Visibility information modification

    公开(公告)号:US10096147B2

    公开(公告)日:2018-10-09

    申请号:US15066584

    申请日:2016-03-10

    Abstract: In an example, a method for rendering a 3-D scene of graphical data into a 2-D scene may include dividing 2-D space used to represent the 3-D scene from a viewpoint into a plurality of tiles. The 3-D scene may include a plurality of primitives. The method may include generating visibility information for a first tile of the plurality of tiles. The method may include modifying the visibility information for the first tile to generate modified visibility information for the first tile. The method may include generating the 2-D scene using the modified visibility information for the first tile.

    VISIBILITY INFORMATION MODIFICATION
    2.
    发明申请

    公开(公告)号:US20170263039A1

    公开(公告)日:2017-09-14

    申请号:US15066584

    申请日:2016-03-10

    Abstract: In an example, a method for rendering a 3-D scene of graphical data into a 2-D scene may include dividing 2-D space used to represent the 3-D scene from a viewpoint into a plurality of tiles. The 3-D scene may include a plurality of primitives. The method may include generating visibility information for a first tile of the plurality of tiles. The method may include modifying the visibility information for the first tile to generate modified visibility information for the first tile. The method may include generating the 2-D scene using the modified visibility information for the first tile.

    Multi-primitive graphics rendering pipeline
    4.
    发明授权
    Multi-primitive graphics rendering pipeline 有权
    多原始图形渲染管道

    公开(公告)号:US09177351B2

    公开(公告)日:2015-11-03

    申请号:US13842017

    申请日:2013-03-15

    CPC classification number: G06T1/20 G06T15/005 G06T17/20

    Abstract: This disclosure describes techniques for rendering a plurality of primitives that includes at least two different types of primitives during the execution of a single draw call command. This disclosure also describes techniques for rendering a plurality of primitives using tessellation domains of different tessellation domain types during the execution of a single draw call command. The techniques of this disclosure may, in some examples, reduce the complexity and processing overhead for user applications, reduce the number of times that the rendering state of the graphics rendering pipeline needs to be switched during the drawing of a graphics scene, and/or reduce the number of times that shader programs need to be reloaded into different processing stages of a graphics pipeline during the rendering of a graphics scene.

    Abstract translation: 本公开描述了在执行单次绘制调用命令期间渲染包括至少两种不同类型的图元的多个图元的技术。 本公开还描述了在执行单个绘制调用命令期间使用不同镶嵌域类型的镶嵌域渲染多个图元的技术。 在一些示例中,本公开的技术可以降低用户应用的复杂性和处理开销,减少在图形场景绘制期间需要切换图形呈现管线的渲染状态的次数,和/或 减少在渲染图形场景期间着色器程序需要重新加载到图形管道的不同处理阶段的次数。

    MULTI-PRIMITIVE GRAPHICS RENDERING PIPELINE
    7.
    发明申请
    MULTI-PRIMITIVE GRAPHICS RENDERING PIPELINE 有权
    多目标图形渲染管道

    公开(公告)号:US20140098117A1

    公开(公告)日:2014-04-10

    申请号:US13842017

    申请日:2013-03-15

    CPC classification number: G06T1/20 G06T15/005 G06T17/20

    Abstract: This disclosure describes techniques for rendering a plurality of primitives that includes at least two different types of primitives during the execution of a single draw call command. This disclosure also describes techniques for rendering a plurality of primitives using tessellation domains of different tessellation domain types during the execution of a single draw call command. The techniques of this disclosure may, in some examples, reduce the complexity and processing overhead for user applications, reduce the number of times that the rendering state of the graphics rendering pipeline needs to be switched during the drawing of a graphics scene, and/or reduce the number of times that shader programs need to be reloaded into different processing stages of a graphics pipeline during the rendering of a graphics scene.

    Abstract translation: 本公开描述了在执行单个绘制调用命令期间渲染包括至少两种不同类型的图元的多个图元的技术。 本公开还描述了在执行单个绘制调用命令期间使用不同镶嵌域类型的镶嵌域渲染多个图元的技术。 在一些示例中,本公开的技术可以降低用户应用的复杂性和处理开销,减少在图形场景绘制期间需要切换图形呈现管线的渲染状态的次数,和/或 减少在渲染图形场景期间着色器程序需要重新加载到图形管道的不同处理阶段的次数。

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