Temporal antialiasing in a multisampling graphics pipeline
    1.
    发明授权
    Temporal antialiasing in a multisampling graphics pipeline 有权
    多采样图形管道中的时间抗锯齿

    公开(公告)号:US09208605B1

    公开(公告)日:2015-12-08

    申请号:US12237605

    申请日:2008-09-25

    IPC分类号: G06T15/50 G09G5/00 G06T11/20

    摘要: Multisampling techniques provide temporal as well as spatial antialiasing. Coverage for a primitive is determined at multiple sample locations for a pixel. In one embodiment, coverage is determined using boundary equations representing a boundary surface of the primitive in a three-dimensional space-time. A shading value for the primitive is computed for the pixel and stored for each coverage sample location of the pixel that is covered by the primitive. The sample locations are distributed in both space and time, and multiple sample locations share a single shading computation. The multisampling techniques are extendable to other dimensions that correspond to other image attributes.

    摘要翻译: 多采样技术提供时间和空间抗锯齿。 在像素的多个采样位置确定原始图像的覆盖。 在一个实施例中,使用表示三维时空中的原语的边界表面的边界方程来确定覆盖。 为像素计算基元的阴影值,并为由原始图元覆盖的像素的每个覆盖样本位置存储。 样本位置分布在空间和时间上,多个样本位置共享一个阴影计算。 多采样技术可扩展到对应于其他图像属性的其他维度。

    Temporal antialiasing in a multisampling graphics pipeline
    2.
    发明授权
    Temporal antialiasing in a multisampling graphics pipeline 有权
    多采样图形管道中的时间抗锯齿

    公开(公告)号:US07446780B1

    公开(公告)日:2008-11-04

    申请号:US10912857

    申请日:2004-08-04

    IPC分类号: G09G5/00

    摘要: Multisampling techniques provide temporal as well as spatial antialiasing. Coverage for a primitive is be determined at multiple sample locations for a pixel. In one embodiment, coverage is determined using boundary equations representing a boundary surface of the primitive in a three-dimensional space-time. A shading value for the primitive is computed for the pixel and stored for each coverage sample location of the pixel that is covered by the primitive. The sample locations are distributed in both space and time, and multiple sample locations share a single shading computation. The multisampling techniques are extendable to other dimensions that correspond to other image attributes.

    摘要翻译: 多采样技术提供时间和空间抗锯齿。 在像素的多个样本位置处确定原语的覆盖。 在一个实施例中,使用表示三维时空中的原语的边界表面的边界方程来确定覆盖。 为像素计算基元的阴影值,并为由原始图元覆盖的像素的每个覆盖样本位置存储。 样本位置分布在空间和时间上,多个样本位置共享一个阴影计算。 多采样技术可扩展到对应于其他图像属性的其他维度。

    Dynamic texture fetch cancellation
    3.
    发明授权
    Dynamic texture fetch cancellation 有权
    动态纹理提取取消

    公开(公告)号:US07528843B1

    公开(公告)日:2009-05-05

    申请号:US11203550

    申请日:2005-08-12

    摘要: Systems and methods for dynamically canceling texture fetches may improve texture mapping performance. A shader program compiler inserts condition code writes and condition code comparison operations for shader program instructions that contribute to a texture read instruction and do not need to be executed if certain conditions are met. During execution of the shader program, the inserted condition codes are used to compute a dynamic writemask that indicates if the texture data resulting from the texture read is unnecessary. The dynamic writemask is used to cancel unnecessary texture fetches during execution of the shader program.

