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11.
公开(公告)号:US20180322682A1
公开(公告)日:2018-11-08
申请号:US15652109
申请日:2017-07-17
Applicant: NVIDIA CORPORATION
Inventor: Rouslan Dimitrov , Yury Uralsky , Lars Nordskog , Dmitriy Zhdan
CPC classification number: G06T15/005 , G06F3/1431 , G09G5/395
Abstract: Techniques for rendering images on multiple tilted displays concurrently to mitigate perspective distortion are disclosed herein. According to one described approach, viewports are assigned to a center monitor and two peripheral monitors. Scene data for the viewports is calculated, and geometric primitives are generated for the viewports based on the scene data. Image transformation is performed based on a modified perspective value to modify geometry of the geometric primitives based on tilt angles of the displays, and the geometric primitives are rasterized using the modified geometry.
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12.
公开(公告)号:US09495721B2
公开(公告)日:2016-11-15
申请号:US13725782
申请日:2012-12-21
Applicant: NVIDIA CORPORATION
Inventor: Jerome F. Duluk, Jr. , Rouslan Dimitrov , Eric Lum , Rui Bastos
CPC classification number: G06T1/20 , G06T11/40 , G06T15/005 , G06T2210/52
Abstract: Techniques for dispatching pixel information in a graphics processing pipeline. A fragment processing unit generates a pixel that includes multiple samples based on a first portion of a graphics primitive received by a first thread. The fragment processing unit calculates a first value for the first pixel, where the first value is calculated only once for the pixel. The fragment processing unit calculates a first set of values for the samples, where each value in the first set of values corresponds to a different sample and is calculated only once for the corresponding sample. The fragment processing unit combines the first value with each value in the first set of values to create a second set of values. The fragment processing unit creates one or more dispatch messages to store the second set of values in a set of output registers.
Abstract translation: 在图形处理流水线中调度像素信息的技术。 片段处理单元基于由第一线程接收的图形原语的第一部分生成包括多个样本的像素。 片段处理单元计算第一像素的第一值,其中第一值仅针对像素计算一次。 片段处理单元计算样本的第一组值,其中第一组值中的每个值对应于不同的样本,并且对于相应样本仅计算一次。 片段处理单元将第一值与第一组值中的每个值组合以创建第二组值。 片段处理单元创建一个或多个调度消息以将第二组值存储在一组输出寄存器中。
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公开(公告)号:US11922533B2
公开(公告)日:2024-03-05
申请号:US17448258
申请日:2021-09-21
Applicant: NVIDIA Corporation
Inventor: Sau Yan Keith Li , Seth Schneider , Cody Robson , Lars Nordskog , Charles Hansen , Rouslan Dimitrov
CPC classification number: G06T1/20 , G06F9/3836 , G06F9/4881
Abstract: A weighted average execution time associated with each execution stage of a plurality of execution stages used to process a plurality of frames in parallel is obtained. The processing of each of the plurality of frames is performed at each of the plurality of execution stages in a sequential order, starting with an initial execution stage and continuing with each subsequent execution stage. A first largest weighted average execution time associated with one of the plurality of execution stages is determined. A delay to the initial execution stage prior to processing a first next frame is applied. The delay is determined based on the first largest weighted average execution time.
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公开(公告)号:US20230087268A1
公开(公告)日:2023-03-23
申请号:US17448258
申请日:2021-09-21
Applicant: NVIDIA Corporation
Inventor: Sau Yan Keith Li , Seth Schneider , Cody Robson , Lars Nordskog , Charles Hansen , Rouslan Dimitrov
Abstract: A weighted average execution time associated with each execution stage of a plurality of execution stages used to process a plurality of frames in parallel is obtained. The processing of each of the plurality of frames is performed at each of the plurality of execution stages in a sequential order, starting with an initial execution stage and continuing with each subsequent execution stage. A first largest weighted average execution time associated with one of the plurality of execution stages is determined. A delay to the initial execution stage prior to processing a first next frame is applied. The delay is determined based on the first largest weighted average execution time.
