Automated inspection system
US-2024420305-A1 · Dec 19, 2024 · US
US2016358300A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2016358300-A1 |
| Application number | US-201514729915-A |
| Country | US |
| Kind code | A1 |
| Filing date | Jun 3, 2015 |
| Priority date | Jun 3, 2015 |
| Publication date | Dec 8, 2016 |
| Grant date | — |
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Systems, apparatuses and methods may provide for receiving a general purpose graphics processing unit (GPGPU) workload and converting the GPGPU workload to a three-dimensional (3D) workload. Additionally, the 3D workload may be dispatched to a 3D pipeline. In one example, converting the GPGPU workload to the 3D workload includes identifying a plurality of thread groups in the GPGPU workload and mapping the plurality of thread groups to a 3D matrix of cubes.
Opening claim text (preview).
We claim: 1 . A computing device comprising: a host processor including a workload converter to convert a general purpose graphics processing unit (GPGPU) workload to a three-dimensional (3D) workload; a graphics processor including: a 3D pipeline, and a command streamer to dispatch the 3D workload to the 3D pipeline. a display interface to receive data associated with an execution of the 3D workload; and a display device to generate a display output based on the data in the display interface. 2 . The computing device of claim 1 , wherein the workload converter is to identify a plurality of thread groups in the GPGPU workload and map the plurality of thread groups to a 3D matrix of cubes. 3 . The computing device of claim 2 , wherein each cube is to represent an array of two-dimensional (2D) primitives. 4 . The computing device of claim 3 , wherein each primitive is to be a quad. 5 . The computing device of claim 1 , wherein the 3D pipeline includes: a pixel shader interface; and a vertex shader to identify, for each of a plurality of two-dimensional (2D) primitives associated with the 3D workload, a plurality of vertices and generate system values for the plurality of vertices, wherein the system values are to have a one-to-one relationship with the pixel shader interface. 6 . The computing device of claim 1 , wherein the command streamer is to call a plurality of non-GPGPU shader threads to dispatch the 3D workload. 7 . A computing architecture comprising: a workload converter to receive a general purpose graphics processing unit (GPGPU) workload and convert the GPGPU workload to a three-dimensional (3D) workload; a 3D pipeline; and a command streamer to dispatch the 3D workload to the 3D pipeline. 8 . The computing architecture of claim 7 , wherein the workload converter is to identify a plurality of thread groups in the GPGPU workload and map the plurality of thread groups to a 3D matrix of cubes. 9 . The computing architecture of claim 8 , wherein each cube is to represent an array of two-dimensional (2D) primitives. 10 . The computing architecture of claim 9 , wherein each primitive is to be a quad. 11 . The computing architecture of claim 7 , wherein the 3D pipeline includes: a pixel shader interface; and a vertex shader to identify, for each of a plurality of two-dimensional (2D) primitives associated with the 3D workload, a plurality of vertices and generate system values for the plurality of vertices, wherein the system values are to have a one-to-one relationship with the pixel shader interface. 12 . The computing architecture of claim 7 , wherein the command streamer is to call a plurality of non-GPGPU shader threads to dispatch the 3D workload. 13 . A method comprising: receiving a general purpose graphics processing unit (GPGPU) workload; converting the GPGPU workload to a three-dimensional (3D) workload; and dispatching the 3D workload to a 3D pipeline. 14 . The method of claim 13 , wherein converting the GPGPU workload to the 3D workload includes: identifying a plurality of thread groups in the GPGPU workload; and mapping the plurality of thread groups to a 3D matrix of cubes. 15 . The method of claim 14 , wherein each cube represents an array of two-dimensional (2D) primitives. 16 . The method of claim 15 , wherein each 2D primitive is a quad. 17 . The method of claim 13 , further including: identifying, for each of a plurality of two-dimensional (2D) primitives associated with the 3D workload, a plurality of vertices; and generating system values for the plurality of vertices, wherein the system values have a one-to-one relationship with a pixel shader interface associated with the 3D pipeline. 18 . The method of claim 13 , wherein dispatching the 3D workload to the 3D pipeline includes calling a plurality of non-GPGPU shader threads. 19 . At least one computer readable storage medium comprising a set of instructions, which when executed by a computing device, cause the computing device to: receive a general purpose graphics processing unit (GPGPU) workload; convert the GPGPU workload to a three-dimensional (3D) workload; and dispatch the 3D workload to a 3D pipeline. 20 . The at least one computer readable storage medium of claim 19 , wherein the instructions, when executed, cause the computing device to: identify a plurality of thread groups in the GPGPU workload; and map the plurality of thread groups to a 3D matrix of cubes to convert the GPGPU workload to the 3D workload. 21 . The at least one computer readable storage medium of claim 20 , wherein each cube is to represent an array of two-dimensional (2D) primitives. 22 . The at least one computer readable storage medium of claim 21 , wherein each 2D primitive is to be a quad. 23 . The at least one computer readable storage medium of claim 19 , wherein the instructions, when executed, cause the computing device to: identify, for each of a plurality of two-dimensional (2D) primitives associated with the 3D workload, a plurality of vertices; and generate system values for the plurality of vertices, wherein the system values are to have a one-to-one relationship with a pixel shader interface associated with the 3D pipeline. 24 . The at least one computer readable storage medium of claim 19 , wherein the instructions, when executed, cause the computing device to call a plurality of non-GPGPU shader threads to dispatch the 3D workload.
Processor architectures; Processor configuration, e.g. pipelining · CPC title
considering hardware capabilities · CPC title
Program initiating; Program switching, e.g. by interrupt · CPC title
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