schemes are also possible and contemplated.

[0131] Turning now to FIG. 5 B, another embodiment of super-sampling is illustrated. In this embodiment, however, the samples are positioned randomly. More specifically, different sample positions are selected and provided to graphics processor 90 (and render units 150 A-D), which calculate color information to form samples at these different locations. Thus the number of samples falling within filter 72 may vary from pixel to pixel.

[0132] Super-Sampled Sample Buffer With On-The-Fly Convolution—FIGS. 6 - 13

[0133] FIGS. 6A, 6B , 7 A and 7 B illustrate possible configurations for the flow of data through one embodiment of graphics system 112 . As the figures show, geometry data 350 is received by graphics system 112 and used to perform draw or render process 352 . The draw process 352 is implemented by one or more of control unit 140 , rendering units 150 , and schedule unit 154 . Geometry data 350 comprises data for one or more polygons. Each polygon comprises a plurality of vertices (e.g., three vertices in the case of a triangle), some of which may be shared. Data such as x, y, and z coordinates, color data, lighting data and texture map information may be included for each vertex.

[0134] The draw process 352 may also generate sample coordinates or sample position information for rendering of samples, or may receive pre-computed sample position information from a sample position memory 354 . As used herein, the term “sample position information” or simply “position information” refers to information which indicates or specifies positions or locations of samples rendered into the sample buffer 162 , wherein the positions or locations in the sample buffer 162 are generally relative to or correspond to positions or locations in a screen space of the display. In general, the terms “position” and “position information” are used interchangeably.

[0135] As discussed above, sample positions may be generated according to a particular sample positioning scheme. Example sample positioning schemes include a regular grid (e.g., regular square grid or a regular hexagonal grid), a perturbed regular grid, or stochastic position generation, among others. Graphics system 112 may receive an indication from the operating system, device driver, or the geometry data 350 that indicates which type of sample positioning scheme is to be used. Thus the graphics system 112 (e.g., graphics processor 90 ) is configurable or programmable to generate position information according to one or more different schemes. More detailed information on several sample position schemes are described further below (see description of FIG. 8 ).

[0136] Graphics processor 90 executing draw process 352 utilizes sample position information during rendering. The graphics processor 90 may be configured to generate the plurality of sample positions (position information) during rendering, or the sample positions may be generated by a graphics driver executing on the host CPU, or by other logic. The sample positions may also be pre-computed and stored in the sample position memory 354 for later use during rendering, wherein the position information is pre-computed by one of the graphics processor 90 , host CPU, or other logic. Thus the draw process 352 , or other hardware or software, may generate the plurality of sample positions on-the-fly during the rendering process and then store the position information in the sample position memory 354 , or the sample positions may be pre-computed and stored in the sample position memory 354 for later use during rendering.

[0137] As shown in FIGS. 6A and 6B , the sample position information may be stored in a separate sample position memory 354 . For example, the sample position information (e.g., offsets that are added to regular grid positions to form the sample positions) may be pre-determined or pre-computed using one of the above schemes and read from the sample position memory 354 (e.g., a RAM/ROM table) during rendering. The sample positions may be pre-computed by the graphics processor 90 , by the host CPU, or by other logic as noted above. Alternatively, the graphics processor 90 may generate the sample position information during rendering and store the sample position information in the sample position memory 354 .

[0138] In one embodiment, position memory 354 is embodied within rendering units 150 A-D. In another embodiment, position memory 354 may be realized as part of the texture and render data memories, or as a separate memory. Sample position memory 354 is configured to store position information for samples that are calculated in draw process 352 and then stored into super-sampled sample buffer 162 .

[0139] The sample position memory 354 may comprise a single memory ( FIG. 6A ) or may comprise two memories ( FIG. 6B ), e.g., a double buffered configuration. The double buffered sample position memories 354 A and 354 B allow for programmability of the sample position information, such as on a per frame or per bin basis, or a per sample basis. The double buffered embodiment of FIG. 6B is discussed further below.

