Frame buffer based transparency group computation on a GPU without context switching
Transparency groups or other images may be rendered on graphics hardware using a GPU utilizing only a single frame buffer and without the need to switch contexts to another frame buffer. A single frame buffer may be allocated and the overall background image may be rendered to the frame buffer. In o...
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creator | Parenteau, Alexandre S Lau, Cynthia W |
description | Transparency groups or other images may be rendered on graphics hardware using a GPU utilizing only a single frame buffer and without the need to switch contexts to another frame buffer. A single frame buffer may be allocated and the overall background image may be rendered to the frame buffer. In order to render a foreground image to be combined with the background image, a sub-image of the background image is copied from the frame buffer to a texture atlas. The foreground image may then be rendered to the portion of the frame buffer from which sub-image was copied. The foreground image may then be copied from the frame buffer into the texture atlas. Additionally, both the sub-image of the background image and the foreground image may be merged and copied from the texture atlas into the frame buffer. |
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A single frame buffer may be allocated and the overall background image may be rendered to the frame buffer. In order to render a foreground image to be combined with the background image, a sub-image of the background image is copied from the frame buffer to a texture atlas. The foreground image may then be rendered to the portion of the frame buffer from which sub-image was copied. The foreground image may then be copied from the frame buffer into the texture atlas. Additionally, both the sub-image of the background image and the foreground image may be merged and copied from the texture atlas into the frame buffer.</description><language>eng</language><creationdate>2011</creationdate><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://image-ppubs.uspto.gov/dirsearch-public/print/downloadPdf/7889205$$EPDF$$P50$$Guspatents$$Hfree_for_read</linktopdf><link.rule.ids>230,308,780,802,885,64039</link.rule.ids><linktorsrc>$$Uhttps://image-ppubs.uspto.gov/dirsearch-public/print/downloadPdf/7889205$$EView_record_in_USPTO$$FView_record_in_$$GUSPTO$$Hfree_for_read</linktorsrc></links><search><creatorcontrib>Parenteau, Alexandre S</creatorcontrib><creatorcontrib>Lau, Cynthia W</creatorcontrib><creatorcontrib>Adobe Systems Incorporated</creatorcontrib><title>Frame buffer based transparency group computation on a GPU without context switching</title><description>Transparency groups or other images may be rendered on graphics hardware using a GPU utilizing only a single frame buffer and without the need to switch contexts to another frame buffer. A single frame buffer may be allocated and the overall background image may be rendered to the frame buffer. In order to render a foreground image to be combined with the background image, a sub-image of the background image is copied from the frame buffer to a texture atlas. The foreground image may then be rendered to the portion of the frame buffer from which sub-image was copied. The foreground image may then be copied from the frame buffer into the texture atlas. Additionally, both the sub-image of the background image and the foreground image may be merged and copied from the texture atlas into the frame buffer.</description><fulltext>true</fulltext><rsrctype>patent</rsrctype><creationdate>2011</creationdate><recordtype>patent</recordtype><sourceid>EFH</sourceid><recordid>eNrjZAhxK0rMTVVIKk1LSy1SSEosTk1RKClKzCsuSCxKzUuuVEgvyi8tUEjOzy0oLUksyczPUwCiRAX3gFCF8sySjPzSEqBkXklqRYlCMVAgOSMzL52HgTUtMac4lRdKczMouLmGOHvolgKNLUnNKymOTwfaAaQMzC0sLI0MTI2JUAIAba86CA</recordid><startdate>20110215</startdate><enddate>20110215</enddate><creator>Parenteau, Alexandre S</creator><creator>Lau, Cynthia W</creator><scope>EFH</scope></search><sort><creationdate>20110215</creationdate><title>Frame buffer based transparency group computation on a GPU without context switching</title><author>Parenteau, Alexandre S ; Lau, Cynthia W</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-uspatents_grants_078892053</frbrgroupid><rsrctype>patents</rsrctype><prefilter>patents</prefilter><language>eng</language><creationdate>2011</creationdate><toplevel>online_resources</toplevel><creatorcontrib>Parenteau, Alexandre S</creatorcontrib><creatorcontrib>Lau, Cynthia W</creatorcontrib><creatorcontrib>Adobe Systems Incorporated</creatorcontrib><collection>USPTO Issued Patents</collection></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext_linktorsrc</fulltext></delivery><addata><au>Parenteau, Alexandre S</au><au>Lau, Cynthia W</au><aucorp>Adobe Systems Incorporated</aucorp><format>patent</format><genre>patent</genre><ristype>GEN</ristype><title>Frame buffer based transparency group computation on a GPU without context switching</title><date>2011-02-15</date><risdate>2011</risdate><abstract>Transparency groups or other images may be rendered on graphics hardware using a GPU utilizing only a single frame buffer and without the need to switch contexts to another frame buffer. A single frame buffer may be allocated and the overall background image may be rendered to the frame buffer. In order to render a foreground image to be combined with the background image, a sub-image of the background image is copied from the frame buffer to a texture atlas. The foreground image may then be rendered to the portion of the frame buffer from which sub-image was copied. The foreground image may then be copied from the frame buffer into the texture atlas. Additionally, both the sub-image of the background image and the foreground image may be merged and copied from the texture atlas into the frame buffer.</abstract><oa>free_for_read</oa></addata></record> |
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title | Frame buffer based transparency group computation on a GPU without context switching |
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