SYSTEM-GENERATED STABLE BARYCENTRIC COORDINATES AND DIRECT PLANE EQUATION ACCESS

    公开(公告)号:US20200043228A1

    公开(公告)日:2020-02-06

    申请号:US16268915

    申请日:2019-02-06

    Abstract: A graphics processing pipeline includes three architectural features that allow a fragment shader to efficiently calculate per-sample attribute values using barycentric coordinates and per-vertex attributes. The first feature is barycentric coordinate injection to provide barycentric coordinates to the fragment shader. The second feature is an attribute qualifier that allows an attribute of a graphics primitive to be processed without conventional fixed-function interpolation. The third feature is a direct access path from the fragment shader to triangle data storage hardware resources where vertex attribute data and/or plane equation coefficients are stored. Allowing the fragment shader to calculate per-sample attribute values in this way advantageously increases system flexibility while reducing workload associated with triangle plane equation setup.

    Multi-pass rendering in a screen space pipeline

    公开(公告)号:US10147222B2

    公开(公告)日:2018-12-04

    申请号:US14952390

    申请日:2015-11-25

    Abstract: A multi-pass unit interoperates with a device driver to configure a screen space pipeline to perform multiple processing passes with buffered graphics primitives. The multi-pass unit receives primitive data and state bundles from the device driver. The primitive data includes a graphics primitive and a primitive mask. The primitive mask indicates the specific passes when the graphics primitive should be processed. The state bundles include one or more state settings and a state mask. The state mask indicates the specific passes where the state settings should be applied. The primitives and state settings are interleaved. For a given pass, the multi-pass unit extracts the interleaved state settings for that pass and configures the screen space pipeline according to those state settings. The multi-pass unit also extracts the interleaved graphics primitives to be processed in that pass. Then, the multi-pass unit causes the screen space pipeline to process those graphics primitives.

    Graphics processing subsystem and method for computing a three-dimensional clipmap
    46.
    发明授权
    Graphics processing subsystem and method for computing a three-dimensional clipmap 有权
    用于计算三维剪贴图的图形处理子系统和方法

    公开(公告)号:US09390543B2

    公开(公告)日:2016-07-12

    申请号:US14163801

    申请日:2014-01-24

    CPC classification number: G06T15/005 G06T15/08 G06T15/20 G06T15/80

    Abstract: A graphics processing subsystem and method for computing a 3D clipmap. One embodiment of the subsystem includes: (1) a renderer operable to render a primitive surface representable by a 3D clipmap, (2) a geometry shader (GS) configured to select respective major-plane viewports for a plurality of clipmap levels, the major-plane viewports being sized to represent full spatial extents of the 3D clipmap relative to a render target (RT) for the plurality of clipmap levels, (3) a rasterizer configured to employ the respective major-plane viewports and the RT to rasterize a projection of the primitive surface onto a major plane corresponding to the respective major-plane viewports into pixels representing fragments of the primitive surface for each of the plurality of clipmap levels, and (4) a plurality of pixel shader (PS) instances configured to transform the fragments into respective voxels in the plurality of clipmap levels, thereby voxelizing the primitive surface.

    Abstract translation: 用于计算3D剪贴图的图形处理子系统和方法。 子系统的一个实施例包括:(1)渲染器,其可操作以渲染由3D剪辑映射表示的原始表面;(2)几何着色器(GS),被配置为针对多个剪贴图级别选择相应的主平面视口,主要 平面视口的大小适于表示相对于多个剪贴图级别的渲染目标(RT)的3D剪贴图的完整空间范围,(3)被配置为使用相应的主平面视口和RT来光栅化投影的光栅化器 的原始表面到与相应主平面视口对应的主平面上,以代表代表多个剪贴图级别中的每一个的原始表面的片段的像素,以及(4)多个像素着色器(PS)实例,被配置为转换 将片段分割成多个剪贴图级别中的相应体素,从而使原始表面体素化。

    System, method, and computer program product for inputting modified coverage data into a pixel shader
    49.
    发明授权
    System, method, and computer program product for inputting modified coverage data into a pixel shader 有权
    用于将修改的覆盖数据输入到像素着色器的系统,方法和计算机程序产品

    公开(公告)号:US09165399B2

    公开(公告)日:2015-10-20

    申请号:US13666878

    申请日:2012-11-01

    CPC classification number: G06T15/405 G06T15/503

    Abstract: A system, method, and computer program product are provided for inputting modified coverage data into a pixel shader. In use, coverage data modified by a depth/stencil test is input into a pixel shader. Additionally, one or more actions are performed at the pixel shader, utilizing the modified coverage data.

    Abstract translation: 提供了将修改的覆盖数据输入到像素着色器中的系统,方法和计算机程序产品。 在使用中,通过深度/模板测试修改的覆盖率数据被输入到像素着色器中。 另外,利用修改的覆盖数据,在像素着色器处执行一个或多个动作。

    GRAPHICS PROCESSING SUBSYSTEM AND METHOD FOR UPDATING VOXEL REPRESENTATION OF A SCENE
    50.
    发明申请
    GRAPHICS PROCESSING SUBSYSTEM AND METHOD FOR UPDATING VOXEL REPRESENTATION OF A SCENE 有权
    图形处理子系统和用于更新场景的VOXEL表示的方法

    公开(公告)号:US20150109296A1

    公开(公告)日:2015-04-23

    申请号:US14160883

    申请日:2014-01-22

    CPC classification number: G06T15/005 G06T15/08 G06T15/20 G06T15/80

    Abstract: A graphics processing subsystem and method for updating a voxel representation of a scene. One embodiment of the graphics processing subsystem includes: (1) a memory configured to store a voxel representation of a scene having first and second regions to be updated, and (2) a graphics processing unit (GPU) operable to: (2a) unify the first and second regions into a bounding region if a volume thereof does not exceed summed volumes of the first and second regions by more than a tolerance, and (2b) generate voxels for the bounding region and cause the voxels to be stored in the voxel representation.

    Abstract translation: 用于更新场景的体素表示的图形处理子系统和方法。 图形处理子系统的一个实施例包括:(1)存储器,被配置为存储具有要更新的第一和第二区域的场景的体素表示,以及(2)可操作以:(2a)统一 如果第一区域和第二区域的体积不超过第一区域和第二区域的相加体积超过公差,则为第一区域和第二区域,并且(2b)为边界区域生成体素并且使体素存储在体素中 表示。

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