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.
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.
Abstract:
Techniques are described for stochastic rasterization. A graphics processing unit (GPU) may discard samples of bounding polygons that together indicate movement of one or more primitives before a pixel shader process the samples. The GPU may leverage a stencil buffer and stencil test for discarding of such samples.
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:
Techniques are described for stereoscopic view generation. A graphics processing unit (GPU) may combine attribute information for two or more corresponding vertices of corresponding primitives in different views. The GPU may process the combined attributed information to generate graphics data for the stereoscopic view.
Abstract:
Techniques are described for stochastic rasterization. A graphics processing unit (GPU) may discard samples of bounding polygons that together indicate movement of one or more primitives before a pixel shader process the samples. The GPU may leverage a stencil buffer and stencil test for discarding of such samples.
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:
Techniques are described for stereoscopic view generation. A graphics processing unit (GPU) may combine attribute information for two or more corresponding vertices of corresponding primitives in different views. The GPU may process the combined attributed information to generate graphics data for the stereoscopic view.