Variable fragment shading with surface recasting
    23.
    发明授权
    Variable fragment shading with surface recasting 有权
    可变片段阴影与表面重铸

    公开(公告)号:US09355483B2

    公开(公告)日:2016-05-31

    申请号:US13946977

    申请日:2013-07-19

    CPC classification number: G06T11/40

    Abstract: A system, method, and computer program product are provided for shading primitive fragments. A target buffer may be recast when shaded samples that are covered by a primitive fragment are generated at a first shading rate using a first sampling mode, the shaded samples are stored in the target buffer that is associated with the first sampling mode and the first shading rate, a second sampling mode is determined, and the target buffer is associated with the second sampling mode. A sampling mode and/or shading rate may be changed for a primitive. A primitive fragment that is associated with a first sampling mode and a first shading rate is received and a second sampling mode is determined for the primitive fragment. Shaded samples corresponding to the primitive fragment are generated, at a second shading rate, using the second sampling mode and the shaded samples are stored in a target buffer.

    Abstract translation: 提供了一种系统,方法和计算机程序产品,用于着色原始片段。 当使用第一采样模式以第一阴影率产生由原始片段覆盖的阴影样本时,可以重写目标缓冲器,阴影样本存储在与第一采样模式和第一着色相关联的目标缓冲器中 速率,确定第二采样模式,并且目标缓冲器与第二采样模式相关联。 对于原语,可以改变采样模式和/或阴影率。 接收与第一采样模式和第一遮蔽速率相关联的原始片段,并且为原始片段确定第二采样模式。 使用第二采样模式以第二遮蔽速率生成与原始片段对应的阴影样本,并将阴影样本存储在目标缓冲器中。

    Bit-count texture format
    24.
    发明授权
    Bit-count texture format 有权
    位数纹理格式

    公开(公告)号:US09305388B2

    公开(公告)日:2016-04-05

    申请号:US13975089

    申请日:2013-08-23

    CPC classification number: G06T15/005 G06T15/04 G06T15/503

    Abstract: A system, method, and computer program product are provided for using a bit-count texture format. A rasterized coverage bit mask is received by a texture processing unit from a bit-count format texture map, the rasterized coverage bit mask is converted to a scalar value, and the scalar value is processed while the rasterized coverage bit mask is retained in the bit-count format texture map. The coverage bit mask may be converted by computing a count of samples that are covered by at least one graphics primitive according to the rasterized coverage bit mask.

    Abstract translation: 提供了一种使用位计数纹理格式的系统,方法和计算机程序产品。 光栅化覆盖位掩码由纹理处理单元从位计数格式纹理映射接收,光栅化覆盖位掩码被转换为标量值,并且在光栅化覆盖位掩码保留在位内时处理标量值 - 格式纹理贴图。 可以通过根据光栅化覆盖比特掩码计算由至少一个图形基元覆盖的样本的计数来转换覆盖比特掩码。

    SYSTEM AND METHOD FOR COMPUTING REDUCED-RESOLUTION INDIRECT ILLUMINATION USING INTERPOLATED DIRECTIONAL INCOMING RADIANCE
    25.
    发明申请
    SYSTEM AND METHOD FOR COMPUTING REDUCED-RESOLUTION INDIRECT ILLUMINATION USING INTERPOLATED DIRECTIONAL INCOMING RADIANCE 审中-公开
    使用插值方向入射辐射计算减少分辨率间接照明的系统和方法

    公开(公告)号:US20150109300A1

    公开(公告)日:2015-04-23

    申请号:US14166627

    申请日:2014-01-28

    Abstract: A system for, and method of, computing reduced-resolution indirect illumination using interpolated directional incoming radiance and a graphics processing subsystem incorporating the system or the method. In one embodiment, the system includes: (1) a cone tracing shader executable in a graphics processing unit to compute directional incoming radiance cones for sparse pixels and project the directional incoming radiance cones on a basis and (2) an interpolation shader executable in the graphics processing unit to compute outgoing radiance values for untraced pixels based on directional incoming radiance values for neighboring ones of the sparse pixels.

    Abstract translation: 使用内插方向入射辐射计算降低分辨率间接照明的系统和方法以及结合该系统或方法的图形处理子系统。 在一个实施例中,系统包括:(1)在图形处理单元中可执行的锥形跟踪着色器,用于基于稀疏像素计算定向输入辐射锥,并基于所述方向入射辐射锥投影;以及(2)在 图形处理单元,用于基于相邻稀疏像素的方向传入辐射值来计算未跟踪像素的传出辐射值。

    BIT-COUNT TEXTURE FORMAT
    26.
    发明申请
    BIT-COUNT TEXTURE FORMAT 有权
    BIT-COUNT纹理格式

    公开(公告)号:US20150054845A1

    公开(公告)日:2015-02-26

    申请号:US13975089

    申请日:2013-08-23

    CPC classification number: G06T15/005 G06T15/04 G06T15/503

    Abstract: A system, method, and computer program product are provided for using a bit-count texture format. A rasterized coverage bit mask is received by a texture processing unit from a bit-count format texture map, the rasterized coverage bit mask is converted to a scalar value, and the scalar value is processed while the rasterized coverage bit mask is retained in the bit-count format texture map. The coverage bit mask may be converted by computing a count of samples that are covered by at least one graphics primitive according to the rasterized coverage bit mask.

    Abstract translation: 提供了一种使用位计数纹理格式的系统,方法和计算机程序产品。 光栅化覆盖位掩码由纹理处理单元从位计数格式纹理映射接收,光栅化覆盖位掩码被转换为标量值,并且在光栅化覆盖位掩码保留在位内时处理标量值 - 格式纹理贴图。 可以通过根据光栅化覆盖比特掩码计算由至少一个图形基元覆盖的样本的计数来转换覆盖比特掩码。

    METHOD AND SYSTEM FOR GATHERING TIME-VARYING METRICS

    公开(公告)号:US20210038995A1

    公开(公告)日:2021-02-11

    申请号:US17078933

    申请日:2020-10-23

    Abstract: Embodiments of the present invention provide a novel solution which can be used to detect and analyze instances of micro stutter within a given game, GPU and/or driver version. Embodiments of the present invention may be operable to divide an application session into a set of sub-sessions and perform multiple derivative calculations on time-varying application parameters (e.g., frame rates) measured during each sub-session. Embodiments of the present invention may also be operable to generate separate histograms for each derivative calculation performed. As such, based on calculations performed, embodiments of the present invention may synchronously increment histogram bins representing a corresponding range of performance in real-time. Upon the completion of the application session, sub-session histograms may be compressed and then saved into a log which can be fetched and uploaded to a host computer system for aggregation and storage into a database for server-side optimization analysis.

    Techniques for representing and processing geometry within an expanded graphics processing pipeline

    公开(公告)号:US10909739B2

    公开(公告)日:2021-02-02

    申请号:US15881566

    申请日:2018-01-26

    Abstract: In various embodiments, a parallel processor implements a graphics processing pipeline that generates rendered images. In operation, the parallel processor causes execution threads to execute a task shading program on an input mesh to generate a task shader output specifying a mesh shader count. The parallel processor then generates mesh shader identifiers, where the total number of the mesh shader identifiers equals the mesh shader count. For each mesh shader identifier, the parallel processor invokes a mesh shader based on the mesh shader identifier and the task shader output to generate geometry associated with the mesh shader identifier. Subsequently, the parallel processor performs operations on the geometries associated with the mesh shader identifiers to generate a rendered image. Advantageously, unlike conventional graphics processing pipelines, the performance of the graphics processing pipeline is not limited by a primitive distributor.

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