Light volume rendering
    1.
    发明授权

    公开(公告)号:US11551398B2

    公开(公告)日:2023-01-10

    申请号:US17008388

    申请日:2020-08-31

    摘要: Systems, apparatuses, and methods for implementing light volume rendering techniques are disclosed. A processor is coupled to a memory. A processor renders the geometry of a scene into a geometry buffer. For a given light source in the scene, the processor initiates two shader pipeline passes to determine which pixels in the geometry buffer to light. On the first pass, the processor renders a front-side of a light volume corresponding to the light source. Any pixels of the geometry buffer which are in front of the front-side of the light volume are marked as pixels to be discarded. Then, during the second pass, only those pixels which were not marked to be discarded are sent to the pixel shader. This approach helps to reduce the overhead involved in applying a lighting effect to the scene by reducing the amount of work performed by the pixel shader.

    Depth buffer pre-pass
    2.
    发明授权

    公开(公告)号:US11631187B2

    公开(公告)日:2023-04-18

    申请号:US17031645

    申请日:2020-09-24

    IPC分类号: G06T15/80 G06T7/50

    摘要: Systems, apparatuses, and methods for implementing a depth buffer pre-pass are disclosed. A rendering application uses a binning approach to render primitives of a virtual scene on a tile-by-tile basis, with each tile corresponding to a portion of the screen. The application causes a depth buffer pre-pass to be performed for the primitives of the tile before a pixel shader is invoked. During the depth buffer pre-pass, only the depth part of the virtual scene is rendered to determine which pixel samples are visible and which pixel samples are hidden. Then, the scene is redrawn, but the pixel samples that are hidden are not sent to the pixel shader. In cases where a relatively large percentage of primitives overlap, this technique increases the efficiency of the rendering application since pixel shading can be avoided for the pixel samples that are hidden.

    DEPTH BUFFER PRE-PASS
    3.
    发明申请

    公开(公告)号:US20220092801A1

    公开(公告)日:2022-03-24

    申请号:US17031645

    申请日:2020-09-24

    IPC分类号: G06T7/50 G06T15/80

    摘要: Systems, apparatuses, and methods for implementing a depth buffer pre-pass are disclosed. A rendering application uses a binning approach to render primitives of a virtual scene on a tile-by-tile basis, with each tile corresponding to a portion of the screen. The application causes a depth buffer pre-pass to be performed for the primitives of the tile before a pixel shader is invoked. During the depth buffer pre-pass, only the depth part of the virtual scene is rendered to determine which pixel samples are visible and which pixel samples are hidden. Then, the scene is redrawn, but the pixel samples that are hidden are not sent to the pixel shader. In cases where a relatively large percentage of primitives overlap, this technique increases the efficiency of the rendering application since pixel shading can be avoided for the pixel samples that are hidden.

    LIGHT VOLUME RENDERING
    4.
    发明申请

    公开(公告)号:US20210150797A1

    公开(公告)日:2021-05-20

    申请号:US17008388

    申请日:2020-08-31

    摘要: Systems, apparatuses, and methods for implementing light volume rendering techniques are disclosed. A processor is coupled to a memory. A processor renders the geometry of a scene into a geometry buffer. For a given light source in the scene, the processor initiates two shader pipeline passes to determine which pixels in the geometry buffer to light. On the first pass, the processor renders a front-side of a light volume corresponding to the light source. Any pixels of the geometry buffer which are in front of the front-side of the light volume are marked as pixels to be discarded. Then, during the second pass, only those pixels which were not marked to be discarded are sent to the pixel shader. This approach helps to reduce the overhead involved in applying a lighting effect to the scene by reducing the amount of work performed by the pixel shader.