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公开(公告)号:US10466769B2
公开(公告)日:2019-11-05
申请号:US14929833
申请日:2015-11-02
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Bjorn Johnsson , Magnus Andersson , Jim K. Nilsson , Robert M. Toth , Carl J. Munkberg , Jon N. Hasselgren
IPC: G06F1/32 , G06F1/3296 , G06F1/3234 , G06F1/324 , G06F1/329 , G06F1/3228 , G06F1/3203 , G06F1/3215 , G06F1/3209
Abstract: In accordance with some embodiments, the knowledge that a capped frame time is used can be exploited to reduce power consumption. Generally a capped frame time is a pre-allocated amount of time to apply power for rendering in graphics processing. Generally the frame time involves the application of power and some down time in which only idle power is applied pending the next frame time. By making better use of that down time, power consumption reductions can be achieved in some embodiments.
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公开(公告)号:US10217272B2
公开(公告)日:2019-02-26
申请号:US14534374
申请日:2014-11-06
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg
Abstract: In accordance with some embodiments, a zero coverage test may determine whether a primitive such as a triangle lies on lanes between rows or columns or lines of samples. If so, the primitive can be culled in a zero coverage culling test.
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公开(公告)号:US10164458B2
公开(公告)日:2018-12-25
申请号:US15492112
申请日:2017-04-20
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Carl J. Munkberg , Franz P. Clarberg
Abstract: According to one embodiment, a given tile, made up of pixels or samples, may be of any shape, including a square shape. These pixels may contain colors, depths, stencil values, and other values. Each tile may be further augmented with a single bit, referred to herein as a render bit. In one embodiment, if the render bit is one, then everything is rendered as usual within the tile. However, if the render bit is zero, then nothing is rasterized to this tile and, correspondingly, depth tests, pixel shading, frame buffer accesses, and multi-sampled anti-aliasing (MSAA) resolves are not done for this tile. In other embodiments, some operations may be done nevertheless, but at least one operation is avoided based on the render bit. Of course, the render bits may be switched such that the bit zero indicates that everything should be rendered and the bit one indicates more limited rendering.
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公开(公告)号:US20170264106A1
公开(公告)日:2017-09-14
申请号:US15605016
申请日:2017-05-25
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Carl J. Munkberg , Franz P. Clarberg
CPC classification number: H02J7/007 , G01R19/0092 , G06T11/40 , H02J7/0052 , H02J7/0055 , H02J7/025 , H02J7/045
Abstract: According to one embodiment, a given tile, made up of pixels or samples, may be of any shape, including a square shape. These pixels may contain colors, depths, stencil values, and other values. Each tile may be further augmented with a single bit, referred to herein as a render bit. In one embodiment, if the render bit is one, then everything is rendered as usual within the tile. However, if the render bit is zero, then nothing is rasterized to this tile and, correspondingly, depth tests, pixel shading, frame buffer accesses, and multi-sampled anti-aliasing (MSAA) resolves are not done for this tile. In other embodiments, some operations may be done nevertheless, but at least one operation is avoided based on the render bit. Of course, the render bits may be switched such that the bit zero indicates that everything should be rendered and the bit one indicates more limited rendering.
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公开(公告)号:US09672657B2
公开(公告)日:2017-06-06
申请号:US15261893
申请日:2016-09-10
Applicant: Intel Corporation
Inventor: Carl J. Munkberg , Karthik Vaidyanathan , Jon N. Hasselgren , Franz P. Clarberg , Tomas G. Akenine-Moller , Marco Salvi
CPC classification number: G06T15/503 , G06T5/50 , G06T15/06 , G06T15/50 , G06T15/506 , G06T2200/21 , G06T2207/10052 , H04N5/23229
Abstract: Real-time light field reconstruction for defocus blur may be used to handle the case of simultaneous defocus and motion blur. By carefully introducing a few approximations, a very efficient sheared reconstruction filter is derived, which produces high quality images even for a very low number of input samples in some embodiments. The algorithm may be temporally robust, and is about two orders of magnitude faster than previous work, making it suitable for both real-time rendering and as a post-processing pass for high quality rendering in some embodiments.
