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21.
公开(公告)号:US20190172181A1
公开(公告)日:2019-06-06
申请号:US16208390
申请日:2018-12-03
Applicant: NVIDIA CORPORATION
Inventor: Thomas Albert Petersen , Ankan Banerjee , Shishir Goyal , Sau Yan Keith Li , Lars Nordskog , Rouslan Dimitrov
Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.
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公开(公告)号:US09779533B2
公开(公告)日:2017-10-03
申请号:US14164441
申请日:2014-01-27
Applicant: NVIDIA CORPORATION
Inventor: Rouslan Dimitrov , Ziyad S. Hakura
CPC classification number: G06T15/005 , G06T1/60 , G06T11/40
Abstract: One embodiment of the present invention includes a method for processing graphics objects. The method includes receiving a first draw-call and a second draw-call. The method also includes dividing the first draw-call into a first set of sub-draw-calls and the second draw-call into a second set of sub-draw-calls. The method further includes identifying a first screen tile. The method also includes identifying a first group of sub-draw-calls included in the first set of sub-draw-calls that overlap the first screen tile and a second group of sub-draw-calls included in the second set of sub-draw-calls that overlap the second screen tile. The method further includes causing the first group of sub-draw-calls and the second group of sub-draw-calls to be processed together.
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公开(公告)号:US09734548B2
公开(公告)日:2017-08-15
申请号:US14012308
申请日:2013-08-28
Applicant: NVIDIA CORPORATION
Inventor: Ziyad S. Hakura , Rouslan Dimitrov , Emmett M. Kilgariff , Andrei Khodakovsky
IPC: G06T1/60 , G06T15/00 , G06F12/0875 , G06F12/0897
CPC classification number: G06T1/60 , G06F12/0875 , G06F12/0897 , G06F2212/1016 , G06F2212/1028 , G06F2212/401 , G06F2212/455 , G06F2212/601 , G06T11/40 , G06T15/005 , G09G2360/121
Abstract: One embodiment of the present invention includes techniques for adaptively sizing cache tiles in a graphics system. A device driver associated with a graphics system sets a cache tile size associated with a cache tile to a first size. The detects a change from a first render target configuration that includes a first set of render targets to a second render target configuration that includes a second set of render targets. The device driver sets the cache tile size to a second size based on the second render target configuration. One advantage of the disclosed approach is that the cache tile size is adaptively sized, resulting in fewer cache tiles for less complex render target configurations. Adaptively sizing cache tiles leads to more efficient processor utilization and reduced power requirements. In addition, a unified L2 cache tile allows dynamic partitioning of cache memory between cache tile data and other data.
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公开(公告)号:US09720842B2
公开(公告)日:2017-08-01
申请号:US13772160
申请日:2013-02-20
Applicant: NVIDIA CORPORATION
Inventor: Rouslan Dimitrov , Rui Bastos , Ziyad S. Hakura , Eric B. Lum
IPC: G09G5/36 , G06F12/0897 , G06F12/0811
CPC classification number: G06F12/0897 , G06F12/0811 , G06F2212/302 , G06F2212/455 , G06F2212/601
Abstract: A device driver calculates a tile size for a plurality of cache memories in a cache hierarchy. The device driver calculates a storage capacity of a first cache memory. The device driver calculates a first tile size based on the storage capacity of the first cache memory and one or more additional characteristics. The device driver calculates a storage capacity of a second cache memory. The device driver calculates a second tile size based on the storage capacity of the second cache memory and one or more additional characteristics, where the second tile size is different than the first tile size. The device driver transmits the second tile size to a second coalescing binning unit. One advantage of the disclosed techniques is that data locality and cache memory hit rates are improved where tile size is optimized for each cache level in the cache hierarchy.
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公开(公告)号:US09396515B2
公开(公告)日:2016-07-19
申请号:US13969408
申请日:2013-08-16
Applicant: NVIDIA CORPORATION
Inventor: Eric B. Lum , Jerome F. Duluk, Jr. , Yury Y. Uralsky , Rouslan Dimitrov , Rui M. Bastos
CPC classification number: G06T1/60 , G06T1/20 , G06T15/503
Abstract: One embodiment sets forth a method for transforming 3-D images into 2-D rendered images using render target sample masks. A software application creates multiple render targets associated with a surface. For each render target, the software application also creates an associated render target sample mask configured to select one or more samples included in each pixel. Within the graphics pipeline, a pixel shader processes each pixel individually and outputs multiple render target-specific color values. For each render target, a ROP unit uses the associated render target sample mask to select covered samples included in the pixel. Subsequently, the ROP unit uses the render target-specific color value to update the selected samples in the render target, thereby achieving sample-level color granularity. Advantageously, by increasing the effective resolution using render target sample masks, the quality of the rendered image is improved without incurring the performance degradation associated with processing each sample individually.
