GRAPHICS PROCESSING SUBSYSTEM FOR RECOVERING PROJECTION PARAMETERS FOR RENDERING EFFECTS AND METHOD OF USE THEREOF
    1.
    发明申请
    GRAPHICS PROCESSING SUBSYSTEM FOR RECOVERING PROJECTION PARAMETERS FOR RENDERING EFFECTS AND METHOD OF USE THEREOF 审中-公开
    用于恢复投影效果的投影参数的图形处理子系统及其使用方法

    公开(公告)号:US20140368505A1

    公开(公告)日:2014-12-18

    申请号:US13917406

    申请日:2013-06-13

    CPC classification number: G06T15/005

    Abstract: A graphics processing subsystem for recovering projection parameters for rendering effects and a method of use thereof. One embodiment of the graphics processing subsystem includes: (1) a memory configured to store a buffer having a plurality of constants determinable upon execution of an application for which a scene is rendered, and (2) a central processing unit (CPU) operable to determine projection parameters from the buffer according to shader-reflection metadata attached to a programmable shader submitted for execution, and employ the projection parameters to cause an effect to be rendered on the scene by a graphics processing unit (GPU).

    Abstract translation: 用于恢复渲染效果的投影参数的图形处理子系统及其使用方法。 图形处理子系统的一个实施例包括:(1)存储器,被配置为存储具有在执行场景被渲染的应用程序时可确定的多个常数的缓冲器,以及(2)可操作以 根据附加到可执行的可编程着色器的着色反射元数据,从缓冲器确定投影参数,并且使用投影参数来使图形处理单元(GPU)在场景上呈现效果。

    CACHE-EFFICIENT PROCESSOR AND METHOD OF RENDERING INDIRECT ILLUMINATION USING INTERLEAVING AND SUB-IMAGE BLUR
    2.
    发明申请
    CACHE-EFFICIENT PROCESSOR AND METHOD OF RENDERING INDIRECT ILLUMINATION USING INTERLEAVING AND SUB-IMAGE BLUR 有权
    高速缓存处理器和使用交互和子图像渲染间接照明的方法

    公开(公告)号:US20140347359A1

    公开(公告)日:2014-11-27

    申请号:US13899053

    申请日:2013-05-21

    CPC classification number: G06T15/503 G06T1/60 G06T15/506 G06T15/60

    Abstract: A cache-efficient processor and method for rendering indirect illumination using interleaving and sub-image blur. One embodiment of the processor is configured to render an indirect illumination image and includes: (1) a buffer restructurer configured to organize a reflective shadow map (RSM), rendered with respect to a reference point, into a plurality of unique sub-RSMs, each having sub-RSM pixels, (2) an indirect illumination computer configured to employ interleaved sampling on the plurality of unique sub-RSMs to generate a plurality of indirect illumination sub-images, and (3) a filter operable to smooth accumulated light values of the indirect illumination sub-images for subsequent interleaving into the indirect illumination image.

    Abstract translation: 一种高效率处理器和方法,用于使用交错和子图像模糊来渲染间接照明。 处理器的一个实施例被配置为呈现间接照明图像,并且包括:(1)缓冲器重构器,被配置为将相对于参考点呈现的反射阴影图(RSM)组织成多个唯一子RSM, 每个具有子RSM像素,(2)间接照明计算机,被配置为在所述多个唯一子RSM上采用交织采样来生成多个间接照明子图像,以及(3)可用于平滑累积光值的滤波器 的间接照明子图像用于后续交织到间接照明图像中。

    STEREO VIEWPOINT GRAPHICS PROCESSING SUBSYSTEM AND METHOD OF SHARING GEOMETRY DATA BETWEEN STEREO IMAGES IN SCREEN-SPACED PROCESSING
    3.
    发明申请
    STEREO VIEWPOINT GRAPHICS PROCESSING SUBSYSTEM AND METHOD OF SHARING GEOMETRY DATA BETWEEN STEREO IMAGES IN SCREEN-SPACED PROCESSING 有权
    立体视图图形处理子系统和在屏幕间隔处理中共享立体图像之间的几何数据的方法

    公开(公告)号:US20140168232A1

    公开(公告)日:2014-06-19

    申请号:US13715680

    申请日:2012-12-14

    Abstract: A stereo viewpoint graphics processing subsystem and a method of sharing geometry data between stereo images in screen-space processing. One embodiment of the stereo viewpoint graphics processing subsystem configured to render a scene includes: (1) stereo frame buffers configured to contain respective pixel-wise rendered scene data for stereo images, and (2) a sharing decision circuit operable to determine when to share geometric data between the stereo frame buffers for carrying out screen-space effect processes to render the scene in the stereo images.

