Computation reduced tessellation
    2.
    发明授权
    Computation reduced tessellation 有权
    计算减少了细分

    公开(公告)号:US09142060B2

    公开(公告)日:2015-09-22

    申请号:US13599218

    申请日:2012-08-30

    IPC分类号: G06T17/20

    CPC分类号: G06T17/20

    摘要: Systems and methods for a tessellation are described. The tessellation unit is configured to determine a number of points that reside along a first edge of a first ring within a domain, determine a first set of coordinates for a first portion of the points that reside along the first edge of the first ring within the domain, and determine a second set of coordinates for a second portion of the points that reside along the first edge of the first ring within the domain based on the first set of coordinates for the first portion. The tessellation unit is also configured to stitch points that reside along the first edge of the first ring with points that reside along a second edge of a second ring to divide the domain into a plurality of primitives that are mapped to a patch.

    摘要翻译: 描述了细分的系统和方法。 该细分单元被配置为确定沿着域内的第一环的第一边缘驻留的点的数量,确定沿着第一环的第一边缘驻留的点的第一部分的第一组坐标, 并且基于第一部分的第一坐标集合来确定沿着第一环的第一边缘的第一部分驻留的第二部分坐标的第二坐标集合。 细分单元还被配置为沿着沿着第二环的第二边缘驻留的点将沿着第一环的第一边缘的点进行缝合,以将该域划分成映射到补丁的多个基元。

    Tessellation engine and applications thereof
    4.
    发明授权
    Tessellation engine and applications thereof 有权
    细分引擎及其应用

    公开(公告)号:US08884957B2

    公开(公告)日:2014-11-11

    申请号:US12708331

    申请日:2010-02-18

    IPC分类号: G06T15/30 G06T17/20

    CPC分类号: G06T17/20 G06T2200/28

    摘要: Disclosed herein methods, apparatuses, and systems for performing graphics processing. In this regard, a processing unit includes a tessellation module and a connectivity module. The tessellation module is configured to sequentially tessellate portions of a geometric shape to provide a series of tessellation points for the geometric shape. The connectivity module is configured to connect one or more groups of the tessellation points into one or more primitives in an order in which the series of tessellation points is provided.

    摘要翻译: 本文公开了用于执行图形处理的方法,装置和系统。 在这方面,处理单元包括细分模块和连接模块。 镶嵌模块被配置为顺序地细分几何形状的部分以提供用于几何形状的一系列镶嵌点。 连接模块被配置为以一系列镶嵌点被提供的顺序将一个或多个镶嵌点组组合成一个或多个图元。

    Tessellation Patterns
    5.
    发明申请
    Tessellation Patterns 有权
    镶嵌模式

    公开(公告)号:US20130162651A1

    公开(公告)日:2013-06-27

    申请号:US13336635

    申请日:2011-12-23

    IPC分类号: G06T11/20

    CPC分类号: G06T17/20

    摘要: Methods, systems, and computer readable media embodiments are disclosed for generating primitives in a grid. Embodiments include generating a set of vertices in a section of the grid, selecting one or more vertices in the set of vertices in an order based on a proximity of the vertices to a boundary edge of the grid, and generating primitives based on the order of the selected vertices.

    摘要翻译: 公开了用于在网格中生成图元的方法,系统和计算机可读介质实施例。 实施例包括在网格的一部分中生成一组顶点,基于顶点到网格的边界边缘的顺序,以一定顺序选择顶点集合中的一个或多个顶点,并且基于网格的顺序生成图元 所选顶点。

    Merged shader for primitive amplification
    6.
    发明授权
    Merged shader for primitive amplification 有权
    合并着色器进行原始放大

    公开(公告)号:US08259111B2

    公开(公告)日:2012-09-04

    申请号:US12185474

    申请日:2008-08-04

    IPC分类号: G06T15/50 G06T15/10 G06T1/20

    CPC分类号: G06T15/005

    摘要: A method, computer program product, and system are provided for processing data in a graphics pipeline. An embodiment of the method includes processing one or more vertices of a geometric primitive with a vertex shader function and generating new primitive information for the one or more processed vertices with a geometry shader function. The geometry shader function receives one or more processed vertices from the vertex shader function and emits a single vertex associated with the new primitive information. Each emitted vertex from the geometry shader function can be stored in a memory device. Unlike conventional graphic pipelines that require a memory device for data storage during the vertex and geometry shading processes, the present invention increases efficiency in the graphics pipeline by eliminating the need to access memory when the vertex and geometry shaders process vertex information.

    摘要翻译: 提供了一种用于在图形管线中处理数据的方法,计算机程序产品和系统。 该方法的一个实施例包括使用顶点着色器功能处理几何基元的一个或多个顶点,并使用几何着色器功能为一个或多个经处理的顶点生成新的基元信息。 几何着色器功能从顶点着色器功能接收一个或多个经处理的顶点,并发出与新的基元信息相关联的单个顶点。 来自几何着色器功能的每个发出的顶点都可以存储在存储设备中。 与在顶点和几何着色处理期间需要用于数据存储的存储器件的传统图形流水线不同,本发明通过在顶点和几何着色器处理顶点信息时消除对存储器的访问来提高图形流水线的效率。

    Multi-Primitive System
    7.
    发明申请
    Multi-Primitive System 审中-公开
    多原始系统

    公开(公告)号:US20120019541A1

    公开(公告)日:2012-01-26

    申请号:US12839965

    申请日:2010-07-20

    IPC分类号: G06F15/80

    CPC分类号: G06T15/005

    摘要: Disclosed herein is a vertex core. The vertex core includes a grouper module configured to process two or more primitives during one clock period and two or more vertex translators configured to respectively receive the two or more processed primitives in parallel.

