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公开(公告)号:US10269326B2
公开(公告)日:2019-04-23
申请号:US14975750
申请日:2015-12-19
Applicant: Intel Corporation
Inventor: Jon N. Hasselgren , Carl J. Munkberg
IPC: G09G5/02 , G09G5/06 , H04N19/124 , H04N19/136 , H04N19/167 , H04N19/17 , H04N19/184 , H04N19/186 , H04N19/426 , G06T7/40 , H04N1/64 , H04N19/174
Abstract: An apparatus and method for color buffer compression. For example, one embodiment of a method comprises: specifying a palette of available colors within a color space to be used for quantizing color values of pixels within a tile; subdividing the color space into a plurality of axis-aligned bucket regions, each of the available colors falling within one of the bucket regions; and quantizing the color values based on both the palette of available colors and the axis-aligned bucket regions.
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2.
公开(公告)号:US10262456B2
公开(公告)日:2019-04-16
申请号:US14975754
申请日:2015-12-19
Applicant: INTEL CORPORATION
Inventor: Attila T. Afra , Carl J. Munkberg
Abstract: An apparatus and method for extracting and using path shading coherence in a ray tracing architecture. For example, one embodiment of a graphics processing apparatus comprises: ray generation logic to generate a ray stream from one or more image tiles; ray sorting logic to sort the rays within the ray stream based on a material identifier (ID) associated with each of the rays to generate a sorted ray stream; and one or more shaders to perform shading operations on rays within the sorted ray stream in an order in which the rays are sorted within the sorted ray stream.
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公开(公告)号:US10164459B2
公开(公告)日:2018-12-25
申请号:US15605016
申请日:2017-05-25
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Carl J. Munkberg , Franz P. Clarberg
Abstract: According to one embodiment, a given tile, made up of pixels or samples, may be of any shape, including a square shape. These pixels may contain colors, depths, stencil values, and other values. Each tile may be further augmented with a single bit, referred to herein as a render bit. In one embodiment, if the render bit is one, then everything is rendered as usual within the tile. However, if the render bit is zero, then nothing is rasterized to this tile and, correspondingly, depth tests, pixel shading, frame buffer accesses, and multi-sampled anti-aliasing (MSAA) resolves are not done for this tile. In other embodiments, some operations may be done nevertheless, but at least one operation is avoided based on the render bit. Of course, the render bits may be switched such that the bit zero indicates that everything should be rendered and the bit one indicates more limited rendering.
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公开(公告)号:US10074213B2
公开(公告)日:2018-09-11
申请号:US14227045
申请日:2014-03-27
Applicant: Intel Corporation
Inventor: Franz P. Clarberg , Tomas G. Akenine-Moller , Robert M. Toth , Carl J. Munkberg
CPC classification number: G06T15/80 , G06T15/005
Abstract: An architecture for pixel shading, enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives in some embodiments. The cost of pixel shading may then be decoupled from the geometric complexity. Wider use of tessellation and fine geometry may be made more feasible, even at very limited power budgets. Shading may be done over small local grids in parametric patch space, with reusing of shading for nearby samples. The decomposition of shaders into multiple parts is supported, which parts are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit, in some embodiments, of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.
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公开(公告)号:US20180075650A1
公开(公告)日:2018-03-15
申请号:US15266075
申请日:2016-09-15
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Carl J. Munkberg , Jon N. Hasselgren
CPC classification number: G06T17/20 , G06T1/20 , G06T15/005 , G06T2210/52
Abstract: Briefly, in accordance with one or more embodiments, an architecture to load balance tessellation distribution apparatus comprises a memory to store one or more patches representing an object in an image, and a processor, coupled to the memory, to perform one or more tessellation operations on the one or more patches. The one or more tessellation operations including splitting one or more of the patches into one or more subpatches, and load balancing the one or more patches and the one or more subpatches among two or more geometry and setup fixed-function pipelines (GSPs).
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公开(公告)号:US20180005350A1
公开(公告)日:2018-01-04
申请号:US15253580
申请日:2016-08-31
Applicant: INTEL CORPORATION
Inventor: Prasoonkumar Surti , Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg , Jim. K. Nilsson
Abstract: Techniques related to graphics rendering including techniques for compression and/or decompression of graphics data by use of indexed subsets are described.
