Chapter 61: Too naïve

Seeing Yang Naiqing walking out of the door in a huff, Wang Anran shook his head.

It's so naïve, can you easily bypass the patent?

You know, how much does it cost to register a patent in major countries around the world?

The intermediary fees paid in the millions were paid in the millions.

Moreover, the registration of the patent is not finished, and you have to pay a different amount of protection fees every year, and if you do not pay the money after the expiration date, people will automatically think that you have given up the patent protection.

Since this price is spent, it is for this day.

Wang Anran took a sip of water to calm down his emotions, from the bottom of his heart, he didn't like pure businessmen, they only had interests in their eyes.

And the interests will blind them.

If Fantasy Technology follows itself, it is not impossible to grow into an international industry giant with Huaxin Technology's strong R&D capabilities and talent echelon.

But they gave up.

A few days ago, Wang Anran learned that the research institute had come up with the physical layout of the first VCD chip.

Although it is a little behind, at least on the low-end VCD, it has gotten rid of the neck of foreign businessmen.

Now Lao Jiang is comfortable, American beef is eating, RB canned food is waiting, and when he is fine, he finds a few Russian girls to dance.

Yesterday, because of the TV program, I called Wang Anran, saying that the RB people were cowardly, and he was still thinking about finding a little devil to shoot......

Confidence is unprecedented!

Wang Anran is also strange, why Panasonic suddenly didn't move, I'm afraid things are not so simple.

But no matter what, as long as the technical advantage is maintained, no matter what the hell Panasonic does, Jiang Yan can sit firmly in the Diaoyutai.

Thinking about it for a while, Wang Anran stood up, he felt that he was a little out of business now, his main job was chips, and now he made a cvd, a small computer, and now an operating system.

I'm still worried all day long, and the operating system that I made out no one hurts or loves it.

Wang Anran shook his head, now the focus of Huaxin Technology is display chips, and the entire team knows only a handful of display chips.

Wang Anran spent a lot of energy to search for a large number of books and electronic materials about display chips, and each of them required him to identify whether it was valuable or not.

The development of electronic technology may take two or three months, and what was originally very advanced will become backward technology.

Fortunately, the team is basically the top of the university, with a strong ability to accept new knowledge, and soon became familiar with the principle of display chips and can use EDA software proficiently.

With the help of EDA software, the process of chip design can be completely separated, divided into logical processing design and physical implementation design, and the division of labor can be refined to improve design efficiency.

In the design of the 3D graphics card, there is no information to learn from, and the top-level architecture is completely designed by Wang Anran.

The working principle of the graphics card, to put it bluntly, is to work for the CPU.

If the CPU is the big boss, he transmits graphics data to the graphics card through the bus, and asks the GPU to complete an image within the specified time.

The graphics card received instructions from the CPU boss to draw a red square on a white paper with 800*600 resolution, and the four corner coordinates of the square were determined.

The graphics card draws the graphics according to the boss's requirements, hands it over to the VGA or other interface, and transmits it to the screen.

If the graphics card is very capable, the CPU lets it produce three pictures a second, and the graphics card can draw five pictures, then the graphics card can rest and rest the rest of the time, and the power consumption will naturally decrease.

But if the graphics card is not capable enough, it will be troublesome, the CPU will let it draw three pictures a second, and the graphics card can only draw one picture desperately, and the result is stuck.

The solution is to change to a more capable one, or reduce the difficulty of the picture to match the capabilities of the graphics card.

But how exactly does a graphics card draw?

This brings us to chips.

Huaxin Technology's first-generation graphics card, Wang Anran did not use the unified rendering architecture of the 9102 GPU stream processor, which is too advanced for now.

There is no need, he chose the "vertex rendering architecture" adopted by the first generation of god cards GF2. ”

What is a vertex rendering architecture? See how the GPU draws a graph in this rendering architecture.

The CPU sends instructions to the graphics card to make a cube.

In the vertex rendering architecture, the vertex shader in the architecture divides the graph into several small triangles, which form a geometric skeleton.

This involves an anti-aliasing problem, because the job of the graphics card is not to draw lines, and the existence of lines is completely a natural demarcation between triangles of different material colors, while textured triangles are naturally jagged in the case of low resolution.

The solution is to refine the map triangle of the adjacent material from a large triangle to a small triangle, which can improve the display effect, but also greatly increase the burden on the graphics card.

The geometric frame is formed, and the next step is to paint with a colorizer in the coloring pipeline, which is like drawing a caricature, after sketching the lines with a pencil, and then drawing the black and white lines on your hand with a watercolor pen, turning them into a color image.

This process is completed, and basically the image comes out, but it is not enough.

The pursuit of 3D images is to be realistic and as close to reality as possible.

But how to get close to reality, this involves a texturing unit.

What is the texture processing unit, is to select concrete walls, asphalt roads, grass, rivers and other typical tiles in reality, in the form of electronic information, stored in the texture cache of the graphics card.

When it's time to use it, the texture unit is pulled directly from the cache and pasted onto the target triangle.

After this processing, all the graphics generated by a computer are completed, and the graphics card is transferred to the monitor according to the requirements of the CPU, and then the next graphics are processed.

The principle is simple and anyone can understand it, but it takes a lot of trouble to actually implement it.

Wang Anran divided the entire project into five groups.

The first group is responsible for interface design, under the PCL interface standard, identifies the instructions sent by the CPU, receives the data transmitted by the CPU through the bus, and preliminarily processes the data into the data identified by each pipeline and puts it into the video memory.

The second group is responsible for the vertex pipeline design unit, which transfers the data from the interface, generates the geometry frame, and transfers the generated data to the vertex shading unit.

The third group is responsible for the vertex shading unit, and the fourth group is responsible for the texturing unit.

The most important five groups are the design of the control unit, the number of processing pipeline designs, the physical layout, the communication between each unit, the algorithm for calling memory in each unit, and the allocation of graphics card resources.

Wang Anran didn't dare to fake others, he was responsible for it alone, of course, in order to cultivate the perspective of newcomers, Wang Anran chose three deputies.

Xu Hao, a graduate student of electronic automation of the Academy of Sciences, Ji Xiaoqing of the Department of Mathematics of the Academy of Sciences, and Du Peng, a graduate student of microelectronics of Tsinghua University.