    摘要翻译: 用于动态取消纹理提取的系统和方法可以提高纹理映射性能。 着色器程序编译器为有助于纹理读取指令的着色器程序指令插入条件代码写入和条件代码比较操作,并且在满足某些条件时不需要执行。 在执行着色器程序期间,插入的条件代码用于计算动态写入掩码,指示纹理读取产生的纹理数据是否不必要。 动态写入掩码用于在着色器程序执行期间取消不必要的纹理提取。

    System and method for using and collecting information from a plurality of depth layers
    4.
    发明授权
    System and method for using and collecting information from a plurality of depth layers 有权
    用于使用和收集来自多个深层的信息的系统和方法

    公开(公告)号:US06744433B1

    公开(公告)日:2004-06-01

    申请号:US09945444

    申请日:2001-08-31

    IPC分类号: G06T1540

    CPC分类号: G06T15/40

    摘要: A system and method are provided for using information from at least one depth layer and for collecting information about at least one additional depth layer utilizing a graphics pipeline. Initially, constraining depth layers are provided which, in turn, define a plurality of depth constraints. Next, a plurality of tests is performed involving the constraining depth layers for collecting information about at least one additional depth layer. The information relating to the at least one depth layer may then be used to improve processing in the graphics pipeline. By the foregoing multiple tests, information relating to a plurality of depth layers may be collected during each of a plurality of rendering passes. Initially, information relating to the constraining depth layers and associated depth constraints is provided in the aforementioned manner. Thereafter, information relating to at least one additional depth layer is collected during additional rendering passes using multiple tests on each rendering pass. Once collected, such information relating to the constraining depth layers and the information relating to the at least one additional depth layer may be used to further improve processing in the graphics pipeline.

    摘要翻译: 提供了一种用于使用来自至少一个深度层的信息并且利用图形管线收集关于至少一个附加深度层的信息的系统和方法。 最初,提供约束深度层,其又限定多个深度约束。 接下来,执行涉及用于收集关于至少一个附加深度层的信息的约束深度层的多个测试。 然后可以使用与至少一个深度层有关的信息来改善图形流水线中的处理。 通过上述多个测试,可以在多个渲染遍历中的每一个期间收集与多个深度层有关的信息。 最初,以上述方式提供与约束深度层和相关联的深度约束有关的信息。 此后,在另外的渲染过程中,通过对每个渲染过程进行多次测试来收集与至少一个附加深度层相关的信息。 一旦收集,可以使用与限制深度层有关的这种信息和与至少一个附加深度层相关的信息来进一步改进图形流水线中的处理。

    Order-independent transparency rendering system and method
    5.
    发明授权
    Order-independent transparency rendering system and method 有权
    与订单无关的透明度渲染系统和方法

    公开(公告)号:US06989840B1

    公开(公告)日:2006-01-24

    申请号:US09944988

    申请日:2001-08-31

    IPC分类号: G09G5/02

    CPC分类号: G06T15/503 G06T15/04

    摘要: A system, method and computer program product are provided for transparency rendering in a graphics pipeline. Initially, colored-transparency information is collected from a plurality of depth layers (i.e. colored-transparency layers, etc.) in a scene to be rendered. The collected colored-transparency information is then stored in memory. The colored-transparency information from the depth layers may then be blended in a predetermined order.

    摘要翻译: 提供了一种系统,方法和计算机程序产品,用于在图形管线中进行透明度渲染。 首先,从要呈现的场景中的多个深层(即彩色透明层等)收集彩色透明度信息。 然后将收集的彩色透明度信息存储在存储器中。 然后可以以预定顺序混合来自深层的着色透明度信息。

    System and method for dual-depth shadow-mapping
    6.
    发明授权
    System and method for dual-depth shadow-mapping 有权
    双重影像映射的系统和方法

    公开(公告)号:US06704025B1

    公开(公告)日:2004-03-09

    申请号:US09944990

    申请日:2001-08-31

    IPC分类号: G09G502

    CPC分类号: G06T15/60

    摘要: A system and method are provided for improved shadow mapping in a graphics pipeline. Raw depth values are initially collected from two depth layers in a scene to be rendered. Shadow-map depth values are then calculated utilizing the raw depth values. The scene is then shadow mapped utilizing the shadow-map depth values in order to improve the appearance of shadows in a rendered scene. The various steps are carried out by a hardware-implemented graphics pipeline, which may include texturing or shadowing mapping hardware.

