MULTI-RATE SHADING USING REPLAYED SCREEN SPACE TILES

    公开(公告)号:US20200020153A1

    公开(公告)日:2020-01-16

    申请号:US16035175

    申请日:2018-07-13

    发明人: Rahul Sathe

    摘要: One aspect of the disclosure provides a method for rendering an image. The method includes: placing primitives of the image in a screen space; binning the primitives into tiles of the screen space that the primitives touch; and rasterizing the tiles at one tile of the tiles at a time. The aforementioned rasterizing includes shading a subset of the primitives binned to the one tile at a first shading rate during a first pass and shading the subset of primitives binned to the one tile at a second shading rate during a second pass, the second shading rate is different from the first shading rate, and the aforementioned placing is performed once while the image is rendered.

    Shader program execution techniques for use in graphics processing

    公开(公告)号:US09665975B2

    公开(公告)日:2017-05-30

    申请号:US14466554

    申请日:2014-08-22

    IPC分类号: G06T1/00 G06T15/83 G06T15/00

    CPC分类号: G06T15/83 G06T15/005

    摘要: This disclosure describes techniques for executing shader programs in a graphics processing unit (GPU). In some examples, the techniques for executing shader programs may include executing, with a shader unit of a graphics processor, a shader program that performs vertex shader processing and that generates multiple output vertices for each input vertex that is received by the shader program. In further examples, the techniques for executing shader programs may include executing a merged vertex/geometry shader program using a non-replicated mode of execution. The non-replicated mode of execution may involve assigning each of a plurality of primitives to one merged vertex/geometry shader program instance per primitive and causing each of the instances to output a plurality of vertices. In additional examples, the techniques for executing shader programs may include techniques for selecting one of a non-replicated mode and a replicated mode for executing a merged vertex/geometry shader program.

    TESSELLATION APPARATUS AND METHOD
    15.
    发明申请
    TESSELLATION APPARATUS AND METHOD 审中-公开
    测量装置和方法

    公开(公告)号:US20160196690A1

    公开(公告)日:2016-07-07

    申请号:US14795083

    申请日:2015-07-09

    IPC分类号: G06T17/20 G06T15/83

    CPC分类号: G06T17/20

    摘要: A tessellation method and apparatus are provided, where the tessellation method includes receiving a first value that is calculated in performing tessellation, the first value being a first floating-point real number represented by a first exponent and a first mantissa; determining a second precision of the first mantissa on the basis of a value of the first exponent and a first precision; and adjusting the first mantissa to have the second precision.

    摘要翻译: 提供了一种细分方法和装置,其中细分方法包括接收在执行细分时计算的第一值,第一值是由第一指数和第一尾数表示的第一浮点实数; 基于第一指数的值和第一精度确定第一尾数的第二精度; 并且将第一尾数调整为具有第二精度。

    CLIPPING OF GRAPHICS PRIMITIVES
    16.
    发明申请
    CLIPPING OF GRAPHICS PRIMITIVES 有权
    图形原理的剪辑

    公开(公告)号:US20150161814A1

    公开(公告)日:2015-06-11

    申请号:US14536070

    申请日:2014-11-07

    申请人: ARM Limited

    IPC分类号: G06T15/30 G06T15/83 G06T17/10

    摘要: Techniques for performing clipping of graphics primitives 60 with respect to a clipping boundary 65 are described. The clipping step 10 may be performed separately for each tile of a graphics frame to be rendered, after a primitive list for the tile has been read from a primitive memory 38. Clipping may be performed only for larger primitives whose size exceeds a given threshold. Clipping of a primitive 60 to the clipping boundary 65 may be performed inexactly so that only a single clipped primitive is generated which may extend beyond the clipping boundary. A clipped primitive generated by clipping may be used for a depth function calculation of a primitive setup operation and not for an edge determination.

    摘要翻译: 描述用于执行关于剪切边界65的图形基元60的削波的技术。 在从原始存储器38读取瓦片的原始列表之后,可以针对要渲染的图形帧的每个瓦片分别执行限幅步骤10.对于尺寸超过给定阈值的较大图元,可以执行裁剪。 可以精确地执行将原始图像60剪切到剪切边界65,使得仅生成可以延伸超过剪切边界的单个剪切的图元。 由削波产生的剪切原语可用于原始设置操作的深度函数计算,而不用于边缘确定。

    High performance rasterization engine
    17.
    发明授权
    High performance rasterization engine 失效
    高性能光栅化引擎

    公开(公告)号:US5452412A

    公开(公告)日:1995-09-19

    申请号:US109414

    申请日:1993-08-19

    CPC分类号: G06T15/83 G06T11/40 G06T15/87

    摘要: A graphics processor including an interface for providing triangle primitives and line primitives representing a graphical image, a line drawer for receiving line primitives and for rendering the line primitives, and a triangle interpolator for receiving the triangle primitives from the interface and for providing line primitives therefrom to the line drawer, wherein the interface includes a register for storing graphics image line primitives and for selectively providing the stored line primitives to the line drawer.

    摘要翻译: 一种图形处理器,包括用于提供表示图形图像的三角形图元和线图元的接口,用于接收线图元和用于渲染线图元的线抽屉,以及用于从界面接收三角形图元并用于从其提供线图元的三角形插值器 其中所述接口包括用于存储图形图像线原语的寄存器,并且用于选择性地将所存储的线原语提供给线抽屉。

    Shader binding management in ray tracing

    公开(公告)号:US11727632B2

    公开(公告)日:2023-08-15

    申请号:US17376866

    申请日:2021-07-15

    摘要: 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.).

    Implicit surface shading in medical volumetric rendering

    公开(公告)号:US11302069B2

    公开(公告)日:2022-04-12

    申请号:US17016506

    申请日:2020-09-10

    发明人: Klaus Engel

    摘要: In one embodiment, a method is for rendering medical volumetric images from received volumetric data, using a cinematic rendering approach, based on a Monte Carlo path tracing algorithm (MCPT). The MCPT algorithm uses at least one microfacet-based bidirectional reflectance distribution function (BRDF) for computing a probability how light is reflected at an implicit surface which is used for shading the implicit surface. In one embodiment, the method includes detecting if a surface scatter event is triggered. If yes, the method includes modifying the computation of a local gradient in the BRDF by perturbing the respective received volumetric data by applying a noise function for simulating a roughness of the implicit surface; and shading the implicit surfaces for rendering the received volumetric data.