[0038] CPU 42 communicates with hard disk device 30 through drive interface 44. CPU 42 is connected to 1394 link 46 which is in turn connected to 1394 PHY (PHYsical interface) 54. Through 1394 link 46 and 1394 PHY 54, the CPU 42 is able to communicate with a host computer 60 over a 1394 interface bus 62.
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[0043] 1. Execute requests from host computer 60 to perform commands on hard disk 30 (steps 108, 110).
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[0048] 5. If hard disk 30 is idle, and if a pre-determined time interval has elapsed, issue a command to hard disk 30 to check its status (steps 126, 128, 130, 132, 134).
It will be apparent to one skilled in the art that the hard disk enclosure may take any of many physical forms. In the preferred embodiment illustrating herein, the hard disk enclosure is an external case made of injection-molded ABS plastic. In alternate embodiments, the hard disk enclosure could be fabricated in other plastic materials, in metal, etc. In still further embodiments, the enclosure could be designed for mounting within the computer itself, perhaps conforming to the form-factor and mounting points of a standard 5.25" hard disk device itself designed to house a smaller 3.5" hard disk device.
1. A rendering apparatus for showing depth of field in an image, comprising: (a) a Z buffer operable to establish a depth direction of objects in an image; (b) an image generator unit to generate an image in a just-in-focus state while writing a Z value of each of dots in the image into the Z buffer; (c) a blurring unit operable to produce a blurred image from the image in the just-in-focus state; and (d) an overwriting unit operable to selectively overwrite portions of the blurred image on the image in the just-in-focus state by comparing a preset Z value to the Z value of each of the dots in the Z buffer.
September 6, 2002 (Japan) and September 2, 2003 (Usa).Fafalada said:It's a Layer renderer.
When was this patent submitted? For all I know this could be more GSCube related then PS3...
A computer architecture and programming model for high speed processing over broadband networks are provided. The architecture employs a consistent modular structure, a common computing module and uniform software cells. The common computing module includes a control processor, a plurality of processing units, a plurality of local memories from which the processing units process programs, a direct memory access controller and a shared main memory. A synchronized system and method for the coordinated reading and writing of data to and from the shared main memory by the processing units also are provided. A hardware sandbox structure is provided for security against the corruption of data among the programs being processed by the processing units. The uniform software cells contain both data and applications and are structured for processing by any of the processors of the network. Each software cell is uniquely identified on the network. A system and method for creating a dedicated pipeline for processing streaming data also are provided.
Didn't you already file a patent claim for this? If you had, you would have grabbed SCEI by the balls and claim millions...It's a Layer renderer.
When was this patent submitted? For all I know this could be more GSCube related then PS3...
Fafalada said:It's a Layer renderer.
When was this patent submitted? For all I know this could be more GSCube related then PS3...
KUDOS SCORING SYSTEM WITH SELF-DETERMINED GOALS
Abstract
A scoring method and system for determining points in a game. Goal-based points are determined as a function of a player achieving a goal set by the player that is not predefined by the game and are used to determine the player's status in the game, such as whether the player advances to a next level. Subjective style points are awarded if the player performs feats of style that are not necessary tasks of the game, depend upon the type of game, and may include sliding, spinning, jumping, blocking an opponent, passing an opponent, and avoiding obstacles. Objective skill points may be combined with subjective style points and goal-based points. Alternatively, one of these three types of points may be modified as a function of one or both of the other two types of points.
[0083] Further, the grouping unit 44 checks the object characteristics and LOD information of B-boxes determined to be within the rendering area based on the clipping information, and based on object characteristics and LOD information groups identical or similar B-boxes together, and creates a group list (S16).
[0072] The parallel rendering engine 122 divides the entire storage region of the image memory 126 into multiple regions based on multi-path command from the main CPU 110. Using these multiple divided storage regions, it implements rendering of a three-dimensional object by subspace in parallel and generates divided images in the respective subspaces. Further, the parallel rendering engine 122 does Z-merge processing of each divided image rendered in parallel to consolidate image data in one of the divided regions. Thus, it generates one consolidated image. Z-buffer method, scan line method, ray tracing method, and such are used during rendering to remove hidden lines and hidden surfaces.