    Abstract translation: 立体视点图形处理子系统和在屏幕空间处理中在立体图像之间共享几何数据的方法。 被配置为呈现场景的立体视点图形处理子系统的一个实施例包括:(1)立体声帧缓冲器,被配置为包含用于立体图像的相应像素渲染场景数据,以及(2)共享判定电路,用于确定何时共享 用于执行屏幕空间效果处理以在立体图像中呈现场景的立体声帧缓冲器之间的几何数据。

    VISIBLE POLYGON DATA STRUCTURE AND METHOD OF USE THEREOF
    5.
    发明申请
    VISIBLE POLYGON DATA STRUCTURE AND METHOD OF USE THEREOF 审中-公开
    可见的多边形数据结构及其使用方法

    公开(公告)号:US20140160124A1

    公开(公告)日:2014-06-12

    申请号:US13712797

    申请日:2012-12-12

    CPC classification number: G06T15/06 G06T15/506

    Abstract: A visible polygon data structure and method of use thereof. One embodiment of the visible polygon data structure includes: (1) a memory configured to store a data structure containing vertices of at least partially visible polygons of the scene but lacking vertices of at least some wholly invisible polygons of the scene, and (2) a graphics processing unit (GPU) configured to employ the vertices of the at least partially visible polygons to approximate an ambient occlusive effect on a point in the scene, the effect being independent of the wholly invisible polygons.

    Abstract translation: 可见多边形数据结构及其使用方法。 可见多边形数据结构的一个实施例包括:(1)存储器,其被配置为存储包含场景的至少部分可见多边形的顶点但缺少场景的至少一些完全不可见的多边形的顶点的数据结构,以及(2) 被配置为使用所述至少部分可见多边形的顶点的图形处理单元(GPU)来近似场景中的点上的环境闭塞效应,该效果独立于完全不可见的多边形。

    DEPTH TEXTURE DATA STRUCTURE FOR RENDERING AMBIENT OCCLUSION AND METHOD OF EMPLOYMENT THEREOF
    6.
    发明申请
    DEPTH TEXTURE DATA STRUCTURE FOR RENDERING AMBIENT OCCLUSION AND METHOD OF EMPLOYMENT THEREOF 审中-公开
    渲染环境影响的深度纹理数据结构及其工作方法

    公开(公告)号:US20140098096A1

    公开(公告)日:2014-04-10

    申请号:US13646909

    申请日:2012-10-08

    Inventor: Louis Bavoil

    CPC classification number: G06T15/04 G06T15/506

    Abstract: A graphics processing subsystem operable to efficiently render an ambient occlusion texture. In one embodiment, the graphics processing subsystem includes: (1) a memory configured to store a depth data structure according to which a full-resolution depth texture is represented by a plurality of unique reduced-resolution depth sub-textures, and (2) a graphics processing unit configured to communicate with the memory via a data bus, and, for a given pixel, execute a program to employ the plurality of unique reduced-resolution depth sub-textures to compute a plurality of coarse ambient occlusion textures, and to render the plurality of coarse ambient occlusion textures as a single full-resolution ambient occlusion texture for the given pixel.

    Abstract translation: 可操作以有效地呈现环境遮挡纹理的图形处理子系统。 在一个实施例中,图形处理子系统包括:(1)存储器,被配置为存储深度数据结构,根据该深度数据结构,全分辨率深度纹理由多个独特的缩小分辨率深度子纹理表示,以及(2) 图形处理单元,被配置为经由数据总线与存储器通信,并且对于给定像素,执行程序以使用多个唯一的分辨率降低的深度子纹理来计算多个粗糙的环境遮挡纹理,并且 将多个粗糙的环境遮挡纹理渲染为给定像素的单个全分辨率环境遮挡纹理。

    Cache-efficient processor and method of rendering indirect illumination using interleaving and sub-image blur
    7.
    发明授权
    Cache-efficient processor and method of rendering indirect illumination using interleaving and sub-image blur 有权
    缓存效率处理器和使用交错和子图像模糊渲染间接照明的方法

    公开(公告)号:US09129443B2

    公开(公告)日:2015-09-08

    申请号:US13899053

    申请日:2013-05-21

    CPC classification number: G06T15/503 G06T1/60 G06T15/506 G06T15/60

    Abstract: A cache-efficient processor and method for rendering indirect illumination using interleaving and sub-image blur. One embodiment of the processor is configured to render an indirect illumination image and includes: (1) a buffer restructurer configured to organize a reflective shadow map (RSM), rendered with respect to a reference point, into a plurality of unique sub-RSMs, each having sub-RSM pixels, (2) an indirect illumination computer configured to employ interleaved sampling on the plurality of unique sub-RSMs to generate a plurality of indirect illumination sub-images, and (3) a filter operable to smooth accumulated light values of the indirect illumination sub-images for subsequent interleaving into the indirect illumination image.

    Abstract translation: 一种高效率处理器和方法,用于使用交错和子图像模糊来渲染间接照明。 处理器的一个实施例被配置为呈现间接照明图像,并且包括:(1)缓冲器重构器,被配置为将相对于参考点呈现的反射阴影图(RSM)组织成多个唯一子RSM, 每个具有子RSM像素,(2)间接照明计算机,被配置为在所述多个唯一子RSM上采用交织采样来生成多个间接照明子图像,以及(3)可用于平滑累积光值的滤波器 的间接照明子图像用于后续交织到间接照明图像中。

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