Efficient data path for ray triangle intersection

    公开(公告)号:US10706609B1

    公开(公告)日:2020-07-07

    申请号:US16219816

    申请日:2018-12-13

    Abstract: Described herein is a technique for performing ray-triangle intersection without a floating point division unit. A division unit would be useful for a straightforward implementation of a certain type of ray-triangle intersection test that is useful in ray tracing operations. This certain type of ray-triangle intersection test includes a step that transforms the coordinate system into the viewspace of the ray, thereby reducing the problem of intersection to one of 2D triangle rasterization. However, a straightforward implementation of this transformation requires floating point division, as the transformation utilizes a shear operation to set the coordinate system such that the magnitudes of the ray direction on two of the axes are zero. Instead of using the most straightforward implementation of this transform, the technique described herein scales the entire coordinate system by the magnitude of the ray direction in the axis that is the denominator of the shear ratio, removing division.

    SYNCHRONIZATION FREE CROSS PASS BINNING THROUGH SUBPASS INTERLEAVING

    公开(公告)号:US20220309729A1

    公开(公告)日:2022-09-29

    申请号:US17565394

    申请日:2021-12-29

    Abstract: A method of tiled rendering is provided which comprises dividing a frame to be rendered, into a plurality of tiles, receiving commands to execute a plurality of subpasses of the tiles and interleaving execution of same subpasses of multiple tiles of the frame. Interleaving execution of same subpasses of multiple tiles comprises executing a previously ordered first subpass of a second tile between execution of the previously ordered first subpass of a first tile and execution of a subsequently ordered second subpass of the first tile. The interleaving is performed, for example, by executing the plurality of subpasses in an order different from the order in which the commands to execute the plurality of subpasses are stored and issued. Alternatively, interleaving is performed by executing one or more subpasses as skip operations such that the plurality of subpasses are executed in the same order.

    Method and system for depth pre-processing and geometry sorting using binning hardware

    公开(公告)号:US11195326B2

    公开(公告)日:2021-12-07

    申请号:US16137830

    申请日:2018-09-21

    Abstract: Described herein are techniques for improving the effectiveness of depth culling. In a first technique, a binner is used to sort primitives into depth bins. Each depth bin covers a range of depths. The binner transmits the depth bins to the screen space pipeline for processing in near-to-far order. Processing the near bins first results in the depth buffer being updated, allowing fragments for the primitives in the farther bins to be culled more aggressively than if the depth binning did not occur. In a second technique, a buffer is used to initiate two-pass processing through the screen space pipeline. In the first pass, primitives are sent down to update the depth block and are then culled. The fragments are processed normally in the second pass, with the benefit of the updated depth values.

    Variable rate shading
    38.
    发明授权

    公开(公告)号:US10510185B2

    公开(公告)日:2019-12-17

    申请号:US15687421

    申请日:2017-08-25

    Abstract: A technique for performing rasterization and pixel shading with decoupled resolution is provided herein. The technique involves performing rasterization as normal to generate fine rasterization data and a set of (fine) quads. The quads are accumulated into a tile buffer and coarse quads are generated from the quads in the tile buffer based on a shading rate. The shading rate determines how many pixels of the fine quads are combined to generate coarse pixels of the coarse quads. Combination of fine pixels involves generating a single coarse pixel for each such fine pixel to be combined. The positions of the coarse pixels of the coarse quads are set based on the positions of the corresponding fine pixels. The coarse quads are shaded normally and the resulting shaded coarse quads are modified based on the fine rasterization data to generate shaded fine quads.

    VARIABLE RATE SHADING
    39.
    发明申请

    公开(公告)号:US20190066371A1

    公开(公告)日:2019-02-28

    申请号:US15687421

    申请日:2017-08-25

    CPC classification number: G06T15/80 G06T11/40 G06T15/005 G06T15/405

    Abstract: A technique for performing rasterization and pixel shading with decoupled resolution is provided herein. The technique involves performing rasterization as normal to generate fine rasterization data and a set of (fine) quads. The quads are accumulated into a tile buffer and coarse quads are generated from the quads in the tile buffer based on a shading rate. The shading rate determines how many pixels of the fine quads are combined to generate coarse pixels of the coarse quads. Combination of fine pixels involves generating a single coarse pixel for each such fine pixel to be combined. The positions of the coarse pixels of the coarse quads are set based on the positions of the corresponding fine pixels. The coarse quads are shaded normally and the resulting shaded coarse quads are modified based on the fine rasterization data to generate shaded fine quads.

    Device and method of implementing subpass interleaving of tiled image rendering

    公开(公告)号:US12205193B2

    公开(公告)日:2025-01-21

    申请号:US17955499

    申请日:2022-09-28

    Abstract: Devices and methods method of tiled rendering are provided which comprises dividing a frame to be rendered, into a plurality of tiles, receiving commands to execute a plurality of subpasses of the tiles, interleaving execution of same subpasses of multiple tiles of the frame by executing one or more subpasses as skip operations, storing visibility data, for subsequently ordered subpasses of the tiles, at memory addresses allocated for data of corresponding adjacent tiles in a first direction of traversal and rendering the tiles for the subsequently ordered subpasses using the visibility data stored at the memory addresses allocated for corresponding adjacent tiles in a second direction of traversal, opposite the first direction of traversal.

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