Setting downstream render state in an upstream shader

    公开(公告)号:US09830741B2

    公开(公告)日:2017-11-28

    申请号:US13671456

    申请日:2012-11-07

    CPC classification number: G06T15/80 G06T15/00 G06T15/005 G09G5/363

    Abstract: Techniques are disclosed for processing graphics objects in a stage of a graphics processing pipeline. The techniques include receiving a graphics primitive associated with the graphics object, and determining a plurality of attributes corresponding to one or more vertices associated with the graphics primitive. The techniques further include determining values for one or more state parameters associated with a downstream stage of the graphics processing pipeline based on a visual effect associated with the graphics primitive. The techniques further include transmitting the state parameter values to the downstream stage of the graphics processing pipeline. One advantage of the disclosed techniques is that visual effects are flexibly and efficiently performed.

    System, method, and computer program product for tiled deferred shading
    33.
    发明授权
    System, method, and computer program product for tiled deferred shading 有权
    用于平铺延迟着色的系统,方法和计算机程序产品

    公开(公告)号:US09305324B2

    公开(公告)日:2016-04-05

    申请号:US14015955

    申请日:2013-08-30

    CPC classification number: G06T1/20 G06T11/40 G06T15/005 G06T15/06

    Abstract: A system, method, and computer program product are provided for tiled deferred shading. In operation, a plurality of photons associated with at least one scene are identified. Further, a plurality of screen-space tiles associated with the at least one scene are identified. Additionally, each of the plurality of screen-space tiles capable of being affected by a projection of an effect sphere for each of the plurality of photons are identified. Furthermore, at least a subset of photons associated with each of the screen-space tiles from which to compute shading are selected. Moreover, shading for the at least one scene is computed utilizing the selected at least a subset of photons.

    Abstract translation: 提供了平铺延迟着色的系统,方法和计算机程序产品。 在操作中,识别与至少一个场景相关联的多个光子。 此外,识别与至少一个场景相关联的多个屏幕空间瓦片。 此外,识别能够受到多个光子中的每一个的效应球体的投影影响的多个屏幕空间瓦片中的每一个。 此外,选择与从其计算阴影的每个屏幕空间瓦片相关联的光子的至少一个子集。 此外,利用所选择的至少一个光子集来计算至少一个场景的阴影。

    SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PRE-FILTERED ANTI-ALIASING WITH DEFERRED SHADING
    34.
    发明申请
    SYSTEM, METHOD, AND COMPUTER PROGRAM PRODUCT FOR PRE-FILTERED ANTI-ALIASING WITH DEFERRED SHADING 有权
    系统,方法和计算机程序产品,用于预过滤防止衰减

    公开(公告)号:US20150317827A1

    公开(公告)日:2015-11-05

    申请号:US14704875

    申请日:2015-05-05

    Abstract: A system, method, and computer program product are provided for generating anti-aliased images. The method includes the steps of assigning one or more samples to a plurality of clusters, each cluster in the plurality of clusters corresponding to an aggregate stored in an aggregate geometry buffer, where each of the one or more samples is covered by a visible fragment and rasterizing three-dimensional geometry to generate material parameters for each sample of the one or more samples. For each cluster in the plurality of clusters, the material parameters for each sample assigned to the cluster are combined to produce the aggregate. The combined material parameters for each cluster are stored in an aggregate geometry buffer. An anti-aliased image may then be generated by shading the combined material parameters.

    Abstract translation: 提供了一种用于产生抗锯齿图像的系统,方法和计算机程序产品。 该方法包括以下步骤:将一个或多个样本分配给多个聚类,多个聚类中的每个簇对应于存储在聚合几何缓冲器中的聚合,其中一个或多个样本中的每一个被可见碎片覆盖, 光栅化三维几何以生成一个或多个样本的每个样本的材料参数。 对于多个集群中的每个集群,将分配给集群的每个样本的材料参数组合以产生聚合。 每个集群的组合材料参数都存储在聚合几何缓冲区中。 然后可以通过遮蔽组合的材料参数来生成抗锯齿图像。

    STREAMING A COMPRESSED LIGHT FIELD
    37.
    发明公开

    公开(公告)号:US20240119664A1

    公开(公告)日:2024-04-11

    申请号:US18545911

    申请日:2023-12-19

    CPC classification number: G06T15/506 G06T15/04 G06T15/06 H04L67/131 H04N19/46

    Abstract: A remote device utilizes ray tracing to compute a light field for a scene to be rendered, where the light field includes information about light reflected off surfaces within the scene. This light field is then compressed utilizing one or more video compression techniques that implement temporal reuse, such that only differences between the light field for the scene and a light field for a previous scene are compressed. The compressed light field data is then sent to a client device that decompresses the light field data and uses such data to obtain the light field for the scene at the client device. This light field is then used by the client device to compute global illumination for the scene. The global illumination may be used to accurately render the scene at the mobile device, resulting in a realistic scene that is presented by the mobile device.

    Asynchronous lighting for image illumination

    公开(公告)号:US11922567B2

    公开(公告)日:2024-03-05

    申请号:US17657889

    申请日:2022-04-04

    CPC classification number: G06T15/80 G06T15/50 G06T15/506 G09G2360/122

    Abstract: The present invention facilitates efficient and effective image processing. A network can comprise: a first system configured to perform a first portion of lighting calculations for an image and combing results of the first portion of lighting calculations for the image with results of a second portion of lighting calculations; and a second system configured to perform the second portion of lighting calculations and forward the results of the second portion of the lighting calculations to the first system. The first and second portion of lighting calculations can be associated with indirect lighting calculations and direct lighting calculations respectively. The first system can be a client in a local location and the second system can be a server in a remote location (e.g., a cloud computing environment). The first system and second system can be in a cloud and a video is transmitted to a local system.

    REAL-TIME RENDERING WITH IMPLICIT SHAPES

    公开(公告)号:US20220172423A1

    公开(公告)日:2022-06-02

    申请号:US17314182

    申请日:2021-05-07

    Abstract: Systems and methods are described for rendering complex surfaces or geometry. In at least one embodiment, neural signed distance functions (SDFs) can be used that efficiently capture multiple levels of detail (LODs), and that can be used to reconstruct multi-dimensional geometry or surfaces with high image quality. An example architecture can represent complex shapes in a compressed format with high visual fidelity, and can generalize across different geometries from a single learned example. Extremely small multi-layer perceptrons (MLPs) can be used with an octree-based feature representation for the learned neural SDFs.

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