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公开(公告)号:US10354432B2
公开(公告)日:2019-07-16
申请号:US15088418
申请日:2016-04-01
申请人: Intel Corporation
发明人: Carl J. Munkberg , Jon N. Hasselgren , Franz P. Clarberg , Magnus Andersson , Robert M. Toth , Jim K. Nilsson , Tomas G. Akenine-Moller
摘要: An apparatus and method are described for texture space shading. For example, one embodiment of a method comprises: performing texture mapping to map one or more textures to surfaces of one or more objects in texture space within a ray tracing architecture; and performing sampling and reconstruction directly on the surfaces of the objects in the texture space.
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公开(公告)号:US09501864B2
公开(公告)日:2016-11-22
申请号:US14141523
申请日:2013-12-27
申请人: Intel Corporation
发明人: Tomas G. Akenine-Moller , Magnus Andersson , Jon N. Hasselgren , Carl J. Munkberg , Robert M. Toth
CPC分类号: G06T15/405 , G06F3/14 , G06T9/00 , G06T15/005 , G09G5/39 , G09G5/393 , G09G2340/02 , G09G2360/122
摘要: Because using the same number of bits per residual depth offset compression is not the best distribution of bits, the bits per residual may be distributed instead according to the content of the depths of a tile. For example, if the depth differences close to the Zmax are small, then fewer bits can be spent on residuals for the samples that are encoded relative to Zmax. Consequently, more bits can be spent on the residuals for the samples that are encoded relative to Zmin. As a result, more tiles succeed at compressing to the required number of bits.
摘要翻译: 因为每个残留深度偏移压缩使用相同数量的比特不是比特的最佳分布,所以根据瓦片的深度的内容可以分配每个残差的比特。 例如,如果接近Zmax的深度差小,则相对于Zmax编码的样本的残差可以花费更少的位。 因此,对于相对于Zmin编码的样本的残差,可以花费更多的比特。 结果,更多的瓦片成功地压缩到所需的位数。
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公开(公告)号:US09390541B2
公开(公告)日:2016-07-12
申请号:US13858988
申请日:2013-04-09
申请人: Intel Corporation
发明人: Jon N. Hasselgren , Tomas G. Akenine-Moller , Carl J. Munkberg , Jim K. Nilsson , Robert M. Toth , Franz P. Clarberg
IPC分类号: G06T15/00
CPC分类号: G06T15/005
摘要: In accordance with some embodiments, a tile shader executes on a group of pixels prior to a pixel shader. The tile of pixels may be rectangular in some embodiments. The tile may be executed hierarchically, refining each tile into smaller subtiles until the pixel or sample level is reached. The tile shader program can be written to discard groups of pixels, thereby quickly removing areas of the bounding triangles that lie outside the shape being rasterized or quickly discarding groups of pixel shader executions that will not contribute to the final image.
摘要翻译: 根据一些实施例,瓦片着色器在像素着色器之前的一组像素上执行。 在一些实施例中,像素块可以是矩形的。 可以分层执行瓦片,将每个瓦片细化为较小的子屏幕,直到达到像素或样品级别。 可以将瓦片着色器程序写入丢弃像素组,从而快速移除位于正被光栅化的形状之外的边界三角形的区域,或快速丢弃不会对最终图像做出贡献的像素着色器执行组。
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公开(公告)号:US09201487B2
公开(公告)日:2015-12-01
申请号:US13784950
申请日:2013-03-05
申请人: Intel Corporation
发明人: Tomas G. Akenine-Moller , Bjorn Johnsson , Magnus Andersson , Jim K. Nilsson , Robert M. Toth , Carl J. Munkberg , Jon N. Hasselgren
IPC分类号: G06F1/32
CPC分类号: G06F1/3296 , G06F1/3203 , G06F1/3228 , G06F1/3234 , G06F1/324 , G06F1/329 , Y02D10/126 , Y02D10/24
摘要: In accordance with some embodiments, the knowledge that a capped frame time is used can be exploited to reduce power consumption. Generally a capped frame time is a pre-allocated amount of time to apply power for rendering in graphics processing. Generally the frame time involves the application of power and some down time in which only idle power is applied pending the next frame time. By making better use of that down time, power consumption reductions can be achieved in some embodiments.
摘要翻译: 根据一些实施例,可以利用使用加盖帧时间的知识来降低功耗。 通常,加盖帧时间是在图形处理中应用电力进行渲染的预分配时间量。 通常,帧时间涉及在下一帧时间内仅施加空闲功率的功率和一些停机时间。 通过更好地利用该停机时间,在一些实施例中可以实现功耗降低。
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