Application programming interface to enable the construction of pipeline parallel programs

    公开(公告)号:US09697044B2

    公开(公告)日:2017-07-04

    申请号:US13899343

    申请日:2013-05-21

    Inventor: Ignacio Llamas

    CPC classification number: G06F9/4881

    Abstract: An application programming interface (API) provides various software constructs that allow a developer to assemble a processing pipeline having arbitrary structure and complexity. Once assembled, the processing pipeline is configured to include a set of interconnected pipestages. Those pipestages are associated with one or more different CTAs that may execute in parallel with one another on a parallel processing unit. The developer specifies the configuration of the pipestages, including the configuration of the different CTAs across all pipestages, as well as the different processing operations performed by each different CTA.

    SHADER BINDING MANAGEMENT IN RAY TRACING
    17.
    发明公开

    公开(公告)号:US20230360321A1

    公开(公告)日:2023-11-09

    申请号:US18353809

    申请日:2023-07-17

    CPC classification number: G06T15/83 G06F9/54 G06T15/005 G06T15/06

    Abstract: In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).

    SHADER BINDING MANAGEMENT IN RAY TRACING

    公开(公告)号:US20210343072A1

    公开(公告)日:2021-11-04

    申请号:US17376866

    申请日:2021-07-15

    Abstract: In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).

    Shader binding management in ray tracing

    公开(公告)号:US11069129B2

    公开(公告)日:2021-07-20

    申请号:US16376943

    申请日:2019-04-05

    Abstract: In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).

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