    摘要翻译: 提供了一种用于在图形管线中改进阴影映射的系统和方法。 原始深度值最初从要呈现的场景中的两个深度层收集。 然后使用原始深度值计算阴影图深度值。 然后使用阴影映射深度值对场景进行阴影映射,以改善渲染场景中阴影的出现。 各种步骤由硬件实现的图形管线执行,其可以包括纹理或阴影映射硬件。

    Partial texture loads
    7.
    发明授权
    Partial texture loads 有权
    局部纹理负载

    公开(公告)号:US07609272B1

    公开(公告)日:2009-10-27

    申请号:US11010972

    申请日:2004-12-13

    IPC分类号: G06T1/00 G06T11/40 G09G5/00

    摘要: Circuits, methods, and apparatus that provide for partial texture load instructions. Instead of one instruction that may take several shader passes to complete, several instructions are issued, where each instruction is an instruction to retrieve a part or portion of a texture. While each instruction is performed, the other shader circuits can perform other instructions, thus increasing the utilization of the shader circuits when large textures are read from memory. Since several shader passes may be required to read a texture, if a particular instruction needs the texture, one exemplary embodiment reorders instructions such that other instructions are performed before the particular instruction that needs the texture.

    摘要翻译: 提供部分纹理加载指令的电路,方法和设备。 代替一个可能需要几个着色器遍的指令,就会发出几条指令,其中每条指令都是一条用于检索纹理的一部分或部分的指令。 当执行每条指令时,其他着色器电路可以执行其他指令,从而在从存储器读取大纹理时增加着色器电路的利用率。 由于读取纹理可能需要几个着色器遍,如果特定指令需要纹理,则一个示例性实施例重新排列指令,使得在需要纹理的特定指令之前执行其他指令。

    Pixel center position displacement
    8.
    发明授权
    Pixel center position displacement 有权
    像素中心位置位移

    公开(公告)号:US07576751B2

    公开(公告)日:2009-08-18

    申请号:US11532069

    申请日:2006-09-14

    CPC分类号: G06T3/40

    摘要: A pixel center position that is not covered by a primitive covering a portion of the pixel is displaced to lie within a fragment formed by the intersection of the primitive and the pixel. X,y coordinates of a pixel center are adjusted to displace the pixel center position to lie within the fragment, affecting actual texture map coordinates or barycentric weights. Alternatively, a centroid sub-pixel sample position is determined based on coverage data for the pixel and a multisample mode. The centroid sub-pixel sample position is used to compute pixel or sub-pixel parameters for the fragment.

    摘要翻译: 未被覆盖像素的一部分的原图覆盖的像素中心位置被移位以位于由图元和像素的交点形成的片段内。 调整像素中心的X,Y坐标以使像素中心位置位于片段内,影响实际纹理图坐标或重心权重。 或者,基于像素的覆盖数据和多采样模式来确定质心子像素采样位置。 质心子像素采样位置用于计算片段的像素或子像素参数。

    Subpicture overlay using fragment shader
    9.
    发明授权
    Subpicture overlay using fragment shader 有权
    Subpicture overlay使用片段着色器

    公开(公告)号:US07542042B1

    公开(公告)日:2009-06-02

    申请号:US10985575

    申请日:2004-11-10

    摘要: A new method of operating a fragment shader to produce complex video content comprised of a video image or images, such as from a DVD player, that overlays a fragment shader-processed background. Pixels are fragment shader-processed during one loop or set of loops through a texture processing stations to produce a fragment shader-processed background. Then, at least some of those pixels are merged with the video or images to produce complex video content. The resulting complex image is then made available for further processing.

    摘要翻译: 操作片段着色器以产生由视频图像或诸如DVD播放器的图像组成的复杂视频内容的新方法,其叠加片段着色器处理的背景。 像素是通过纹理处理站的一个循环或一组循环中的片段着色器处理,以产生片段着色器处理的背景。 然后,这些像素中的至少一些与视频或图像合并以产生复杂的视频内容。 然后使得到的复杂图像可用于进一步处理。