Graphics processing subsystem and method for computing a three-dimensional clipmap
    1.
    发明授权
    Graphics processing subsystem and method for computing a three-dimensional clipmap 有权
    用于计算三维剪贴图的图形处理子系统和方法

    公开(公告)号:US09390543B2

    公开(公告)日:2016-07-12

    申请号:US14163801

    申请日:2014-01-24

    CPC classification number: G06T15/005 G06T15/08 G06T15/20 G06T15/80

    Abstract: A graphics processing subsystem and method for computing a 3D clipmap. One embodiment of the subsystem includes: (1) a renderer operable to render a primitive surface representable by a 3D clipmap, (2) a geometry shader (GS) configured to select respective major-plane viewports for a plurality of clipmap levels, the major-plane viewports being sized to represent full spatial extents of the 3D clipmap relative to a render target (RT) for the plurality of clipmap levels, (3) a rasterizer configured to employ the respective major-plane viewports and the RT to rasterize a projection of the primitive surface onto a major plane corresponding to the respective major-plane viewports into pixels representing fragments of the primitive surface for each of the plurality of clipmap levels, and (4) a plurality of pixel shader (PS) instances configured to transform the fragments into respective voxels in the plurality of clipmap levels, thereby voxelizing the primitive surface.

    Abstract translation: 用于计算3D剪贴图的图形处理子系统和方法。 子系统的一个实施例包括:(1)渲染器,其可操作以渲染由3D剪辑映射表示的原始表面;(2)几何着色器(GS),被配置为针对多个剪贴图级别选择相应的主平面视口,主要 平面视口的大小适于表示相对于多个剪贴图级别的渲染目标(RT)的3D剪贴图的完整空间范围,(3)被配置为使用相应的主平面视口和RT来光栅化投影的光栅化器 的原始表面到与相应主平面视口对应的主平面上,以代表代表多个剪贴图级别中的每一个的原始表面的片段的像素,以及(4)多个像素着色器(PS)实例,被配置为转换 将片段分割成多个剪贴图级别中的相应体素,从而使原始表面体素化。

    Techniques for representing and processing geometry within an expanded graphics processing pipeline

    公开(公告)号:US10909739B2

    公开(公告)日:2021-02-02

    申请号:US15881566

    申请日:2018-01-26

    Abstract: In various embodiments, a parallel processor implements a graphics processing pipeline that generates rendered images. In operation, the parallel processor causes execution threads to execute a task shading program on an input mesh to generate a task shader output specifying a mesh shader count. The parallel processor then generates mesh shader identifiers, where the total number of the mesh shader identifiers equals the mesh shader count. For each mesh shader identifier, the parallel processor invokes a mesh shader based on the mesh shader identifier and the task shader output to generate geometry associated with the mesh shader identifier. Subsequently, the parallel processor performs operations on the geometries associated with the mesh shader identifiers to generate a rendered image. Advantageously, unlike conventional graphics processing pipelines, the performance of the graphics processing pipeline is not limited by a primitive distributor.

    GRAPHICS PROCESSING SUBSYSTEM AND METHOD FOR COMPUTING A THREE-DIMENSIONAL CLIPMAP
    4.
    发明申请
    GRAPHICS PROCESSING SUBSYSTEM AND METHOD FOR COMPUTING A THREE-DIMENSIONAL CLIPMAP 有权
    图形处理子系统和计算三维CLIPMAP的方法

    公开(公告)号:US20150109297A1

    公开(公告)日:2015-04-23

    申请号:US14163801

    申请日:2014-01-24

    CPC classification number: G06T15/005 G06T15/08 G06T15/20 G06T15/80

    Abstract: A graphics processing subsystem and method for computing a 3D clipmap. One embodiment of the subsystem includes: (1) a renderer operable to render a primitive surface representable by a 3D clipmap, (2) a geometry shader (GS) configured to select respective major-plane viewports for a plurality of clipmap levels, the major-plane viewports being sized to represent full spatial extents of the 3D clipmap relative to a render target (RT) for the plurality of clipmap levels, (3) a rasterizer configured to employ the respective major-plane viewports and the RT to rasterize a projection of the primitive surface onto a major plane corresponding to the respective major-plane viewports into pixels representing fragments of the primitive surface for each of the plurality of clipmap levels, and (4) a plurality of pixel shader (PS) instances configured to transform the fragments into respective voxels in the plurality of clipmap levels, thereby voxelizing the primitive surface.

    Abstract translation: 用于计算3D剪贴图的图形处理子系统和方法。 子系统的一个实施例包括:(1)渲染器,其可操作以渲染由3D剪辑映射表示的原始表面;(2)几何着色器(GS),被配置为针对多个剪贴图级别选择相应的主平面视口,主要 平面视口的大小适于表示相对于多个剪贴图级别的渲染目标(RT)的3D剪贴图的完整空间范围,(3)被配置为使用相应的主平面视口和RT来光栅化投影的光栅化器 的原始表面到与相应主平面视口对应的主平面上,以代表代表多个剪贴图级别中的每一个的原始表面的片段的像素,以及(4)多个像素着色器(PS)实例,被配置为转换 将片段分割成多个剪贴图级别中的相应体素,从而使原始表面体素化。

    Programming model for resource-constrained scheduling

    公开(公告)号:US12197954B2

    公开(公告)日:2025-01-14

    申请号:US17204508

    申请日:2021-03-17

    Abstract: The present technology augments the GPU compute model to provide system-provided data marshalling characteristics of graphics pipelining to increase efficiency and reduce overhead. A simple scheduling model based on scalar counters (e.g., semaphores) abstract the availability of hardware resources. Resource releases can be done programmatically, and a system scheduler only needs to track the states of such counters/semaphores to make work launch decisions. Semantics of the counters/semaphores are defined by an application, which can use the counters/semaphores to represent the availability of free space in a memory buffer, the amount of cache pressure induced by the data flow in the network, or the presence of work items to be processed.

    Techniques for representing and processing geometry within a graphics processing pipeline

    公开(公告)号:US10600229B2

    公开(公告)日:2020-03-24

    申请号:US15881564

    申请日:2018-01-26

    Abstract: In various embodiments, a parallel processor implements a graphics processing pipeline that generates rendered images via a shading program. In operation, the parallel processor causes a first set of execution threads to execute the shading program on a first portion of the input mesh to generate first geometry stored in an on-chip memory. The parallel processor also causes a second set of execution threads to execute the mesh shading program on a second portion of the input mesh to generate second geometry stored in the on-chip memory. Subsequently, the parallel processor reads the first geometry and the second geometry from the on-chip memory, and performs operations on the first geometry and the second geometry to generate a rendered image derived from the input mesh. Advantageously, unlike conventional graphics processing pipelines, the performance of the graphics processing pipeline is not limited by a primitive distributor.

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