Depth buffer pre-pass
    11.
    发明授权

    公开(公告)号:US11631187B2

    公开(公告)日:2023-04-18

    申请号:US17031645

    申请日:2020-09-24

    Abstract: Systems, apparatuses, and methods for implementing a depth buffer pre-pass are disclosed. A rendering application uses a binning approach to render primitives of a virtual scene on a tile-by-tile basis, with each tile corresponding to a portion of the screen. The application causes a depth buffer pre-pass to be performed for the primitives of the tile before a pixel shader is invoked. During the depth buffer pre-pass, only the depth part of the virtual scene is rendered to determine which pixel samples are visible and which pixel samples are hidden. Then, the scene is redrawn, but the pixel samples that are hidden are not sent to the pixel shader. In cases where a relatively large percentage of primitives overlap, this technique increases the efficiency of the rendering application since pixel shading can be avoided for the pixel samples that are hidden.

    Compressing texture data on a per-channel basis

    公开(公告)号:US11308648B2

    公开(公告)日:2022-04-19

    申请号:US17030048

    申请日:2020-09-23

    Abstract: Sampling circuitry independently accesses channels of texture data that represent a set of pixels. One or more processing units separately compress the channels of the texture data and store compressed data representative of the channels of the texture data for the set of pixels. The channels can include a red channel, a blue channel, and a green channel that represent color values of the set of pixels and an alpha channel that represents degrees of transparency of the set of pixels. Storing the compressed data can include writing the compress data to portions of a cache. The processing units can identify a subset of the set of pixels that share a value of a first channel of the plurality of channels and represent the value of the first channel over the subset of the set of pixels using information representing the value, the first channel, and boundaries of the subset.

    DEPTH BUFFER PRE-PASS
    13.
    发明申请

    公开(公告)号:US20220092801A1

    公开(公告)日:2022-03-24

    申请号:US17031645

    申请日:2020-09-24

    Abstract: Systems, apparatuses, and methods for implementing a depth buffer pre-pass are disclosed. A rendering application uses a binning approach to render primitives of a virtual scene on a tile-by-tile basis, with each tile corresponding to a portion of the screen. The application causes a depth buffer pre-pass to be performed for the primitives of the tile before a pixel shader is invoked. During the depth buffer pre-pass, only the depth part of the virtual scene is rendered to determine which pixel samples are visible and which pixel samples are hidden. Then, the scene is redrawn, but the pixel samples that are hidden are not sent to the pixel shader. In cases where a relatively large percentage of primitives overlap, this technique increases the efficiency of the rendering application since pixel shading can be avoided for the pixel samples that are hidden.

    HYBRID RENDER WITH PREFERRED PRIMITIVE BATCH BINNING AND SORTING

    公开(公告)号:US20210209831A1

    公开(公告)日:2021-07-08

    申请号:US17208730

    申请日:2021-03-22

    Abstract: A method, system, and non-transitory computer readable storage medium for rasterizing primitives are disclosed. The method, system, and non-transitory computer readable storage medium includes: generating a primitive batch from a sequence of one or more primitives, wherein the primitive batch includes primitives sorted into one or more row groups based on which row of a plurality of rows each primitive intersects; and processing each row group, the processing for each row group including: identifying one or more primitive column intercepts for each of the one or more primitives in the row group, wherein each combination of primitive column intercept and row identifies a bin; and rasterizing the one or more primitives that intersect the bin.

    LIGHT VOLUME RENDERING
    15.
    发明申请

    公开(公告)号:US20210150797A1

    公开(公告)日:2021-05-20

    申请号:US17008388

    申请日:2020-08-31

    Abstract: Systems, apparatuses, and methods for implementing light volume rendering techniques are disclosed. A processor is coupled to a memory. A processor renders the geometry of a scene into a geometry buffer. For a given light source in the scene, the processor initiates two shader pipeline passes to determine which pixels in the geometry buffer to light. On the first pass, the processor renders a front-side of a light volume corresponding to the light source. Any pixels of the geometry buffer which are in front of the front-side of the light volume are marked as pixels to be discarded. Then, during the second pass, only those pixels which were not marked to be discarded are sent to the pixel shader. This approach helps to reduce the overhead involved in applying a lighting effect to the scene by reducing the amount of work performed by the pixel shader.

    Hybrid Render with Deferred Primitive Batch Binning
    18.
    发明申请
    Hybrid Render with Deferred Primitive Batch Binning 审中-公开
    混合渲染与延迟原始批量分类

    公开(公告)号:US20140292756A1

    公开(公告)日:2014-10-02

    申请号:US13853422

    申请日:2013-03-29

    CPC classification number: G06T15/005

    Abstract: A system, method and a computer program product are provided for hybrid rendering with deferred primitive batch binning. A primitive batch is generated from a sequence of primitives. Initial bin intercepts are identified for primitives in the primitive batch. A bin for processing is identified. The bin corresponds to a region of a screen space. Pixels of the primitives intercepting the identified bin are processed. Next bin intercepts are identified while the primitives intercepting the identified bin are processed.

    Abstract translation: 提供了一种系统,方法和计算机程序产品,用于具有延迟原始批次分组的混合渲染。 从原始序列生成原始批次。 初始批次拦截中的原始字符串标识。 识别用于处理的仓。 该箱对应于屏幕空间的一个区域。 处理识别的仓的图元的像素。 识别旁边的截距,同时处理拦截识别的bin的原语。

    Compressing texture data on a per-channel basis

    公开(公告)号:US11694367B2

    公开(公告)日:2023-07-04

    申请号:US17716186

    申请日:2022-04-08

    CPC classification number: G06T9/00 G06T1/60 G06T2200/04

    Abstract: Sampling circuitry independently accesses channels of texture data that represent a set of pixels. One or more processing units separately compress the channels of the texture data and store compressed data representative of the channels of the texture data for the set of pixels. The channels can include a red channel, a blue channel, and a green channel that represent color values of the set of pixels and an alpha channel that represents degrees of transparency of the set of pixels. Storing the compressed data can include writing the compress data to portions of a cache. The processing units can identify a subset of the set of pixels that share a value of a first channel of the plurality of channels and represent the value of the first channel over the subset of the set of pixels using information representing the value, the first channel, and boundaries of the subset.

    COMPRESSING TEXTURE DATA ON A PER-CHANNEL BASIS

    公开(公告)号:US20230048839A1

    公开(公告)日:2023-02-16

    申请号:US17716186

    申请日:2022-04-08

    Abstract: Sampling circuitry independently accesses channels of texture data that represent a set of pixels. One or more processing units separately compress the channels of the texture data and store compressed data representative of the channels of the texture data for the set of pixels. The channels can include a red channel, a blue channel, and a green channel that represent color values of the set of pixels and an alpha channel that represents degrees of transparency of the set of pixels. Storing the compressed data can include writing the compress data to portions of a cache. The processing units can identify a subset of the set of pixels that share a value of a first channel of the plurality of channels and represent the value of the first channel over the subset of the set of pixels using information representing the value, the first channel, and boundaries of the subset.

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