Abstract:
Techniques are disclosed relating to ray intersection in the context of motion blur. In some embodiments, a graphics processor includes time-oblivious ray intersect circuitry configured to receive coordinates for a ray and traverse a bounding volume hierarchy (BVH) data structure based on the coordinates to determine whether the ray intersects with one or more bounding regions of a graphics space. In some embodiments, in response to reaching a temporal branch element of the BVH data structure, the ray intersect circuitry initiates a shader program that determines a sub-tree of the BVH data structure for further traversal by the ray intersection circuitry, where the sub-tree corresponds to a portion of a motion-blur interval in which the ray falls. This may provide accurate ray tracing for motion blur while reducing area and power consumption of intersect circuitry, relative to time-aware implementations.
Abstract:
Techniques are disclosed relating to ray intersection in the context of motion blur. In some embodiments, a graphics processor includes time-oblivious ray intersect circuitry configured to receive coordinates for a ray and traverse a bounding volume hierarchy (BVH) data structure based on the coordinates to determine whether the ray intersects with one or more bounding regions of a graphics space. In some embodiments, in response to reaching a temporal branch element of the BVH data structure, the ray intersect circuitry initiates a shader program that determines a sub-tree of the BVH data structure for further traversal by the ray intersection circuitry, where the sub-tree corresponds to a portion of a motion-blur interval in which the ray falls. This may provide accurate ray tracing for motion blur while reducing area and power consumption of intersect circuitry, relative to time-aware implementations.
Abstract:
Systems, computer readable media, and methods for a unified programming interface and language are disclosed. In one embodiment, the unified programming interface and language assists program developers write multi-threaded programs that can perform both graphics and data-parallel compute processing on GPUs. The same GPU programming language model can be used to describe both graphics shaders and compute kernels, and the same data structures and resources may be used for both graphics and compute operations. Developers can use multithreading efficiently to create and submit command buffers in parallel.
Abstract:
A compiler and library provide the ability to compile a programming language according to a defined language model into a programming language independent, machine independent intermediate representation, for conversion into an executable on a target programmable device. The language model allows writing programs that perform data-parallel graphics and non-graphics tasks.
Abstract:
A compiler and library provide the ability to compile a programming language according to a defined language model into a programming language independent, machine independent intermediate representation, for conversion into an executable on a target programmable device. The language model allows writing programs that perform data-parallel graphics and non-graphics tasks.
Abstract:
An innovative GPU framework and related APIs present more accurate representations of the target hardware so that the distinctions between the fixed-function and programmable features of the GPU are perceived by a developer. This permits a program and/or a graphics object generated or manipulated by the program to be understood as not just code, but machine states that are associated with the code. When such an object is defined, the definitional components requiring programmable GPU features can be compiled only once and reused repeatedly as needed. Similarly, when a state change is made, the state changes correspond to the state changes made on the hardware. Additionally, the creation of these immutable objects prevents a developer from inadvertently changing portions of the program or object that cause it to behave differently than intended.
Abstract:
A compiler and library provide the ability to compile a programming language according to a defined language model into a programming language independent, machine independent intermediate representation, for conversion into an executable on a target programmable device. The language model allows writing programs that perform data-parallel graphics and non-graphics tasks.
Abstract:
Techniques are disclosed relating to a hardware-supported flexible data structure for graphics processing. In some embodiments, dimensions of the data structure are configurable in an X direction, a Y direction, a number of samples per pixel, and an amount of data per sample. In some embodiments, these attributes are configurable using hardware registers. In some embodiments, the data structure is persistent across a tile being processed such that local memory context is accessible to both rendering threads of a render pass and mid-render compute threads.
Abstract:
Systems, computer readable media, and methods for a unified programming interface and language are disclosed. In one embodiment, the unified programming interface and language assists program developers write multi-threaded programs that can perform both graphics and data-parallel compute processing on GPUs. The same GPU programming language model can be used to describe both graphics shaders and compute kernels, and the same data structures and resources may be used for both graphics and compute operations. Developers can use multithreading efficiently to create and submit command buffers in parallel.
Abstract:
Techniques are disclosed relating to a hardware-supported flexible data structure for graphics processing. In some embodiments, dimensions of the data structure are configurable in an X direction, a Y direction, a number of samples per pixel, and an amount of data per sample. In some embodiments, these attributes are configurable using hardware registers. In some embodiments, the data structure is persistent across a tile being processed such that local memory context is accessible to both rendering threads of a render pass and mid-render compute threads.