Work-queue-based graphics processing unit work creation
    33.
    发明授权
    Work-queue-based graphics processing unit work creation 有权
    基于工作队列的图形处理单元工作创建

    公开(公告)号:US09135081B2

    公开(公告)日:2015-09-15

    申请号:US13662274

    申请日:2012-10-26

    CPC classification number: G06F9/52 G06F9/546 G06F2209/548

    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.

    Abstract translation: 本发明的一个实施例使得在处理器上执行的线程能够通过工作队列和命令块来本地生成和执行该处理器内的工作。 设备驱动程序作为用于建立使线程本地生成和执行工作的内存对象的初始化过程,生成工作队列,并将工作队列的GP_GET指针设置为工作队列中的第一个条目。 在初始化过程中,设备驱动程序还将工作队列的GP_PUT指针设置到工作队列中包含的最后一个空闲条目,从而在工作队列中建立一个可以加载线程生成的新工作的条目范围 并随后由处理器执行。 然后,线程将工作队列中的生成工作和点条目的命令块填充到命令块,以执行存储在命令块中的工作的处理器执行。

    VARIABLE FRAGMENT SHADING WITH SURFACE RECASTING
    34.
    发明申请
    VARIABLE FRAGMENT SHADING WITH SURFACE RECASTING 有权
    具有表面纹理功能的可变碎片

    公开(公告)号:US20150022537A1

    公开(公告)日:2015-01-22

    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相对应的阴影样本,并将阴影样本存储在目标缓冲器中。

    SHADER BINDING MANAGEMENT IN RAY TRACING

    公开(公告)号:US20250022216A1

    公开(公告)日:2025-01-16

    申请号:US18902629

    申请日:2024-09-30

    Abstract: In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).

    REFLECTION DENOISING IN RAY-TRACING APPLICATIONS

    公开(公告)号:US20240257439A1

    公开(公告)日:2024-08-01

    申请号:US18612293

    申请日:2024-03-21

    Abstract: Disclosed approaches may leverage the actual spatial and reflective properties of a virtual environment—such as the size, shape, and orientation of a bidirectional reflectance distribution function (BRDF) lobe of a light path and its position relative to a reflection surface, a virtual screen, and a virtual camera—to produce, for a pixel, an anisotropic kernel filter having dimensions and weights that accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface. In order to accomplish this, geometry may be computed that corresponds to a projection of a reflection of the BRDF lobe below the surface along a view vector to the pixel. Using this approach, the dimensions of the anisotropic filter kernel may correspond to the BRDF lobe to accurately reflect the spatial characteristics of the virtual environment as well as the reflective properties of the surface.

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