Some Interesting Possible PS3 & Xbox 360 Patents:

I will add more patents to the main thread topic or post if there relevant towards the next generation systems. Anyhow, Microsoft’s Systems and methods providing a multiprocessor scalable write barrier seems interesting. :smile:

PS3:

Powering on a remote wireless device: File date 10-2003 & Issue date: 12-2005
* A method, apparatus, and system for use in providing wireless communication while reducing power consumption includes an in-band system and an out-of-band system, wherein the out-of-band system receives an out-of-band wireless communication and activates the in-band system causing the in-band system to transition from a sleep mode to an activate mode. The in-band system is maintained in the sleep mode. When an out-of-band communication is received, the out-of-band system activates the in-band system such that the in-band system transition from the sleep mode to the active mode. The out-of-band system can further verify the in-band system is an intended target of the out-of-band communication such that the in-band system is activated when the in-band system is verified as the intended target by transmitting an out-of-band identification request, and receiving an out-of-band reply containing an identification.

Typically, an access point 102-104 provides control of wireless communication for a wireless sub-network 130. The access point 102 controls and forwards communications to and from the sub-network. This allows communication between devices external to the sub-network 130 and the stations 106-108. Further, the access point can provide a wireless communication link between stations within a sub-network. A sub-system 130 can be substantially any wireless network, such as an in-home wireless network, a wireless campus network, a cellular communication network (e.g., a cellular phone network) or other similar wireless networks. The access point 102 can be a central or client device access point providing control over the sub-network 130. The stations 106-108 can be substantially any wireless device configured to communicate with the AP, such as a computer, a wireless phone, a set-to-box, video gaming console (e.g., Sony PlayStation™ and the like) and other similar devices configured to wireless communicate with and through the AP. For example, the station 106 can be a portable computer (e.g., laptop) wirelessly accessing the Internet 120 through the access point 102. A station can also communicate directly with another station


-----------------------------------------Xbox 360---------------------------------------------------------------------------

Systems and methods for multiprocessor scalable write barrier: File Date 4-2003 & Issue Date 12-2005
Systems and methods providing a multiprocessor scalable write barrier to a main memory card table are described. The main memory is divided into multiple cards bit-mapped by the card table. In one aspect, an application store operation (reference) associated with one of the cards is detected. Responsive to detecting the reference, card table bit(s) that are mapped to the card are evaluated. Responsive to determining that the bit(s) have already been marked as dirty, the card table bit(s) are not again marked. This technique effectively reduces the probability of more than a single overlapping write operation to a card table cache line by two or more processors in the system.

In view of this, certain programming techniques may be used to reduce the probability that more than a single thread will compete for access to any particular object at any one time. Such techniques generally involve storing each object in its own cache line (i.e., an object will not share a same cache line with any other object). This technique effectively reduces competition by multiple threads for a same cache line during object store operations. Unfortunately, this programming technique does not alleviate problems caused when multiple threads compete for a same cache line in the card table, wherein each card of a system's main memory is represented with one or more bits, during card marking operations. To make matters worse, such conventional programming techniques are not realistically transferable to the card table because prohibitive amounts of memory would be required to represent each of the card table's atomic values (one or more bits mapped to a card) with its own cache line.

Method and apparatus for creating and playing soundtracks in a gaming system: File date 2-2004 & Issue date 1-2006

A gaming system includes a game console that executes an application that creates and plays soundtracks through the gaming system. The application allows a user to create soundtracks by copying audio tracks from one or more audio sources. A user-created soundtrack can be associated with a particular game such that the user-created soundtrack is played during execution of the game instead of the game's default soundtrack.
 
I don't think that write barrier patent has to do with the XB360. It sounds to me like something they are going to implement in .NET CLR, and will pertain to removing synchronization and implementing more efficient garbage collectors. Write barriers can also be used to fix sync problems with multi-CPUs writing to I/O bus.
 
DemoCoder said:
I don't think that write barrier patent has to do with the XB360. It sounds to me like something they are going to implement in .NET CLR, and will pertain to removing synchronization and implementing more efficient garbage collectors. Write barriers can also be used to fix sync problems with multi-CPUs writing to I/O bus.

Thats why I used possible in the thread title to cover my arse :LOL:
 
Um, MS is trying to patent user-selected music tracks in games? :rolleyes: What's this world come to when companies do idiotic and blindingly obvious stuff like this...

Can we hope the patent is turned down perhaps? I'm not very hopeful.
 
