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公开(公告)号:US20190236831A1
公开(公告)日:2019-08-01
申请号:US16022506
申请日:2018-06-28
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson , Jim Kjell David Nilsson
Abstract: A texture level of detail (LOD) approximation may be performed utilizing ray differentials and a G-buffer. For example, a scene to be rendered is identified, and a G-buffer of the scene is rendered. Additionally, ray tracing is started for the scene, and during the ray tracing, a ray differential is created by accessing the G-buffer. Further, the created ray differential is appended to a current ray, and the created ray differential is traced.
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公开(公告)号:US10460504B2
公开(公告)日:2019-10-29
申请号:US16010316
申请日:2018-06-15
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson
Abstract: A method, computer readable medium, and system are disclosed for performing a texture level-of-detail approximation. The method includes the steps of identifying a scene to be rendered, projecting a ray passing through a pixel of a screen space, resulting in a first hit point at a geometry element within the scene, determining a footprint angle of the pixel, determining a curvature measure for the geometry element at the first hit point within the scene, computing a texture level of detail (LOD) approximation for a component of the scene, utilizing the footprint angle of the pixel and the curvature measure for the geometry element, and performing, utilizing a hardware processor, one or more rendering operations for the scene, utilizing the texture LOD approximation.
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公开(公告)号:US10600232B2
公开(公告)日:2020-03-24
申请号:US16022506
申请日:2018-06-28
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson , Jim Kjell David Nilsson
Abstract: A texture level of detail (LOD) approximation may be performed utilizing ray differentials and a G-buffer. For example, a scene to be rendered is identified, and a G-buffer of the scene is rendered. Additionally, ray tracing is started for the scene, and during the ray tracing, a ray differential is created by accessing the G-buffer. Further, the created ray differential is appended to a current ray, and the created ray differential is traced.
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公开(公告)号:US20190236830A1
公开(公告)日:2019-08-01
申请号:US16010316
申请日:2018-06-15
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson
Abstract: A method, computer readable medium, and system are disclosed for performing a texture level-of-detail approximation. The method includes the steps of identifying a scene to be rendered, projecting a ray passing through a pixel of a screen space, resulting in a first hit point at a geometry element within the scene, determining a footprint angle of the pixel, determining a curvature measure for the geometry element at the first hit point within the scene, computing a texture level of detail (LOD) approximation for a component of the scene, utilizing the footprint angle of the pixel and the curvature measure for the geometry element, and performing, utilizing a hardware processor, one or more rendering operations for the scene, utilizing the texture LOD approximation.
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公开(公告)号:US20240095083A1
公开(公告)日:2024-03-21
申请号:US18174906
申请日:2023-02-27
Applicant: Nvidia Corporation
Inventor: Martin Stich , Rasmus Barringer , Robert Toth
IPC: G06F9/50
CPC classification number: G06F9/505 , G06F9/5033 , G06F9/5072
Abstract: Approaches for addressing issues associated with processing workloads that exhibit high divergence in execution and data access are provided. A plurality of workload items to be processed at least partially in parallel may be identified. Coherence information associated with the plurality of workload items may be determined. The plurality of workload items may be enqueued in a segmented queue. The plurality of workload items may be sorted based at least on a similarity of the coherence information. The sorted plurality of workload items may be stored to the queue. Using a set of processing units, the workload items in the queue may be processed at least partially in parallel according to an order of the sorting.
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公开(公告)号:US20190236166A1
公开(公告)日:2019-08-01
申请号:US15881619
申请日:2018-01-26
Applicant: NVIDIA Corporation
Inventor: Tomas Akenine-Moller , Robert Toth , Magnus Andersson
CPC classification number: G06F16/5862 , G06T1/60 , G06T11/001 , G06T15/005 , G06T15/04 , G06T15/205 , G06T15/30 , G06T15/80
Abstract: A method, computer readable medium, and system are disclosed for performing a texture level-of-detail approximation. The method includes the steps of identifying a scene to be rendered, projecting a ray passing through a pixel of a screen space, resulting in a first hit point at a geometry element within the scene, determining a footprint angle of the pixel, determining a curvature measure for the geometry element at the first hit point within the scene, computing a texture level of detail (LOD) approximation for a component of the scene, utilizing the footprint angle of the pixel and the curvature measure for the geometry element, and performing, utilizing a hardware processor, one or more rendering operations for the scene, utilizing the texture LOD approximation.
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