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公开(公告)号:US09824412B2
公开(公告)日:2017-11-21
申请号:US14494653
申请日:2014-09-24
Applicant: Intel Corporation
Inventor: Saurabh Sharma , Subramaniam Maiyuran , Thomas A. Piazza , Kalyan K. Bhiravabhatla , Peter L. Doyle , Paul A. Johnson , Bimal Poddar , Jon N. Hasselgren , Carl J. Munkberg , Tomas G. Akenine-Moller , Harri Syrja , Kevin Rogovin , Robert L. Farrell
CPC classification number: G06T1/20 , G06T15/40 , G06T15/405 , G06T15/503 , G09G5/393
Abstract: In position-only shading, two geometry pipes exist, a trimmed down version called the Cull Pipe and a full version called the Replay Pipe. Thus, the Cull Pipe executes the position shaders in parallel with the main application, but typically generates the critical results much faster as it fetches and shades only the position attribute of the vertices and avoids the rasterization as well as the rendering of pixels for the frame buffer. Furthermore, the Cull Pipe uses these critical results to compute visibility information for all the triangles whether they are culled or not. On the other hand, the Replay Pipe consumes the visibility information to skip the culled triangles and shades only the visible triangles that are finally passed to the rasterization phase. Together the two pipes can hide the long cull runs of discarded triangles and can complete the work faster in some embodiments.
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8.
公开(公告)号:US09406100B2
公开(公告)日:2016-08-02
申请号:US14931285
申请日:2015-11-03
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
CPC classification number: G06T1/20 , G06T11/40 , G06T15/005 , G06T2210/12
Abstract: Techniques are described that can delay or even prevent use of memory to store triangles associated with tiles as well as processing resources associated with vertex shading and binning triangles. The techniques can also provide better load balancing among a set of cores, and hence provide better performance. A bounding volume is generated to represent a geometry group. Culling takes place to determine whether a geometry group is to have triangles rendered. Vertex shading and association of triangles with tiles can be performed across multiple cores in parallel. Processing resources are allocated for rasterizing tiles whose triangles have been vertex shaded and binned over tiles whose triangles have yet to be vertex shaded and binned. Rasterization of triangles of different tiles can be performed by multiple cores in parallel.
Abstract translation: 描述了可以延迟甚至阻止使用存储器来存储与瓦片相关联的三角形以及处理与顶点着色和合并三角形相关联的资源的技术。 这些技术还可以在一组核心之间提供更好的负载平衡,从而提供更好的性能。 生成一个边界体来表示一个几何组。 进行剔除以确定几何组是否具有呈现的三角形。 顶点阴影和三角形与瓦片的关联可以并行执行多个核心。 分配处理资源用于光栅化其三角形已经被顶点着色的图块,并且在三角形尚未被顶点着色和分块的图块上进行分块。 不同瓦片三角形的光栅化可以由多个并行的核心执行。
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公开(公告)号:US20160133045A1
公开(公告)日:2016-05-12
申请号:US14534374
申请日:2014-11-06
Applicant: Intel Corporation
Inventor: Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg
Abstract: In accordance with some embodiments, a zero coverage test may determine whether a primitive such as a triangle relies on lanes between rows or columns or lines of samples. If so, the primitive can be culled in a zero coverage culling test.
Abstract translation: 根据一些实施例,零覆盖测试可以确定诸如三角形的原语是否依赖于行或列或样本行之间的通道。 如果是这样,可以在零覆盖率拣选测试中剔除原语。
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公开(公告)号:US09142008B2
公开(公告)日:2015-09-22
申请号:US14482149
申请日:2014-09-10
Applicant: Intel Corporation
Inventor: Franz P. Clarberg , Carl J. Munkberg , Jon N. Hasselgren , Tomas G. Akenine-Moller
CPC classification number: G06T5/002 , G06T11/40 , G06T13/80 , G06T2207/20182
Abstract: Motion blur rasterization may involve executing a first test for each plane of a tile frustum. The first test is a frustum plane versus moving bounding box overlap test where planes bounding a moving primitive are overlap tested against a screen tile frustum. According to a second test executed after the first test, for primitive edges against tile corners, the second test is a tile corner versus moving edge overlap test. The corners of the screen space tile are tested against a moving triangle edge in two-dimensional homogeneous space.
Abstract translation: 运动模糊光栅化可能涉及对平截头体的每个平面执行第一次测试。 第一个测试是平截头体平面与移动边界框重叠测试,其中界定移动基元的平面与屏幕平截头体重叠测试。 根据在第一次测试之后执行的第二次测试,对于平铺角落的原始边缘,第二个测试是相对于移动边缘重叠测试的瓦片角。 屏幕空间瓦片的角部针对二维均匀空间中的移动三角形边缘进行测试。
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