[0140] The sample position information may also be stored in the sample buffer 162 with the samples, as shown in FIG. 7A . For example, the graphics processor 90 may generate the sample position information during rendering and store the sample position information with the samples in the sample buffer 162 . Since the sample buffer 162 is already double buffered, storage of the sample position information in the sample buffer 162 effectively double buffers the sample position information. FIG. 7B illustrates an embodiment where look-up table (LUT) tags or indices are stored with the samples in the sample buffer 162 , wherein these tags reference offsets stored in a separate sample position memory 354 .

[0141] In one embodiment, the sample position information may comprise entire sample position “addresses” or coordinates. However, this may involve increasing the size of position memory 354 ( FIGS. 6A, 6B and 7 B) or may involve increasing the size of the sample buffer ( FIG. 7A ). Alternatively, the sample position information may comprise only one or more offsets for each sample. Storing only the offsets may use less storage space than storing each sample's entire position. The one or more offset values may comprise x- and y-offsets or angular and distance offsets (polar coordinates), among others.

[0142] The one or more offset values may comprise offset values relative to a pre-defined regular grid, e.g., may be relative to pre-determined bin coordinates or pre-determined pixel center coordinates. For example, the one or more offset values may be relative to the bin in which the sample is located, such as the lower left corner of the bin. The offsets may be based on any of the various sample position schemes discussed above.

[0143] The sample position of a sample may be determined by combining the one or more offset values of the sample with the reference coordinates, e.g., coordinates from a regular grid, pre-determined bin coordinates, or pre-determined pixel center coordinates, among others. The offset values stored in sample position memory 354 or in the sample buffer 162 may be read by each of the graphics processor 90 and/or the sample-to-pixel calculation unit 170 and processed to calculate sample positions for the samples. Alternatively, the offset values stored in sample position memory 354 may be read by a dedicated sample position calculation unit (not shown) and processed to calculate example sample positions for graphics processor 90 and/or for sample-to-pixel calculation unit 170 . More detailed information on sample position offsets is included below (see description of FIGS. 9 and 10 ).

[0144] As mentioned above, the graphics system may include sample position memory 354 coupled to the sample-to-pixel calculation unit 170 which stores the offset values for each of the samples. As shown in FIGS. 6A, 6B and 7 B, the sample-to-pixel calculation unit 170 is operable to access the memory 354 to determine the offset values of the samples. The memory 354 may be a look-up table memory, wherein the sample-to-pixel calculation unit 170 is operable to index into the look-up table memory 354 to determine the offset values of the samples.

[0145] The samples may be stored in the sample buffer 162 according to bins, wherein each respective bin defines a region in the sample buffer 162 in which samples in the respective bin are located. As used herein, the term “bin” refers to a region or area in screen-space and contains however many samples are in that area (e.g., the bin may be 1×1 pixels in area, 2×2 pixels in area, etc.). The term “screen space” refers generally to the coordinate system of the display device. The use of bins may simplify the storage and access of samples in sample buffer 162 . A number of different bin sizes may be used (e.g., one sample per bin, four samples per bin, etc.). In the preferred embodiment, each bin has an xy-position that corresponds to a particular location on the display. The bins are preferably regularly spaced. In this embodiment the bins' xy-positions may be determined from the bin's storage location within sample buffer 162 . The bins' positions correspond to particular positions on the display. In some embodiments, the bin positions may correspond to pixel centers, while in other embodiments the bin positions correspond to points that are located between pixel centers.

[0146] The one or more offset values may comprise offset values relative to a bin. Thus a position of each sample within a respective bin may be determined by using the one or more offset values associated with the sample and the sample's bin position. As one example, position memory 354 may store pairs of 8 -bit numbers, each pair comprising an x-offset and a y-offset (other possible offsets are also possible, e.g., a time offset, a z-offset, polar coordinate offsets, etc.). When added to a bin position, each pair defines a particular position in screen space. To improve read times, memory 354 may be constructed in a wide/parallel manner so as to allow the memory to output more than one sample location per clock cycle.

