-
公开(公告)号:US10008029B2
公开(公告)日:2018-06-26
申请号:US13907711
申请日:2013-05-31
Applicant: Nvidia Corporation
Inventor: Christian Amsinck , Eric B. Lum , Barry Rodgers , Tony Louca , Christian Rouet , Jonathan Dunaisky
IPC: G06T15/40
CPC classification number: G06T15/405
Abstract: Updating depth related graphics data is described. Geometric primitives are processed. Pixels are generated from the primitives based on the processing, each of which has at least one corresponding depth value. Culling is performed on a first group of the pixels, based on a representation of the at least one depth related value corresponding to each. Pixels may be discarded based on the culling and upon which a second group of pixels remain. A depth related raster operations function is performed, in which data is transacted with a depth buffer. The culling function is updated in relation to the transacting. The updating is performed on the basis of a granularity, which characterizes the culling function.
-
公开(公告)号:US20140176568A1
公开(公告)日:2014-06-26
申请号:US13723092
申请日:2012-12-20
Applicant: NVIDIA CORPORATION
Inventor: Rui BASTOS , Mark J. Kilgard , William Craig McKnight , Jerome F. Duluk , Pierre Souillot , Dale L. Kirkland , Christian Amsinck , Joseph Detmer , Christian Rouet , Don Bittel
IPC: G06T1/20
CPC classification number: G06T1/20 , G06T11/40 , G06T15/503 , G09G2340/10
Abstract: A technique for efficiently rendering content reduces each complex blend mode to a series of basic blend operations. The series of basic blend operations are executed within a recirculating pipeline until a final blended value is computed. The recirculating pipeline is positioned within a color raster operations unit of a graphics processing unit for efficient access to image buffer data.
Abstract translation: 用于有效地呈现内容的技术将每个复合混合模式减少到一系列基本的混合操作。 一系列基本混合操作在循环管线内执行,直到计算最终混合值。 再循环管线位于图形处理单元的彩色光栅操作单元内,用于有效地访问图像缓冲器数据。
-
公开(公告)号:US09916680B2
公开(公告)日:2018-03-13
申请号:US13651329
申请日:2012-10-12
Applicant: NVIDIA Corporation
Inventor: Christian Amsinck , Christian Rouet , Tony Louca
CPC classification number: G06T15/405 , G06T15/30 , G06T15/40 , G06T2200/28
Abstract: Techniques are disclosed for suppressing access to a depth processing unit associated with a graphics processing pipeline. The method includes receiving a graphics primitive from a first pipeline stage associated with the graphics processing pipeline. The method further includes determining that the graphics primitive is visible over one or more graphics primitives previously rendered to a frame buffer, and determining that the depth buffer is in a read-only mode. The method further includes suppressing an operation to transmit the graphics primitive to the depth processing unit. One advantage of the disclosed technique is that power consumption is reduced within the GPU by avoiding unnecessary accesses to the depth processing unit.
-
公开(公告)号:US09286647B2
公开(公告)日:2016-03-15
申请号:US13795693
申请日:2013-03-12
Applicant: NVIDIA Corporation
Inventor: Eric B. Lum , Justin Cobb , Rui M. Bastos , Christian Rouet
CPC classification number: G06T1/20 , G06T11/40 , G06T15/005
Abstract: A computer-implemented method for drawing graphical objects within a graphics processing pipeline is disclosed. The method includes determining that a bypass mode for a first primitive is a no-bypass mode. The method further includes rasterizing the first primitive to generate a first set of rasterization results. The method further includes generating a first set of colors for the first set of rasterization results via a pixel shader unit. The method further includes rasterizing a second primitive to generate a second set of rasterization results. The method further includes generating a second set of colors for the second set of rasterization results without the pixel shader unit performing any processing operations on the second set of rasterization results. The method further includes transmitting the first set of pixel colors and the second set of pixel colors to a raster operations (ROP) unit for further processing.
Abstract translation: 公开了一种用于在图形处理流水线内绘制图形对象的计算机实现的方法。 该方法包括确定第一原语的旁路模式是无旁路模式。 该方法还包括光栅化第一原语以产生第一组光栅化结果。 该方法还包括经由像素着色器单元为第一组光栅化结果生成第一组颜色。 该方法还包括光栅化第二原语以生成第二组光栅化结果。 该方法还包括为第二组光栅化结果生成第二组颜色,而不使像素着色器单元对第二组光栅化结果执行任何处理操作。 该方法还包括将第一组像素颜色和第二组像素颜色传输到光栅操作(ROP)单元以用于进一步处理。
-
公开(公告)号:US09183609B2
公开(公告)日:2015-11-10
申请号:US13723092
申请日:2012-12-20
Applicant: NVIDIA CORPORATION
Inventor: Rui Bastos , Mark J. Kilgard , William Craig McKnight , Jerome F. Duluk, Jr. , Pierre Souillot , Dale L. Kirkland , Christian Amsinck , Joseph Detmer , Christian Rouet , Don Bittel
CPC classification number: G06T1/20 , G06T11/40 , G06T15/503 , G09G2340/10
Abstract: A technique for efficiently rendering content reduces each complex blend mode to a series of basic blend operations. The series of basic blend operations are executed within a recirculating pipeline until a final blended value is computed. The recirculating pipeline is positioned within a color raster operations unit of a graphics processing unit for efficient access to image buffer data.
Abstract translation: 用于有效地呈现内容的技术将每个复合混合模式减少到一系列基本的混合操作。 一系列基本混合操作在循环管线内执行,直到计算最终混合值。 再循环管线位于图形处理单元的彩色光栅操作单元内,用于有效地访问图像缓冲器数据。
-
-
-
-