I'm patenting the idea of restoring a piece of software to a state that you record it at. I'm going to call it 'loading' and 'saving', and the whole world will owe me money!

Actually, AFAIK none of these stupid patents are ever contested. The question is do the US courts trust the patent office absolutely, and always rule in favour of patents even when the patents totally violate the principles of international patent law?
 
Guden Oden said:
Um, MS is trying to patent user-selected music tracks in games? :rolleyes: What's this world come to when companies do idiotic and blindingly obvious stuff like this...

Can we hope the patent is turned down perhaps? I'm not very hopeful.

Actually MS has a patent for saving cars to garages and having car showrooms in game (I damn near died laughing). :LOL:

When I find it I will post it……..
 
Guden Oden said:
Um, MS is trying to patent user-selected music tracks in games? :rolleyes: What's this world come to when companies do idiotic and blindingly obvious stuff like this...

Can we hope the patent is turned down perhaps? I'm not very hopeful.

MS has a long history of taking a 'patent everything it can' attitude, and the reasoning is pretty simple. Because as long as they have a patent on something, no matter how trivial or silly, then some idiotic company can't come along 5 years later and sue them for several million dollars, because said company has recently bought a patent that has some vauge similarity to x/y/z feature.

Unfortunatly, it's just a side effect of the complete joke that is software patents.
I personally cannot think of a time when MS has sued over a non-blatant patent infringment. Basically they only get them for their own protection down the line.

It's not so much the fact that MS has some silly patents, heck, a lot of companies have even stupider patents, it's the fact that the system as it is forces them to do it to protect themselves. It's rediculous really.

Just look up details on the recent NTP vs RIM legal dealings, and the resulting 'settlement' that came out of that. Utterly rediculous situation. Yet if RIM had a patent along the lines of 'sending messages using a radio' then they would have been fine. (ok maybe a simplification but still...)
 
Microsoft version of eye toy...or something?

Xbox 360

Recognizing gestures and using gestures for interacting with software applications: File date 6-2004 & Issue date 1-12-2006

This doesn’t sound like anything you will use with Vista or any other Microsoft OS or Application.

An interactive display table has a display surface for displaying images and upon or adjacent to which various objects, including a user's hand(s) and finger(s) can be detected. A video camera within the interactive display table responds to infrared (IR) light reflected from the objects to detect any connected components. Connected component correspond to portions of the object(s) that are either in contact, or proximate the display surface. Using these connected components, the interactive display table senses and infers natural hand or finger positions, or movement of an object, to detect gestures. Specific gestures are used to execute applications, carryout functions in an application, create a virtual object, or do other interactions, each of which is associated with a different gesture. A gesture can be a static pose, or a more complex configuration, and/or movement made with one or both hands or other objects.
 
Nerve-Damage said:
This doesn’t sound like anything you will use with Vista or any other Microsoft OS or Application.
Nor XB360, if you bold different bits ;)
An interactive display table has a display surface for displaying images and upon or adjacent to which various objects, including a user's hand(s) and finger(s) can be detected. A video camera within the interactive display table responds to infrared (IR) light reflected from the objects to detect any connected components. Connected component correspond to portions of the object(s) that are either in contact, or proximate the display surface. Using these connected components, the interactive display table senses and infers natural hand or finger positions, or movement of an object, to detect gestures. Specific gestures are used to execute applications, carryout functions in an application, create a virtual object, or do other interactions, each of which is associated with a different gesture. A gesture can be a static pose, or a more complex configuration, and/or movement made with one or both hands or other objects.
Sounds more like that Philips interactive table thing. Also the term 'hand gestures' has connotations MS might not have thought of. Still, that would lead to a very intuitive interface if a sort of recovery process could be instigated when there was a software problem or crash, if such a response is keyed to a certain hand gesture that is common in such circumstances... ;)
 
Shifty Geezer said:
Nor XB360, if you bold different bits ;)
Sounds more like that Philips interactive table thing. Also the term 'hand gestures' has connotations MS might not have thought of. Still, that would lead to a very intuitive interface if a sort of recovery process could be instigated when there was a software problem or crash, if such a response is keyed to a certain hand gesture that is common in such circumstances... ;)

Let’s say it’s an “interactive table” and “camera”...

It still sounds or seems more geared towards entertainment purposes (Xbox 360), than say; the run of the mill Microsoft OS or desktop application. IMO……..
 
