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1.
公开(公告)号:US10600229B2
公开(公告)日:2020-03-24
申请号:US15881564
申请日:2018-01-26
Applicant: NVIDIA Corporation
Inventor: Ziyad Hakura , Yury Uralsky , Christoph Kubisch , Pierre Boudier , Henry Moreton
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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2.
公开(公告)号:US10909739B2
公开(公告)日:2021-02-02
申请号:US15881566
申请日:2018-01-26
Applicant: NVIDIA Corporation
Inventor: Ziyad Hakura , Yury Uralsky , Christoph Kubisch , Pierre Boudier , Henry Moreton
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.
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