ADAPTIVE DESAMPLING IN A GRAPHICS SYSTEM WITH COMPOSITED LEVEL OF DETAIL MAP
    1.
    发明申请
    ADAPTIVE DESAMPLING IN A GRAPHICS SYSTEM WITH COMPOSITED LEVEL OF DETAIL MAP 有权
    具有复合水平细节图的图形系统中的自适应减压

    公开(公告)号:US20150379688A1

    公开(公告)日:2015-12-31

    申请号:US14742322

    申请日:2015-06-17

    CPC classification number: G06T1/20 G06T15/005 G06T2210/08 G06T2210/36

    Abstract: In a graphics system regions of a frame are analyzed to determine local regions of the frame in which adaptive desampling may be performed. In one implementation a standard sampling scheme includes at least one sample per pixel and regions that are adaptively desampled have one sample for a block of pixels having a size of at least four pixels. A level of detail map is generating to identify regions in which desampling may be performed. The level of detail map may be based on detecting motion, detecting an edge, and detecting a content frequency.

    Abstract translation: 在图形系统中,分析帧的区域以确定可以执行自适应取样的帧的局部区域。 在一个实现中,标准采样方案包括每像素的至少一个采样和自适应去采样的区域对于具有至少四个像素的大小的像素块具有一个采样。 生成细节图的级别以识别可以执行取样的区域。 细节图的级别可以基于检测运动,检测边缘和检测内容频率。

    FORWARD LATE PREDICTIVE RENDERING IN A GRAPHICS SYSTEM
    2.
    发明申请
    FORWARD LATE PREDICTIVE RENDERING IN A GRAPHICS SYSTEM 有权
    在图形系统中进行预期的预测性渲染

    公开(公告)号:US20150379671A1

    公开(公告)日:2015-12-31

    申请号:US14645210

    申请日:2015-03-11

    Abstract: A graphics processing operation may include a set of render target operations, in which render targets are read and one or more intermediate computations are performed before generating final render target output. A method of performing graphics processing includes determining a dependency between render targets and defining a scheduling of tiles to reduce or eliminate a need to write intermediate computations to external memory. An interleaved order may be determined to maintain intermediate computations of dependent render target operations in an on-chip cache hierarchy.

    Abstract translation: 图形处理操作可以包括一组呈现目标操作,其中渲染目标被读取,并且在生成最终渲染目标输出之前执行一个或多个中间计算。 执行图形处理的方法包括确定渲染目标之间的依赖性并且定义瓦片的调度以减少或消除将中间计算写入外部存储器的需要。 可以确定交错顺序以将依赖呈现目标操作的中间计算维持在片上高速缓存层级中。

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