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公开(公告)号:US09489245B2
公开(公告)日:2016-11-08
申请号:US13662279
申请日:2012-10-26
Applicant: NVIDIA Corporation
Inventor: Ignacio Llamas , Craig Ross Duttweiler , Jeffrey A. Bolz , Daniel Elliot Wexler
CPC classification number: G06F9/52
Abstract: One embodiment of the present invention enables threads executing on a processor to locally generate and execute work within that processor by way of work queues and command blocks. A device driver, as an initialization procedure for establishing memory objects that enable the threads to locally generate and execute work, generates a work queue, and sets a GP_GET pointer of the work queue to the first entry in the work queue. The device driver also, during the initialization procedure, sets a GP_PUT pointer of the work queue to the last free entry included in the work queue, thereby establishing a range of entries in the work queue into which new work generated by the threads can be loaded and subsequently executed by the processor. The threads then populate command blocks with generated work and point entries in the work queue to the command blocks to effect processor execution of the work stored in the command blocks.
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公开(公告)号:US09466115B2
公开(公告)日:2016-10-11
申请号:US14028393
申请日:2013-09-16
Applicant: NVIDIA CORPORATION
Inventor: Mark J. Kilgard , Jeffrey A. Bolz
CPC classification number: G06T7/0079 , G06T1/20 , G06T1/60 , G06T3/0012 , G06T11/40
Abstract: One embodiment of the present invention includes techniques for rasterizing primitives that include edges shared between paths. For each edge, a rasterizer unit selects and applies a sample rule from multiple sample rules. If the edge is shared, then the selected sample rule causes each group of coverage samples associated with a single color sample to be considered as either fully inside or fully outside the edge. Consequently, conflation artifacts caused when the number of coverage samples per pixel exceeds the number of color samples per pixel may be reduced. In prior-art techniques, reducing such conflation artifacts typically involves increasing the number of color samples per pixel to equal the number of coverage samples per pixel. Advantageously, the disclosed techniques enable rendering using algorithms that reduce the ratio of color to coverage samples, thereby decreasing memory consumption and memory bandwidth use, without causing conflation artifacts associated with shared edges.
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公开(公告)号:US09342891B2
公开(公告)日:2016-05-17
申请号:US14028421
申请日:2013-09-16
Applicant: NVIDIA CORPORATION
Inventor: Mark J. Kilgard , Jeffrey A. Bolz
CPC classification number: G06T7/0079 , G06T1/20 , G06T1/60 , G06T3/0012 , G06T11/40
Abstract: One embodiment of the present invention includes techniques for rasterizing primitives that include edges shared between paths. For each edge, a rasterizer unit selects and applies a sample rule from multiple sample rules. If the edge is shared, then the selected sample rule causes each group of coverage samples associated with a single color sample to be considered as either fully inside or fully outside the edge. Consequently, conflation artifacts caused when the number of coverage samples per pixel exceeds the number of color samples per pixel may be reduced. In prior-art techniques, reducing such conflation artifacts typically involves increasing the number of color samples per pixel to equal the number of coverage samples per pixel. Advantageously, the disclosed techniques enable rendering using algorithms that reduce the ratio of color to coverage samples, thereby decreasing memory consumption and memory bandwidth use, without causing conflation artifacts associated with shared edges.
Abstract translation: 本发明的一个实施例包括用于光栅化包括在路径之间共享的边缘的图元的技术。 对于每个边缘,光栅化器单元从多个样本规则中选择并应用样本规则。 如果边缘是共享的,则所选择的样本规则使得与单个颜色样本相关联的每组覆盖样本被视为完全在边缘内部或完全在边缘外部。 因此,当每像素的覆盖样本的数量超过每像素的颜色样本的数量时,引起的接合伪影可能被减少。 在现有技术中,减少这种接合伪影通常涉及增加每像素的颜色样本的数量,以等于每像素的覆盖样本的数量。 有利地,所公开的技术使得能够使用降低颜色与覆盖样本的比率的算法来渲染,从而减少存储器消耗和存储器带宽使用,而不会引起与共享边缘相关联的混淆伪像。
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公开(公告)号:US20140184633A1
公开(公告)日:2014-07-03
申请号:US13731978
申请日:2012-12-31
Applicant: NVIDIA Corporation
Inventor: Jeffrey A. Bolz , Mark Kilgard
IPC: G06T11/40
CPC classification number: G06T11/40
Abstract: A method for rendering paths. The method includes accessing data comprising a path, stenciling the path, wherein a bounding region of a plurality of stencil samples updated during the stenciling is accumulated, and provoking GPU hardware to produce a rasterized region for covering the bounding region as one object without interior edges.
Abstract translation: 渲染路径的方法。 该方法包括访问包括路径的数据,模拟路径,其中在模版期间更新的多个模板样本的边界区域被累积,并且引发GPU硬件以产生用于将边界区域覆盖为无内边缘的一个对象的光栅化区域 。
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