Filtered Shadow Mapping
    1.
    发明申请
    Filtered Shadow Mapping 有权
    过滤阴影映射

    公开(公告)号:US20160093098A1

    公开(公告)日:2016-03-31

    申请号:US14575197

    申请日:2014-12-18

    Abstract: A layered, filtered shadow mapping algorithm may be used for motion blurred shadows. The algorithm is divided into two passes, namely a shadow pass and a lighting pass. The shadow pass renders the scene using stochastic rasterization and generates a time-dependent shadow map augmented with per-sample motion vectors. The subsequent lighting pass renders the scene from the camera's point of view, and performs a shadow query for each sample seen from the camera.

    Abstract translation: 分层的,过滤的阴影映射算法可用于运动模糊阴影。 该算法分为两个通道,即阴影通道和照明通道。 阴影通过使用随机光栅化渲染场景,并且生成以逐采样运动矢量增强的时间依赖的阴影图。 随后的照明通道从相机的角度呈现场景,并对从相机看到的每个样品执行阴影查询。

    Computer graphics processor and method for rendering a three-dimensional image on a display screen
    3.
    发明授权
    Computer graphics processor and method for rendering a three-dimensional image on a display screen 有权
    用于在显示屏幕上渲染三维图像的计算机图形处理器和方法

    公开(公告)号:US09269180B2

    公开(公告)日:2016-02-23

    申请号:US14326841

    申请日:2014-07-09

    CPC classification number: G06T15/005 G06T11/40 G06T15/205

    Abstract: A computer graphics processor and a method for rendering a three-dimensional image on a display screen. The computer graphics processor comprises a rasterizer configured to perform pixel traversal of a primitive after projection of the primitive. Furthermore, the rasterizer is configured to perform the pixel traversal of a first primitive for a plurality of views prior to performing pixel traversal of a next primitive for one or several views.

    Abstract translation: 计算机图形处理器和用于在显示屏幕上呈现三维图像的方法。 计算机图形处理器包括被配置成在投影基元之后执行图元的像素遍历的光栅化器。 此外,光栅化器被配置为在对一个或多个视图执行下一个图元的像素遍历之前对多个视图执行第一原语的像素遍历。

    Bounding volume hierarchy generation using a heterogeneous architecture

    公开(公告)号:US09990758B2

    公开(公告)日:2018-06-05

    申请号:US14574992

    申请日:2014-12-18

    CPC classification number: G06T15/005 G06T17/005 G06T2210/12

    Abstract: A system rapidly builds bounding volume hierarchies for ray tracing using both the CPU cores and an integrated graphics processor. The hierarchy is built directly into shared memory (between the CPU and GPU). The method starts by sorting the triangles along a space-filling curve, and then quickly sets up a number of mini-trees with a small number of triangles in them, which includes computing the bounding boxes of the mini-trees. This makes it possible to build the mini-trees using a surface-area heuristic in parallel on the graphics processor, while at the same time, the trees above the mini-trees are built in a top-down fashion using the CPU cores.

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