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公开(公告)号:US09317964B2
公开(公告)日:2016-04-19
申请号:US14688107
申请日:2015-04-16
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Carl J. Munkberg , Jon N. Hasselgren , Robert M. Toth
Abstract: Depth of field may be rasterized by culling half-space regions on a lens from which a triangle to be rendered is not visible. Then, inside tests are only performed on the remaining unculled half-space regions. Separating planes between the triangle to be rendered and the tile being processed can be used to define the half-space regions.
Abstract translation: 可以通过剔除要被渲染的三角形不可见的透镜上的半空间区域来光栅化景深。 然后,内部测试仅对剩余的未被空白的半空间区域进行。 要渲染的三角形和正在处理的瓷砖之间的分离平面可用于定义半空间区域。
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公开(公告)号:US20160093098A1
公开(公告)日:2016-03-31
申请号:US14575197
申请日:2014-12-18
Applicant: Intel Corporation
Inventor: Magnus Andersson , Jon N. Hasselgren , Carl J. Munkberg , Tomas Akenine-Moller
Abstract: A layered, filtered shadow mapping algorithm may be used for motion blurred shadows. The algorithm is divided into two passes, namely a shadow pass and a lighting pass. The shadow pass renders the scene using stochastic rasterization and generates a time-dependent shadow map augmented with per-sample motion vectors. The subsequent lighting pass renders the scene from the camera's point of view, and performs a shadow query for each sample seen from the camera.
Abstract translation: 分层的,过滤的阴影映射算法可用于运动模糊阴影。 该算法分为两个通道,即阴影通道和照明通道。 阴影通过使用随机光栅化渲染场景,并且生成以逐采样运动矢量增强的时间依赖的阴影图。 随后的照明通道从相机的角度呈现场景,并对从相机看到的每个样品执行阴影查询。
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公开(公告)号:US20160054790A1
公开(公告)日:2016-02-25
申请号:US14929833
申请日:2015-11-02
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Bjorn Johnsson , Magnus Andersson , Jim K. Nilsson , Robert M. Toth , Carl J. Munkberg , Jon N. Hasselgren
IPC: G06F1/32
CPC classification number: G06F1/3296 , G06F1/3203 , G06F1/3209 , G06F1/3215 , G06F1/3228 , G06F1/3234 , G06F1/324 , G06F1/329 , Y02D10/126 , Y02D10/24
Abstract: In accordance with some embodiments, the knowledge that a capped frame time is used can be exploited to reduce power consumption. Generally a capped frame time is a pre-allocated amount of time to apply power for rendering in graphics processing. Generally the frame time involves the application of power and some down time in which only idle power is applied pending the next frame time. By making better use of that down time, power consumption reductions can be achieved in some embodiments.
Abstract translation: 根据一些实施例,可以利用使用加盖帧时间的知识来降低功耗。 通常,加盖帧时间是在图形处理中应用电力进行渲染的预分配时间量。 通常,帧时间涉及在下一帧时间内仅施加空闲功率的功率和一些停机时间。 通过更好地利用该停机时间,在一些实施例中可以实现功耗降低。
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公开(公告)号:US10453170B2
公开(公告)日:2019-10-22
申请号:US15260570
申请日:2016-09-09
Applicant: Intel Corporation
Inventor: Robert M. Toth , Carl J. Munkberg , Jon N. Hasselgren
Abstract: Methods and apparatus relating to techniques for provision of minimum or maximum and bitwise logic AND or logic OR based coarse stencil tests are described. In an embodiment, metadata (corresponding to a plurality of pixels) is stored in memory. One or more operations are performed on the metadata to generate a stencil result. The one or more operations comprise a bitwise intersection operation or a bitwise union operation and/or a minimum operation or maximum operation. Other embodiments are also disclosed and claimed.
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公开(公告)号:US10354432B2
公开(公告)日:2019-07-16
申请号:US15088418
申请日:2016-04-01
Applicant: Intel Corporation
Inventor: Carl J. Munkberg , Jon N. Hasselgren , Franz P. Clarberg , Magnus Andersson , Robert M. Toth , Jim K. Nilsson , Tomas G. Akenine-Moller
Abstract: An apparatus and method are described for texture space shading. For example, one embodiment of a method comprises: performing texture mapping to map one or more textures to surfaces of one or more objects in texture space within a ray tracing architecture; and performing sampling and reconstruction directly on the surfaces of the objects in the texture space.
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