摘要:
A method and apparatus for graphical processing. A logic core to perform pixel fragment manipulation and processing is instantiated on a single substrate with one or more memory units. The memory units are dynamically segmentable into frame buffer and texture memory. Because the logic core is on the same substrate as the memory units, the bandwidth between the core and the memory is greatly increased.
摘要:
A method and apparatus for graphical processing. A logic core to perform pixel fragment manipulation and processing is instantiated on a single substrate with one or more memory units. The memory units are dynamically segmentable into frame buffer and texture memory. Because the logic core is on the same substrate as the memory units, the bandwidth between the core and the memory is greatly increased.
摘要:
Systems and associated methods for processing textures in a graphical processing unit (GPU) are disclosed. Textures may be managed on a per region (e.g., tile) basis, which allows efficient use of texture memory. Moreover, very large textures may be used. Techniques provide for both texture streaming, as well as sparse textures. A GPU texture unit may be used to intelligently clamp LOD based on a shader specified value. The texture unit may provide feedback to the shader to allow the shader to react conditionally based on whether clamping was used, etc. Per region (e.g., per-tile) independent mipmap stacks may be used to allow very large textures.
摘要:
Systems and associated methods for processing textures in a graphical processing unit (GPU) are disclosed. Textures may be managed on a per region (e.g., tile) basis, which allows efficient use of texture memory. Moreover, very large textures may be used. Techniques provide for both texture streaming, as well as sparse textures. A GPU texture unit may be used to intelligently clamp LOD based on a shader specified value. The texture unit may provide feedback to the shader to allow the shader to react conditionally based on whether clamping was used, etc. Per region (e.g., per-tile) independent mipmap stacks may be used to allow very large textures.
摘要:
Embodiments of a multi-processor architecture and method are described herein. Embodiments provide alternatives to the use of an external bridge integrated circuit (IC) architecture. For example, an embodiment multiplexes a peripheral bus such that multiple processors can use one peripheral interface slot without requiring an external bridge IC. Embodiments are usable with known bus protocols.
摘要:
Embodiments directed to an autonomous graphics processing unit (GPU) scheduler for a graphics processing system are described. Embodiments include an execution structure for a host CPU and GPU in a computing system that allows the GPU to execute command threads in multiple contexts in a dynamic rather than fixed order based on decisions made by the GPU. This eliminates a significant amount of CPU processing overhead required to schedule GPU command execution order, and allows the GPU to execute commands in an order that is optimized for particular operating conditions. The context list includes parameters that specify task priority and resource requirements for each context. The GPU includes a scheduler component that determines the availability of system resources and directs execution of commands to the appropriate system resources, and in accordance with the priority defined by the context list.
摘要:
Embodiments of the invention as described herein provide a solution to the problems of conventional methods as stated above. In the following description, various examples are given for illustration, but none are intended to be limiting. Embodiments include a frame processor module in a graphics processing system that examines the intra-coded and inter-coded frames in an encoded video stream and initiates migration of decoding and rendering functions to a second graphics processor from a first graphics processor based on the location of intra-coded frames in a video stream and the composition of intermediate inter-coded frames.
摘要:
A graphical display system and a method for Z-subdivision of polygons into quadrilaterals and triangles whose vertices are arranged between two adjacent Z planes. This slicing allows both atmospheric and texture parameters to be interpolated linearly with minimal error within each quadrilateral or triangle slice. Object data from a host computer is processed by four pipelined graphics subsystems before being displayed on a display screen. Each object is decomposed into a set of primitives. Each primitive may intersect one or more Z planes thereby producing a set of component portions of the primitive. Once a primitive is sliced into component portions, a texture is mapped onto each component portion by interpolating texture parameters to points on or within the component portion. Finally, the textured component portions are rendered on a display device thereby creating a seamless complete object.
摘要:
Embodiments of a multi-processor architecture and method are described herein. Embodiments provide alternatives to the use of an external bridge integrated circuit (IC) architecture. For example, an embodiment multiplexes a peripheral bus such that multiple processors can use one peripheral interface slot without requiring an external bridge IC. Embodiments are usable with known bus protocols.
摘要:
A system that includes a head mounted display device and a processing unit connected to the head mounted display device is used to fuse virtual content into real content. In one embodiment, the processing unit is in communication with a hub computing device. The processing unit and hub may collaboratively determine a map of the mixed reality environment. Further, state data may be extrapolated to predict a field of view for a user in the future at a time when the mixed reality is to be displayed to the user. This extrapolation can remove latency from the system.