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公开(公告)号:EP3392839A1
公开(公告)日:2018-10-24
申请号:EP18167129.8
申请日:2018-04-12
申请人: INTEL Corporation
CPC分类号: G06T15/506 , G06T15/005
摘要: Systems, apparatuses and methods may provide for technology that computes, by a shader in a fixed-functionality hardware shader library, a physically based shading model for a type of material. Additionally, the shader may shade one or more surfaces associated with the type of material in accordance with the physically based shading model. In one example, two or more shaders in the shader library are dedicated to different types of materials.
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公开(公告)号:EP3396633A1
公开(公告)日:2018-10-31
申请号:EP18168631.2
申请日:2018-04-20
申请人: INTEL Corporation
发明人: SURTI, Prasoonkumar , VAIDYANATHAN, Karthik , KUWAHARA, Atsuo , LABBE, Hugues , KP, Sameer , KENNEDY, Jonathan , APPU, Abhishek R. , BOLES, Jeffrey S. , VEMBU, Balaji , APODACA, Michael , GRAJEWSKI, Slawomir , LIKTOR, Gabor , CIMINI, David M. , LAURITZEN, Andrew T. , SCHLUESSLER, Travis T. , RAMADOSS, Murali , VENKATESH, Abhishek , RAY, Joydeep , XIAO, Kai , SHAH, Ankur N. , KOKER, Altug
摘要: The systems, apparatuses and methods may provide a way to adaptively process and aggressively cull geometry data. Systems, apparatuses and methods may provide for processing, by a positional only shading pipeline (POSH), geometry data including surface triangles for a digital representation of a scene. More particularly, systems, apparatuses and methods may provide a way to identify surface triangles in one or more exclusion zones and non-exclusion zones, and cull surface triangles surface triangles in one or more exclusion zones.
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公开(公告)号:EP3389017A2
公开(公告)日:2018-10-17
申请号:EP18163708.3
申请日:2018-03-23
申请人: INTEL Corporation
CPC分类号: G06T15/005 , G06T15/30 , G06T15/40
摘要: Systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. Additionally, the set of polygons may be sent to a vertex shader.
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公开(公告)号:EP3916550A1
公开(公告)日:2021-12-01
申请号:EP21184960.9
申请日:2018-03-30
申请人: Intel Corporation
发明人: KOKER, Altug , SURTI, Prasoonkumar , PUFFER, David , MAIYURAN, Subramaniam , LUEH, Guei-Yuan , APPU, Abhishek R. , RAY, Joydeep , VEMBU, Balaji , BAR-ON, Tomer , LAURITZEN, Andrew T. , LABBE, Hugues , GIERACH, John G. , LIKTOR, Gabor
摘要: In an example, an apparatus comprises a plurality of execution units, and a first memory communicatively couple to the plurality of execution units, wherein the first shared memory is shared by the plurality of execution units and a copy engine to copy context state data from at least a first of the plurality of execution units to the first shared memory. Other embodiments are also disclosed and claimed.
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公开(公告)号:EP3382652A1
公开(公告)日:2018-10-03
申请号:EP18165313.0
申请日:2018-03-30
申请人: INTEL Corporation
发明人: LAURITZEN, Andrew T. , KOKER, Altug , FENG, Louis , JANCZAK, Tomasz , CIMINI, David M. , VAIDYANATHAN, Karthik , VENKATESH, Abhishek , RAMADOSS, Murali , APODACA, Michael , SURTI, Prasoonkumar
CPC分类号: G06T15/405 , G06T1/20 , G06T15/005 , G06T15/06 , G06T15/30 , G06T15/80 , G06T17/20
摘要: An embodiment of a graphics pipeline apparatus may include a vertex shader, a visibility shader communicatively coupled to an output of the vertex shader to construct a hierarchical visibility structure, a tile renderer communicatively coupled to an output of the vertex shader and to the visibility shader to perform a tile-based immediate mode render on the output of the vertex shader based on the hierarchical visibility structure, and a rasterizer communicatively coupled to an output of the tile renderer to rasterize the output of the tile renderer based on the hierarchical visibility structure. Other embodiments are disclosed and claimed.
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公开(公告)号:EP3382539A1
公开(公告)日:2018-10-03
申请号:EP18165314.8
申请日:2018-03-30
申请人: INTEL Corporation
发明人: KOKER, Altug , SURTI, Prasoonkumar , PUFFER, David , MAIYURAN, Subramaniam , LUEH, Guei-Yuan , APPU, Abhishek R. , RAY, Joydeep , VEMBU, Balaji , BAR-ON, Tomer , LAURITZEN, Andrew T. , LABBE, Hugues , GIERACH, John G. , LIKTOR, Gabor
CPC分类号: G06F17/30091 , G06F9/30 , G06F9/38 , G06F9/3836 , G06F9/461 , G06F9/48 , G06F17/30073 , G06F17/30132 , G06F2201/84
摘要: In an example, an apparatus comprises a plurality of execution units, and a first memory communicatively couple to the plurality of execution units, wherein the first shared memory is shared by the plurality of execution units and a copy engine to copy context state data from at least a first of the plurality of execution units to the first shared memory. Other embodiments are also disclosed and claimed.
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公开(公告)号:EP3926586A3
公开(公告)日:2022-01-12
申请号:EP21177993.9
申请日:2018-03-29
申请人: Intel Corporation
IPC分类号: G06T15/00 , G06T15/20 , H04N19/597 , H04N19/46
摘要: Systems, apparatuses and methods may provide for technology that partitions a three-dimensional (3D) scene into a plurality of layers including at least a foreground layer and a background layer. Additionally, the foreground layer may be rendered at a first rate and the background layer may be rendered at a second frame rate, wherein the first frame rate is greater than the second frame rate. In one example, the foreground layer and the background layer are composited into a frame.
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公开(公告)号:EP3389017A3
公开(公告)日:2018-12-26
申请号:EP18163708.3
申请日:2018-03-23
申请人: INTEL Corporation
CPC分类号: G06T15/005 , G06T15/30 , G06T15/40
摘要: Systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. Additionally, the set of polygons may be sent to a vertex shader.
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公开(公告)号:EP3926586A2
公开(公告)日:2021-12-22
申请号:EP21177993.9
申请日:2018-03-29
申请人: Intel Corporation
IPC分类号: G06T15/00 , G06T15/20 , H04N19/597 , H04N19/46
摘要: Systems, apparatuses and methods may provide for technology that partitions a three-dimensional (3D) scene into a plurality of layers including at least a foreground layer and a background layer. Additionally, the foreground layer may be rendered at a first rate and the background layer may be rendered at a second frame rate, wherein the first frame rate is greater than the second frame rate. In one example, the foreground layer and the background layer are composited into a frame.
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