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公开(公告)号:US20150022537A1
公开(公告)日:2015-01-22
申请号:US13946977
申请日:2013-07-19
Applicant: NVIDIA Corporation
Inventor: Eric B. Lum , Rouslan L. Dimitrov , Ignacio Llamas , Patrick James Neill , Yury Uralsky , Albert Meixner
CPC classification number: G06T11/40
Abstract: A system, method, and computer program product are provided for shading primitive fragments. A target buffer may be recast when shaded samples that are covered by a primitive fragment are generated at a first shading rate using a first sampling mode, the shaded samples are stored in the target buffer that is associated with the first sampling mode and the first shading rate, a second sampling mode is determined, and the target buffer is associated with the second sampling mode. A sampling mode and/or shading rate may be changed for a primitive. A primitive fragment that is associated with a first sampling mode and a first shading rate is received and a second sampling mode is determined for the primitive fragment. Shaded samples corresponding to the primitive fragment are generated, at a second shading rate, using the second sampling mode and the shaded samples are stored in a target buffer.
Abstract translation: 提供了一种系统,方法和计算机程序产品,用于着色原始片段。 当使用第一采样模式以第一阴影率产生由原始片段覆盖的阴影样本时,可以重写目标缓冲器,阴影样本存储在与第一采样模式和第一着色相关联的目标缓冲器中 速率,确定第二采样模式,并且目标缓冲器与第二采样模式相关联。 对于原语,可以改变采样模式和/或阴影率。 接收与第一采样模式和第一遮蔽速率相关联的原始片段,并且为原始片段确定第二采样模式。 使用第二采样模式以第二遮蔽速率生成与原始片段相对应的阴影样本,并将阴影样本存储在目标缓冲器中。
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公开(公告)号:US20230376291A1
公开(公告)日:2023-11-23
申请号:US18363654
申请日:2023-08-01
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick James Neill , Michael Oxford , Todd Michael Poynter
IPC: G06F8/41 , G06F8/60 , G06F8/71 , G06F16/22 , G06T1/60 , H04L67/1095 , H04L67/00 , H04L67/568 , G06T1/20
CPC classification number: G06F8/44 , G06F8/60 , G06F8/71 , G06F16/2255 , G06T1/60 , H04L67/1095 , H04L67/34 , H04L67/568 , G06T1/20 , G06N20/00
Abstract: Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment. An initial request for a compiled shader program for an application executed by a first client device is received. The initial request includes a first shader key generated based on first state data. If the compiled shader program is determined, based on the first shader key, to not be stored using a shader cache, the compiled shader program is received from the first client device and stored with the first shader key using the shader cache. A subsequent request for the compiled shader program is received for the application running at a second client device. The subsequent request includes a second shader key generated based on second state data. If the second shader key is determined to match the first shader key, the compiled shader program is transmitted to the second client device.
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公开(公告)号:US11726755B2
公开(公告)日:2023-08-15
申请号:US17226568
申请日:2021-04-09
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick James Neill , Michael Oxford , Todd Michael Poynter
IPC: G06F8/41 , H04L67/1095 , H04L67/00 , G06T1/20 , G06F8/60 , G06F8/71 , G06F16/22 , G06T1/60 , H04L67/568 , G06N20/00
CPC classification number: G06F8/44 , G06F8/60 , G06F8/71 , G06F16/2255 , G06T1/20 , G06T1/60 , H04L67/1095 , H04L67/34 , H04L67/568 , G06N20/00
Abstract: Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment.
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公开(公告)号:US20220326920A1
公开(公告)日:2022-10-13
申请号:US17226568
申请日:2021-04-09
Applicant: NVIDIA Corporation
Inventor: Paul Albert Lalonde , Franck Diard , Patrick James Neill , Michael Oxford , Todd Michael Poynter
Abstract: Apparatuses, systems, and techniques for caching of compiled shader programs in a cloud computing environment.
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公开(公告)号:US09355483B2
公开(公告)日:2016-05-31
申请号:US13946977
申请日:2013-07-19
Applicant: NVIDIA Corporation
Inventor: Eric B. Lum , Rouslan L. Dimitrov , Ignacio Llamas Ubieto , Patrick James Neill , Yury Uralsky , Albert Meixner
IPC: G06T11/40
CPC classification number: G06T11/40
Abstract: A system, method, and computer program product are provided for shading primitive fragments. A target buffer may be recast when shaded samples that are covered by a primitive fragment are generated at a first shading rate using a first sampling mode, the shaded samples are stored in the target buffer that is associated with the first sampling mode and the first shading rate, a second sampling mode is determined, and the target buffer is associated with the second sampling mode. A sampling mode and/or shading rate may be changed for a primitive. A primitive fragment that is associated with a first sampling mode and a first shading rate is received and a second sampling mode is determined for the primitive fragment. Shaded samples corresponding to the primitive fragment are generated, at a second shading rate, using the second sampling mode and the shaded samples are stored in a target buffer.
Abstract translation: 提供了一种系统,方法和计算机程序产品,用于着色原始片段。 当使用第一采样模式以第一阴影率产生由原始片段覆盖的阴影样本时,可以重写目标缓冲器,阴影样本存储在与第一采样模式和第一着色相关联的目标缓冲器中 速率,确定第二采样模式,并且目标缓冲器与第二采样模式相关联。 对于原语,可以改变采样模式和/或阴影率。 接收与第一采样模式和第一遮蔽速率相关联的原始片段,并且为原始片段确定第二采样模式。 使用第二采样模式以第二遮蔽速率生成与原始片段对应的阴影样本,并将阴影样本存储在目标缓冲器中。
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