Selective rasterization
    23.
    发明授权

    公开(公告)号:US09659393B2

    公开(公告)日:2017-05-23

    申请号:US14047079

    申请日:2013-10-07

    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.

    Layered Reconstruction for Defocus and Motion Blur
    24.
    发明申请
    Layered Reconstruction for Defocus and Motion Blur 审中-公开
    散焦和运动模糊的分层重建

    公开(公告)号:US20170011545A1

    公开(公告)日:2017-01-12

    申请号:US15261893

    申请日:2016-09-10

    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.

    Abstract translation: 用于散焦模糊的实时光场重建可用于处理同时散焦和运动模糊的情况。 通过仔细地引入几个近似值,导出非常有效的剪切重建滤波器,即使在一些实施例中对于非常低数量的输入样本也可产生高质量图像。 该算法可以在时间上是稳健的,并且比以前的工作快两个数量级,使得它在一些实施例中适合于实时渲染和用于高质量渲染的后处理通行。

    Adaptive depth offset compression
    25.
    发明授权
    Adaptive depth offset compression 有权
    自适应深度偏移压缩

    公开(公告)号:US09501864B2

    公开(公告)日:2016-11-22

    申请号:US14141523

    申请日:2013-12-27

    Abstract: Because using the same number of bits per residual depth offset compression is not the best distribution of bits, the bits per residual may be distributed instead according to the content of the depths of a tile. For example, if the depth differences close to the Zmax are small, then fewer bits can be spent on residuals for the samples that are encoded relative to Zmax. Consequently, more bits can be spent on the residuals for the samples that are encoded relative to Zmin. As a result, more tiles succeed at compressing to the required number of bits.

    Abstract translation: 因为每个残留深度偏移压缩使用相同数量的比特不是比特的最佳分布,所以根据瓦片的深度的内容可以分配每个残差的比特。 例如,如果接近Zmax的深度差小,则相对于Zmax编码的样本的残差可以花费更少的位。 因此,对于相对于Zmin编码的样本的残差,可以花费更多的比特。 结果,更多的瓦片成功地压缩到所需的位数。

    Programmable tile shader
    26.
    发明授权
    Programmable tile shader 有权
    可编程瓦片着色器

    公开(公告)号:US09390541B2

    公开(公告)日:2016-07-12

    申请号:US13858988

    申请日:2013-04-09

    CPC classification number: G06T15/005

    Abstract: In accordance with some embodiments, a tile shader executes on a group of pixels prior to a pixel shader. The tile of pixels may be rectangular in some embodiments. The tile may be executed hierarchically, refining each tile into smaller subtiles until the pixel or sample level is reached. The tile shader program can be written to discard groups of pixels, thereby quickly removing areas of the bounding triangles that lie outside the shape being rasterized or quickly discarding groups of pixel shader executions that will not contribute to the final image.

    Abstract translation: 根据一些实施例,瓦片着色器在像素着色器之前的一组像素上执行。 在一些实施例中,像素块可以是矩形的。 可以分层执行瓦片,将每个瓦片细化为较小的子屏幕,直到达到像素或样品级别。 可以将瓦片着色器程序写入丢弃像素组,从而快速移除位于正被光栅化的形状之外的边界三角形的区域,或快速丢弃不会对最终图像做出贡献的像素着色器执行组。

    Bounding volume hierarchy generation using a heterogeneous architecture

    公开(公告)号:US09990758B2

    公开(公告)日:2018-06-05

    申请号:US14574992

    申请日:2014-12-18

    CPC classification number: G06T15/005 G06T17/005 G06T2210/12

    Abstract: A system rapidly builds bounding volume hierarchies for ray tracing using both the CPU cores and an integrated graphics processor. The hierarchy is built directly into shared memory (between the CPU and GPU). The method starts by sorting the triangles along a space-filling curve, and then quickly sets up a number of mini-trees with a small number of triangles in them, which includes computing the bounding boxes of the mini-trees. This makes it possible to build the mini-trees using a surface-area heuristic in parallel on the graphics processor, while at the same time, the trees above the mini-trees are built in a top-down fashion using the CPU cores.

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