Nerve-Damage said:
Let’s say it’s an “interactive tableâ€￾ and “cameraâ€￾...

It still sounds or seems more geared towards entertainment purposes (Xbox 360), than say; the run of the mill Microsoft OS or desktop application. IMO……..
I think it's more of MS's home invasion plans. They've more things at work than just MCE, PCs and XB360. eg. There's a kitchen worksurface in the MS concept home that has a display embedded. It looks like a dark marble top with light text being projected from above, but apparently it's not and the image is generated internally. I don't know what technology exactly it is. This surface can show recipes while you work next to it. A wave of your hand to scroll the recipe is an ideal interface, rather than smudging food-covered hands over controls. And this idea may not be for that either, but something else entirely. Highly improbably IMO that it's related to XB360. For EyeToy stuff they've got a separate webcam coming out specifically for XB360.
 
PS3 Cell:

A very good read (*err* for a patent anyway)!!

PS3:

Methods and apparatus for updating of a branch history table

File date July 8, 2004 & Issue date January 12, 2006:
Methods and apparatus are provided for enhanced instruction handling in processing environments. If branch misprediction occurs during instruction processing, a branch history table may be updated based upon the number of instructions to be fetched. The branch history table may be updated in accordance with a first mode if at least two instructions are available, and may be updated in accordance with a second mode if less than two instructions are available. A compiler can assist the processing by aligning instructions for processing. The instructions can be aligned across multiple instruction fetch groups so that instructions are available for fetching and the branch history table is updated prior to performing a branching operation.

Waits for Shifty!! :LOL:
 
Counting instructions to skip in superscaler processor

PS3

Counting instructions to skip in superscaler processor

Sony Computer Entertainment Inc: File date July 22, 2002 & Issue date January 17, 2006
A method is provided for use in a processing pipeline operable to dispatch a plurality of instructions up to a first number of instructions per cycle to execution stages of the pipeline. According to such method, a skip instruction is decoded in a first cycle of the processing pipeline to determine a total number of subsequent instructions in the processing pipeline that are to be skipped. The skip instruction is executed in a second cycle. Subsequent instructions in the processing pipeline are prohibited from being executed, including prohibiting execution of a second number of instructions subsequent to the skip instruction in the second cycle, the second number being variable between zero and one less than the first number. Thereafter, if any subsequent instructions of the total number remain to be skipped, then a third number of instructions are prohibited from being executed in a third cycle subsequent to the second cycle, the third number being variable up to the lesser of: the number of subsequent instructions which remain to be skipped and the first number.
 
Shifty Geezer said:
I think it's more of MS's home invasion plans. They've more things at work than just MCE, PCs and XB360. eg. There's a kitchen worksurface in the MS concept home that has a display embedded. It looks like a dark marble top with light text being projected from above, but apparently it's not and the image is generated internally. I don't know what technology exactly it is. This surface can show recipes while you work next to it. A wave of your hand to scroll the recipe is an ideal interface, rather than smudging food-covered hands over controls. And this idea may not be for that either, but something else entirely. Highly improbably IMO that it's related to XB360. For EyeToy stuff they've got a separate webcam coming out specifically for XB360.

This looks like it refers to the table MS gates demoed at e3, basically it would be in an airport, you sit down, place you cellphone on the table, identify yourself with fingerprint, then it would pop up a 15" display/image within the table for you to browse the internet etc.

So you could have 4 or 5 people sitting around the same table each with their own display, accessing internet through their cell-phone connection. presumably the cell hpone would carry their address book, email contacts, and other personalized information.
 
PS3 Cell:

Implementation and management of moveable buffers in cache system

File date July 15, 2004 & Issue date January 19, 2006
The present invention provides parallel processing of write-back and reload operations in a cache system and optimum circuit utilisation by implementing moveable buffers in a cache storage. However, the data and associated pointers are not permanently assigned to a particular buffer--hence, the buffers can move logically around in the facility. Reload pointer is pointing to an empty entry so that retrieved data from the main memory or equal hierarchy cache on cache miss can be always be accommodated. Victim pointer is always pointing to a modified entry for the next candidate of write-back operation. Write-back operation is necessary with reload operation in order to make a free entry for further cache miss handling unless free entry exists. Because of these moveable pointers for reload buffer and victim buffer and integrated write-back buffer in the cache, intra cache data movement is not necessary which improves cache miss handling performance.

