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GRAPHICS ON-DEMAND

BrandOwner
16 BARS Valust Enterprises LLC
Technical Examples
  1. A computer-implemented method and system for performing graphics rendering on demand on a graphics subsystem, with only nominal host system operations being required. High-level specifications of graphics operations in a computer program are captured as I/O hardware programs in a memory. A graphics processor in the subsystem issues instructions in the captured programs to a graphics accelerator, which executes the instructions to perform graphics operations. The graphics accelerator has a status indicator containing status information relating to hardware events incident to the graphics operations. Under the control of instructions in the captured program, the graphics processor monitors the status indicator, and either issues, or delays issuing, the instructions in the captured programs, depending upon the status information in the indicator.
  2. A central processing unit (CPU) including an operating system for executing code segments capable of performing graphics processing on the CPU. Associated therewith is a graphics application specific integrated circuit (ASIC) for performing graphics processing in accordance with a graphics processing standard. An extension to the software is included that identifies a first portion of the graphics processing to be performed on the graphics ASIC and a second portion of the graphics processing to be performed on the CPU. Such second portion of the graphics processing includes application-programmable vertex processing unavailable by the graphics ASIC. A compiler compiles the software to execute the first portion of the graphics processing on the graphics ASIC and the second portion of the graphics processing on the CPU in accordance with the extension.
  3. A multiple-level graphics processing system and method (e.g., of an operating system) for providing improved graphics output including, for example, smooth animation. One such multiple-level graphics processing system comprises two components, including a tick-on-demand or slow-tick high-level component, and a fast-tick (e.g., at the graphics hardware frame refresh rate) low-level component. In general, the high-level, less frequent component performs computationally intensive aspects of updating animation parameters and traversing scene data structures, in order to pass simplified data structures to the low-level component. The low-level component operates at a higher frequency, such as the frame refresh rate of the graphics subsystem, to process the data structures into constant output data for the graphics subsystem. The low-level processing includes interpolating any parameter intervals as necessary to obtain instantaneous values to render the scene for each frame of animation.
  4. A system and method are provided for conditional branching in a hardware graphics pipeline. Initially, a plurality of graphics commands is received. Condition data is then affected based on at least some of the graphics commands utilizing the hardware graphics pipeline. At least one of the graphics commands is then conditionally skipping based on the condition data in response to another graphics command utilizing the hardware graphics pipeline.
  5. A method of classifying demand for an allocation term. The inventive method first inputs demand data, order data, and supply data. The method then classifies the demand data into prioritized demand data according to the order data and the supply data. The method finally combines and outputs the first, second, and third priority demand data, and updates the supply data according to the first, second, and third demand data.

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