PARALLEL DECOMPRESSION OF COMPRESSED DATA STREAMS

    公开(公告)号:US20220069839A1

    公开(公告)日:2022-03-03

    申请号:US17002564

    申请日:2020-08-25

    Inventor: Steven Parker

    Abstract: In various examples, metadata may be generated corresponding to compressed data streams that are compressed according to serial compression algorithms—such as arithmetic encoding, entropy encoding, etc.—in order to allow for parallel decompression of the compressed data. As a result, modification to the compressed data stream itself may not be required, and bandwidth and storage requirements of the system may be minimally impacted. In addition, by parallelizing the decompression, the system may benefit from faster decompression times while also reducing or entirely removing the adoption cycle for systems using the metadata for parallel decompression.

    SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT TO ENABLE THE YIELDING OF THREADS IN A GRAPHICS PROCESSING UNIT TO TRANSFER CONTROL TO A HOST PROCESSOR
    12.
    发明申请
    SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT TO ENABLE THE YIELDING OF THREADS IN A GRAPHICS PROCESSING UNIT TO TRANSFER CONTROL TO A HOST PROCESSOR 审中-公开
    系统,方法和计算机程序产品,用于在图形处理单元中对线程进行控制以将控制转移到主机处理器

    公开(公告)号:US20150145871A1

    公开(公告)日:2015-05-28

    申请号:US14088289

    申请日:2013-11-22

    CPC classification number: G06T1/20 G06F8/41 G06F8/447 G06F9/45516

    Abstract: A method, system, and computer-program product are provided to enable the yielding by threads executing in a processing unit to transfer control to a host processor. The method includes the steps of receiving an intermediate representation of a program, replacing a yield instruction in the intermediate representation with a yield operation that includes one or more instructions, and compiling at least a portion of the modified intermediate representation into a machine code for execution on a parallel processing unit.

    Abstract translation: 提供了一种方法,系统和计算机程序产品,以使处理单元中执行的线程的屈服能力将控制转移到主机处理器。 该方法包括以下步骤:接收程序的中间表示,用包括一个或多个指令的收益操作替换中间表示中的收益率指令,以及将修改的中间表示的至少一部分编译成用于执行的机器代码 在并行处理单元上。

    SHADER BINDING MANAGEMENT IN RAY TRACING
    13.
    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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