Abstract translation: 一个实施例提出了一种使用渲染目标样本掩模将3-D图像变换成2-D渲染图像的方法。 软件应用程序创建与表面相关联的多个渲染目标。 对于每个渲染目标,软件应用程序还创建相关联的渲染目标样本掩模,其被配置为选择包括在每个像素中的一个或多个样本。 在图形流水线中,像素着色器单独处理每个像素,并输出多个渲染目标特定的颜色值。 对于每个渲染目标,ROP单元使用相关联的渲染目标样本掩模来选择包含在像素中的覆盖样本。 随后,ROP单元使用渲染目标特定颜色值来更新渲染目标中的所选样本,从而实现样本级颜色粒度。 有利地,通过使用渲染目标样本掩模增加有效分辨率,可以提高渲染图像的质量,而不会导致与单独处理每个样本相关联的性能下降。
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公开(公告)号:US20220222783A1
公开(公告)日:2022-07-14
申请号:US17706473
申请日:2022-03-28
Applicant: NVIDIA Corporation
Inventor: Thomas Albert Petersen , Ankan Banerjee , Shishir Goyal , Sau Yan Keith Li , Lars Nordskog , Rouslan Dimitrov
Abstract: Embodiments of the present invention provide end-to-end frame time synchronization designed to improve smoothness for displaying images of 3D applications, such as PC gaming applications. Traditionally, an application that renders 3D graphics functions based on the assumption that the average render time will be used as the animation time for a given frame. When this condition is not met, and the render time for a frame does not match the average render time of prior frames, the frames are not captured or displayed at a consistent rate. This invention enables feedback to be provided to the rendering application for adjusting the animation times used to produce new frames, and a post-render queue is used to store completed frames for mitigating stutter and hitches. Flip control is used to sync the display of a rendered frame with the animation time used to generate the frame, thereby producing a smooth, consistent image.
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公开(公告)号:US20210243444A1
公开(公告)日:2021-08-05
申请号:US17235307
申请日:2021-04-20
Applicant: Nvidia Corporation
Inventor: Rouslan Dimitrov , Chris Amsinck , Viktor Vandanov , Santanu Dutta , Walter Donovan , Olivier Lapicque
IPC: H04N19/127 , H04N19/194 , H04N19/182
Abstract: The present disclosure is directed to a method and system for increasing virtual machine (VM) density on a server system through adaptive rendering by dynamically shifting video rendering tasks to a client computing device. In one embodiment, a processor in a server manages virtual machines in the server by controlling a number of VMs and an amount of system resources allocated to the VMs. The number of VMs and the amount of resources allocated to the VMs are controlled by shifting video rendering from at least one of the VMs to a client device, and increasing the number of the VMs in the server after the shifting.
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公开(公告)号:US10713756B2
公开(公告)日:2020-07-14
申请号:US15967688
申请日:2018-05-01
Applicant: Nvidia Corporation
Inventor: Rouslan Dimitrov , Lei Yang , Chris Amsinck , Walter Donovan , Eric Lum , Rui Bastos
Abstract: One aspect of the current disclosure provides a method of upscaling an image. The method includes: rendering an image, wherein the rendering includes generating color samples of the image at a first resolution and depth samples of the image at a second resolution, which is higher than the first resolution; and upscaling the image to an upscaled image at a third resolution, which is higher than the first resolution, using the color samples and the depth samples.
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公开(公告)号:US20190340730A1
公开(公告)日:2019-11-07
申请号:US15967688
申请日:2018-05-01
Applicant: Nvidia Corporation
Inventor: Rouslan Dimitrov , Lei Yang , Chris Amsinck , Walter Donovan , Eric Lum , Rui Bastos
Abstract: One aspect of the current disclosure provides a method of upscaling an image. The method includes: rendering an image, wherein the rendering includes generating color samples of the image at a first resolution and depth samples of the image at a second resolution, which is higher than the first resolution; and upscaling the image to an upscaled image at a third resolution, which is higher than the first resolution, using the color samples and the depth samples.
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公开(公告)号:US10338820B2
公开(公告)日:2019-07-02
申请号:US15176082
申请日:2016-06-07
Applicant: NVIDIA Corporation
Inventor: Rouslan Dimitrov , Jeff Pool , Praveen Krishnamurthy , Chris Amsinck , Karan Mehra , Scott Cutler
Abstract: A system architecture conserves memory bandwidth by including compression utility to process data transfers from the cache into external memory. The cache decompresses transfers from external memory and transfers full format data to naive clients that lack decompression capability and directly transfers compressed data to savvy clients that include decompression capability. An improved compression algorithm includes software that computes the difference between the current data word and each of a number of prior data words. Software selects the prior data word with the smallest difference as the nearest match and encodes the bit width of the difference to this data word. Software then encodes the difference between the current stride and the closest previous stride. Software combines the stride, bit width, and difference to yield final encoded data word. Software may encode the stride of one data word as a value relative to the stride of a previous data word.
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