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公开(公告)号:US20180322682A1
公开(公告)日:2018-11-08
申请号:US15652109
申请日:2017-07-17
Applicant: NVIDIA CORPORATION
Inventor: Rouslan Dimitrov , Yury Uralsky , Lars Nordskog , Dmitriy Zhdan
CPC classification number: G06T15/005 , G06F3/1431 , G09G5/395
Abstract: Techniques for rendering images on multiple tilted displays concurrently to mitigate perspective distortion are disclosed herein. According to one described approach, viewports are assigned to a center monitor and two peripheral monitors. Scene data for the viewports is calculated, and geometric primitives are generated for the viewports based on the scene data. Image transformation is performed based on a modified perspective value to modify geometry of the geometric primitives based on tilt angles of the displays, and the geometric primitives are rasterized using the modified geometry.
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公开(公告)号:US11508113B2
公开(公告)日:2022-11-22
申请号:US17203267
申请日:2021-03-16
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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公开(公告)号:US12182927B2
公开(公告)日:2024-12-31
申请号:US18486049
申请日:2023-10-12
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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公开(公告)号:US20230005211A1
公开(公告)日:2023-01-05
申请号:US17942542
申请日:2022-09-12
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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公开(公告)号:US11823321B2
公开(公告)日:2023-11-21
申请号:US17942542
申请日:2022-09-12
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
CPC classification number: G06T15/06 , G06N20/00 , G06T5/002 , G06T5/20 , G06T15/506
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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公开(公告)号:US20210295589A1
公开(公告)日:2021-09-23
申请号:US17203267
申请日:2021-03-16
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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公开(公告)号:US20250078390A1
公开(公告)日:2025-03-06
申请号:US18953688
申请日:2024-11-20
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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公开(公告)号:US20240037842A1
公开(公告)日:2024-02-01
申请号:US18486049
申请日:2023-10-12
Applicant: NVIDIA Corporation
Inventor: Dmitriy Zhdan , Evgeny Makarov
CPC classification number: G06T15/06 , G06T5/20 , G06N20/00 , G06T15/506 , G06T5/002
Abstract: Recurrent blurring may be used to render frames of a virtual environment, where the radius of a filter for a pixel is based on a number of successfully accumulated frames that correspond to that pixel. To account for rejections of accumulated samples for the pixel, ray-traced samples from a lower resolution version of a ray-traced render may be used to increase the effective sample count for the pixel. Parallax may be used to control the accumulation speed along with an angle between a view vector that corresponds to the pixel. A magnitude of one or more dimensions of a filter applied to the pixel may be based on an angle of a view vector that corresponds to the pixel to cause reflections to elongate along an axis under glancing angles. The dimension(s) may be based on a direction of a reflected specular lobe associated with the pixel.
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