Establishing command order in an out of order DMA command queue

File date July 15, 2004 & Issue date January 19, 2006
A method, an apparatus, and a computer program are provided for controlling memory access. Direct Memory Access (DMA) units have become commonplace in a number of bus architectures. However, managing limited system resources has become a challenge with multiple DMA units. In order to mange the multitude of commands generated and preserve dependencies, embedded flags in commands or a barrier command are used. These operations then can control the order in which commands are executed so as to preserve dependencies.
 
Method to improve photorealistic 3D rendering of dynamic viewing angle by embedding s

PS3

Very Interesting :D

Method to improve photorealistic 3D rendering of dynamic viewing angle by embedding shading results into the model surface representation


Sony & IBM: File date July 22, 2004 & Issue date January 26, 2006
Abstract

The present invention provides for rendering photorealistic 3D viewing angles. Lighting values are approximated across selected viewing angles. In fixed lighting situations, approximating across viewing angles allows rendering of a high order lighting detail with complex surfaces. A polynomial equation representing the surfaces will be solved for the coefficients to be used in the formula of the fixed viewing angle. If the number of light sources is too high only specular and diffusion surfaces can be efficiently calculated in the polynomial equation.

9. A system for photorealistic three-dimensional rendering of dynamic viewing angles, the system comprising: a means for precalculating shading results for a selected viewing angle; a means for creating a formula for the precalculated shading results; a means for matching a surface to the formula wherein a scene comprises a plurality of surfaces; and a means for rendering the scene by rendering the plurality of surfaces.

12. A computer program product for photorealistic three-dimensional rendering of dynamic viewing angles, the computer program product having a medium with a computer program embodied thereon, the computer program comprising: computer code for precalculating shading results for a selected viewing angle; computer code for creating a formula for the precalculated shading results; computer code for matching a surface to the formula wherein a scene comprises a plurality of surfaces; and computer code for rendering the scene by rendering the plurality of surfaces.

13. A processor for photorealistic three-dimensional rendering of dynamic viewing, the processor including a computer program comprising: computer code for precalculating shading results for a selected viewing angle; computer code for creating a formula for the precalculated shading results; computer code for matching a surface to the formula wherein a scene comprises a plurality of surfaces; and computer code for rendering the scene by rendering the plurality of surfaces.

[0004] The computation required to render photorealistic 3D images, such as raytracing and radiosity, is usually too high for interactive applications where view angles change constantly. Raytracing can be generally defined is a technique used in computer graphics to create realistic images by calculating the paths taken by rays of light entering the observer's eye at different angles. Raytracing mimics the way light travels to the eye. Therefore the computer has to figure out how each light interacts.

[0005] Radiosity is another technique for rendering a three dimensional ("3D") scene that provides realistic lighting. Generally, the theory behind radiosity mapping is that you should be able to approximate the radiosity of an entire object by precalculating the radiosity for a single point in space, and then applying it to every other point on the object. This is because, among other things points in space that are close together all have approximately the same lighting. Radiosity programs are usually complementary to raytracing programs, with the radiosity calculations forming a pre-rendering section.

[0006] Many optimization methods have been used in the past to try to improve the real-time photorealistic rendering performance. Most methods optimize the update of model data structure in dealing with the dynamic aspect. Ray-caching or Render-caching approaches are similar but are limited to the previously viewed angle. In addition, the approximation is not utilized to speed up the calculation. One way to optimize raytracing is by fixing the lighting and fixing the viewing angle. In doing so, when a surface changes, you can cache the previously calculated result for a point in space. However, if the viewing angle does change, even if the rest of the data does not change, raytracing forces you to traverse each triangle again.

[0007] Another optimization method would be to precompute the result for a specific material so another calculation becomes unnecessary. A main concern with raytracing is to organize the algorithm, so that not all of the triangles have to be visited during calculation, particularly those not visible to the screen.

[0008] Another approach is similar to precomputation but different in the method of precomputation and the way to store the precomputed ideas. This approach is found in "Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments" (Sloan, Kuatz, and Snyder) Proc. of SIGGRAPH '02, pp. 527-536, 2002. This approach exploits the characteristics of the low variant order of lighting environment. It precomputes the transfer scalar function and vector matrix which can significantly accelerate the final rendering stage. However, the radiance transfer function and vector matrix was a sampled space of the actual model surface. It approximates across the sample space. However, the idea in "Precomputed Radiance Transfer for Real-Time Rendering in Dynamic, Low-Frequency Lighting Environments" is not surface point based.
 
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