[0147] In one embodiment, the samples are stored in the sample buffer 162 according to a bin ordering, wherein, for a respective bin, the bin ordering indicates a position of the samples in the respective bin. Thus, for a respective sample, the sample-to-pixel calculation unit 170 is operable to generate the position of the respective sample based at least partly on the bin ordering of the respective sample within its bin. For example, the offset values may be stored in the memory 354 according to the bin ordering of the samples, and the sample-to-pixel calculation unit 170 is operable to use the bin ordering of the samples in the bins to index into the memory 354 to determine the offset values of the samples. The sample position memory 354 may store a number of offset values less than the total number of samples in the sample buffer. For example, the sample position memory 354 may store a number of offset values corresponding to only one bin of the sample buffer 162 . In this instance, the sample-to-pixel calculation unit 170 is operable to reuse these offset values for each bin of the sample buffer 162 . The sample-to-pixel calculation unit 170 may operate to manipulate bits in the sample position memory addresses to obtain different offset values for samples in the bins as described above.

[0148] Once the sample positions have been read from sample position memory 354 , draw process 352 selects the sample positions that fall within the polygon currently being rendered. Draw process 352 then calculates the z and color information (which may include alpha, other depth of field information values, or other values) for each of these samples and stores the data into sample buffer 162 . In one embodiment, the sample buffer may only single-buffer z values (and perhaps alpha values) while double buffering other sample components such as color. Unlike prior art systems, graphics system 112 may double buffer all samples (although not all sample components may be double-buffered, i.e., the samples may have components that are not double-buffered, or not all samples may be double-buffered). In one embodiment, the samples are stored into sample buffer 162 in bins. In some embodiments, the size of bins, i.e., the quantity of samples within a bin, may vary from frame to frame and may also vary across different regions of display device 84 within a single frame. For example, bins along the edges of display device may comprise only one sample, while bins corresponding to pixels near the center of display device 84 may comprise sixteen samples. Note the area of bins may vary from region to region. The use of bins will be described in greater detail below in connection with FIG. 11 .

[0149] In parallel and preferably independently of draw process 352 , filter process 360 is configured to read samples from sample buffer 162 , filter (i.e., filter) them, and then output the resulting output pixel to display device 84 . Sample-to-pixel calculation units 170 implement filter process 380 . Thus, for at least a subset of the output pixels, the filter process is operable to filter a plurality of samples to produce a respective output pixel. In one embodiment, filter process 360 is configured to: (i) determine the distance from each sample to the center of the output pixel being filtered; (ii) multiply the sample's components (e.g., color and alpha) with a filter value that is a specific (programmable) function of the distance; (iii) sum all the weighted samples that contribute to the output pixel, and (iv) normalize the resulting output pixel. The filter process 360 is described in greater detail below (see description accompanying FIGS. 11, 12 , and 14 ). Note the extent of the filter need not be circular (i.e., it may be a function of x and y instead of the distance), but even if the extent is, the filter need not be circularly symmetrical. The filter's “extent” is the area within which samples can influence the particular pixel being calculated with the filter.

[0150] In one embodiment of the invention, the filtering process receives focus information and uses the focus information to selectively adjust the filtering to provide depth cueing or convergence cueing. This operation is discussed below with respect to FIG. 16 .

[0151] Double-Buffered Sample Position Memories— FIG. 6B

[0152] FIG. 6B illustrates an alternate embodiment of graphics system 112 , wherein two or more sample position memories 354 A and 354 B are utilized. As shown in FIG. 6 B, the graphics includes a first sample position memory 354 A and a second sample position memory 354 B. The first sample position memory 354 A is coupled to the graphics processor 90 and stores the position information for each of the samples. The graphics processor 90 uses the first memory 354 A in rendering the samples into the sample buffer 162 . As discussed above, the graphics processor 90 may also operate to generate and store the sample position information in the memory 354 A. The second sample position memory 354 B is coupled to the sample-to-pixel calculation unit 170 and also stores the position information for each of the samples. The sample-to-pixel calculation unit 170 is operable to access the second memory 354 B to determine the position information of the samples. The sample-to-pixel calculation unit 170 uses the position information obtained from the second memory 354 B to aid in selecting samples for filtering.

[0153] As shown, the first sample position memory 354 A is configured to provide sample position information to the second sample position memory 354 B, thus effectively providing a double buffered configuration. For example, the first memory 354 A is operable to transfer current position informatio