Abstract:
Position-based rendering apparatus and method for multi-die/GPU graphics processing. For example, one embodiment of a method comprises: distributing a plurality of graphics draws to a plurality of graphics processors; performing position-only shading using vertex data associated with tiles of a first draw on a first graphics processor, the first graphics processor responsively generating visibility data for each of the tiles; distributing subsets of the visibility data associated with different subsets of the tiles to different graphics processors; limiting geometry work to be performed on each tile by each graphics processor using the visibility data, each graphics processor to responsively generate rendered tiles; and wherein the rendered tiles are combined to generate a complete image frame.
Abstract:
A mechanism is described for facilitating adaptive resolution and viewpoint-prediction for immersive media in computing environments. An apparatus of embodiments, as described herein, includes one or more processors to receive viewing positions associated with a user with respect to a display, and analyze relevance of media contents based on the viewing positions, where the media content includes immersive videos of scenes captured by one or more cameras. The one or more processors are further to predict portions of the media contents as relevant portions based on the viewing positions and transmit the relevant portions to be rendered and displayed.
Abstract:
Embodiments described herein provide techniques to enable the dynamic reconfiguration of memory on a general-purpose graphics processing unit. One embodiment described herein enables dynamic reconfiguration of cache memory bank assignments based on hardware statistics. One embodiment enables for virtual memory address translation using mixed four kilobyte and sixty-four kilobyte pages within the same page table hierarchy and under the same page directory. One embodiment provides for a graphics processor and associated heterogenous processing system having near and far regions of the same level of a cache hierarchy.
Abstract:
An apparatus to facilitate packing compressed data is disclosed. The apparatus includes compression hardware to compress memory data into a plurality of compressed data components and packing hardware to receive the plurality of compressed data components and pack a first of the plurality of compressed data components beginning at a least significant bit (LSB) location of a compressed bit stream and pack a second of the plurality of compressed data components beginning at a most significant bit (MSB) of the compressed bit stream.
Abstract:
Embodiments described herein provide an apparatus comprising a processor to allocate a first memory space for data for a graphics workload, the first memory comprising a first plurality of addressable memory locations, allocate a second memory space for compression metadata relating to the data for the graphics workload, the second memory space comprising a second plurality of addressable memory locations and having an amount of memory corresponding to a predetermined ratio of the amount of memory allocated to first memory space, and configure a direct memory mapping between the first plurality of addressable memory locations and the second plurality of addressable memory locations. Other embodiments may be described and claimed.
Abstract:
Apparatus and method for a hierarchical beam tracer. For example, one embodiment of an apparatus comprises: a beam generator to generate beam data associated with a beam projected into a graphics scene; a bounding volume hierarchy (BVH) generator to generate BVH data comprising a plurality of hierarchically arranged BVH nodes; a hierarchical beam-based traversal unit to determine whether the beam intersects a current BVH node and, if so, to responsively subdivide the beam into N child beams to test against the current BVH node and/or to traverse further down the BVH hierarchy to select a new BVH node, wherein the hierarchical beam-based traversal unit is to iteratively subdivide successive intersecting child beams and/or to continue to traverse down the BVH hierarchy until a leaf node is reached with which at least one final child beam is determined to intersect; the hierarchical beam-based traversal unit to generate a plurality of rays within the final child beam; and intersection hardware logic to perform intersection testing for any rays intersecting the leaf node, the intersection testing to determine intersections between the rays intersecting the leaf node and primitives bounded by the leaf node.
Abstract:
Apparatus and method for programmable ray tracing with hardware acceleration on a graphics processor. For example, one embodiment of a graphics processor comprises shader execution circuitry to execute a plurality of programmable ray tracing shaders. The shader execution circuitry includes a plurality of single instruction multiple data (SIMD) execution units. Sorting circuitry regroups data associated with one or more of the programmable ray tracing shaders to increase occupancy for SIMD operations performed by the SIMD execution units; and fixed-function intersection circuitry coupled to the shader execution circuitry detects intersections between rays and bounding volume hierarchies (BVHs) and/or objects contained therein and to provide results indicating the intersections to the sorting circuitry.
Abstract:
One embodiment provides for a general-purpose graphics processor comprising a hardware graphics rendering pipeline configured to perform multisample anti-aliasing, the hardware graphics rendering pipeline including pixel processing logic to determine color data for multiple sample locations of each pixel in a set of pixels and to contiguously pack the color data for the multiple sample locations of each pixel for storage to a multisample render target.
Abstract:
Systems and methods may provide for receiving a pixel shader and sending the pixel shader to shader bypass hardware if the pixel shader and a render target associated with the pixel shader satisfy a simplicity condition. In one example, the shader bypass hardware is dedicated to pixel shaders and associated render targets that satisfy the simplicity condition.