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公开(公告)号:US11107176B2
公开(公告)日:2021-08-31
申请号:US14043461
申请日:2013-10-01
Applicant: NVIDIA Corporation
Inventor: Ziyad S. Hakura , Rouslan Dimitrov
IPC: G06T1/20 , G06T15/20 , G06T1/60 , G06T15/00 , G06F12/0875 , G06T15/40 , G06F9/38 , G09G5/395 , G09G5/00 , G06T15/50 , G06F12/0808 , G06F9/44 , G06T15/80 , G06T17/20
Abstract: A tile-based system for processing graphics data. The tile based system includes a first screen-space pipeline, a cache unit, and a first tiling unit. The first tiling unit is configured to transmit a first set of primitives that overlap a first cache tile and a first prefetch command to the first screen-space pipeline for processing, and transmit a second set of primitives that overlap a second cache tile to the first screen-space pipeline for processing. The first prefetch command is configured to cause the cache unit to fetch data associated with the second cache tile from an external memory unit. The first tiling unit may also be configured to transmit a first flush command to the screen-space pipeline for processing with the first set of primitives. The first flush command is configured to cause the cache unit to flush data associated with the first cache tile.
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公开(公告)号:US20210174475A1
公开(公告)日:2021-06-10
申请号:US17178078
申请日:2021-02-17
Applicant: NVIDIA Corporation
Inventor: Thomas Albert Petersen , Ankan Banerjee , Shishir Goyal , Sau Yan Keith Li , Lars Nordskog , Rouslan Dimitrov
Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.
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公开(公告)号:US10957020B2
公开(公告)日:2021-03-23
申请号:US16208390
申请日:2018-12-03
Applicant: NVIDIA CORPORATION
Inventor: Thomas Albert Petersen , Ankan Banerjee , Shishir Goyal , Sau Yan Keith Li , Lars Nordskog , Rouslan Dimitrov
Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.
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18.
公开(公告)号:US20180322683A1
公开(公告)日:2018-11-08
申请号:US15652116
申请日:2017-07-17
Applicant: NVIDIA CORPORATION
Inventor: Rouslan Dimitrov , Yury Uralsky , Lars Nordskog , Dmitry Zhdan
CPC classification number: G06T15/005 , G06F3/1431 , G09G5/395
Abstract: Techniques for rendering images on multiple tilted displays concurrently to mitigate perspective distortion are disclosed herein. According to one described approach, viewports are assigned to a center monitor and two peripheral monitors. Scene data for the viewports is calculated, and geometric primitives are generated for the viewports based on the scene data. Image transformation is performed based on a modified perspective value to modify geometry of the geometric primitives based on tilt angles of the displays, and the geometric primitives are rasterized using the modified geometry.
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公开(公告)号:US11321816B2
公开(公告)日:2022-05-03
申请号:US17178078
申请日:2021-02-17
Applicant: NVIDIA Corporation
Inventor: Thomas Albert Petersen , Ankan Banerjee , Shishir Goyal , Sau Yan Keith Li , Lars Nordskog , Rouslan Dimitrov
Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.
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公开(公告)号:US20190342555A1
公开(公告)日:2019-11-07
申请号:US15967645
申请日:2018-05-01
Applicant: Nvidia Corporation
Inventor: Rouslan Dimitrov , Chris Amsinck , Viktor Vandanov , Santanu Dutta , Walter Donovan , Olivier Lapicque
IPC: H04N19/127 , H04N19/182 , H04N19/194
Abstract: The present disclosure is directed to a method to increase virtual machine density on a server system through adaptive rendering by dynamically determining when to shift video rendering tasks between the server system and a client computing device. In another embodiment, the adaptive rendering, using various parameters, can select one or more encoding and compression algorithms to use to prepare and process the video for transmission to the client computing device. In another embodiment, a video rendering system is disclosed that can adaptively alter how and where a video is rendered, encoded, and compressed.
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