    摘要翻译: 这里公开了顶点核心。 顶点核心包括被配置为在一个时钟周期期间处理两个或多个基元的分层器模块,以及被配置为分别并行地接收两个或多个处理的原语的两个或多个顶点翻译器。

    Variable Frequency Output To One Or More Buffers
    8.
    发明申请
    Variable Frequency Output To One Or More Buffers 有权
    变频输出到一个或多个缓冲器

    公开(公告)号:US20110057938A1

    公开(公告)日:2011-03-10

    申请号:US12878667

    申请日:2010-09-09

    IPC分类号: G06F15/80 G06F9/302 G06F9/305

    CPC分类号: G06F9/3851 G06F15/17 G06T1/00

    摘要: A system and method are presented by which data on a graphics processing unit (GPU) can be output to one or more buffers with independent output frequencies. In one embodiment, a GPU includes a shader processor configured to respectively emit a plurality of data sets into a plurality of streams in parallel. Each data is emitted into at least a portion of its respective stream. Also included is a first number of counters configured to respectively track the emitted data sets.

    摘要翻译: 提出了一种系统和方法,其中图形处理单元(GPU)上的数据可以被输出到具有独立输出频率的一个或多个缓冲器。 在一个实施例中,GPU包括着色器处理器,其被配置为并行地将多个数据集分别发射成多个流。 每个数据被发射到其相应流的至少一部分。 还包括配置为分别跟踪发射的数据集的第一数量的计数器。

    Merged Shader for Primitive Amplification
    9.
    发明申请
    Merged Shader for Primitive Amplification 有权
    合并着色器进行原始放大

    公开(公告)号:US20090295804A1

    公开(公告)日:2009-12-03

    申请号:US12185474

    申请日:2008-08-04

    IPC分类号: G06T15/50

    CPC分类号: G06T15/005

    摘要: A method, computer program product, and system are provided for processing data in a graphics pipeline. An embodiment of the method includes processing one or more vertices of a geometric primitive with a vertex shader function and generating new primitive information for the one or more processed vertices with a geometry shader function. The geometry shader function receives one or more processed vertices from the vertex shader function and emits a single vertex associated with the new primitive information. Each emitted vertex from the geometry shader function can be stored in a memory device. Unlike conventional graphic pipelines that require a memory device for data storage during the vertex and geometry shading processes, the present invention increases efficiency in the graphics pipeline by eliminating the need to access memory when the vertex and geometry shaders process vertex information.

    摘要翻译: 提供了一种用于在图形管线中处理数据的方法,计算机程序产品和系统。 该方法的一个实施例包括使用顶点着色器功能处理几何基元的一个或多个顶点,并使用几何着色器功能为一个或多个经处理的顶点生成新的基元信息。 几何着色器功能从顶点着色器功能接收一个或多个经处理的顶点,并发出与新的基元信息相关联的单个顶点。 来自几何着色器功能的每个发出的顶点都可以存储在存储设备中。 与在顶点和几何着色处理期间需要用于数据存储的存储器件的传统图形流水线不同,本发明通过在顶点和几何着色器处理顶点信息时消除对存储器的访问来提高图形流水线的效率。

    System and method for parametric surface representation from polygonal
descriptions of arbitrary objects
    10.
    发明授权
    System and method for parametric surface representation from polygonal descriptions of arbitrary objects 失效
    用于任意对象的多边形描述的参数表面表示的系统和方法

    公开(公告)号:US5999188A

    公开(公告)日:1999-12-07

    申请号:US810256

    申请日:1997-03-03

    CPC分类号: G06T17/20

    摘要: The present invention addresses the problem of describing an arbitrary object (up to user-defined limits) given a set of triangles with vertex normals describing the object. A novel method of successively merging traingles into larger and larger patches to compute a set of "as-few-as-possible" Bezier patches is presented. This method is not only applicable to arbitrary objects, but also aims at producing as few patches as possible depending on the geometry of the input object. Also presented are methods to enforce C.sup.0 - and C.sup.1 -continuity between a pair of patches B.sub.L (s,t) and B.sub.R (s,t), placed arbitrarily. The methods perturb the appropnate control points to achieve geometric continuities. For C.sup.0 -continuity the area of the hole between the patches is minimized by formulating the area as a series of linear programs, where the continuity has to be enforced across the adjacent boundary curves B.sub.L (1,t) and B.sub.R (0,t). Similarly, to enforce C.sup.1 -continuity the hole-area in tangential space is minimized.

    摘要翻译: 本发明解决了给定一组具有描述对象的顶点法线的三角形的任意对象(直到用户定义的限制)的问题。 提出了一种将串联连续并入更大和更大的补丁以计算一组“尽可能少的”贝塞尔补丁的新颖方法。 该方法不仅适用于任意对象,而且还可以根据输入对象的几何形状尽可能少地生成补丁。 还提出了在任意放置的一对补丁BL(s,t)和BR(s,t)之间执行C0-和C1-连续性的方法。 这些方法扰乱了适当的控制点来实现几何连续性。 对于C0连续性,通过将区域配置为一系列线性程序,必须在相邻的边界曲线BL(1,t)和BR(0,t)之间执行连续性,使得补片之间的孔的面积最小化, 。 类似地,为了强制C1连续性,切向空间中的孔面积被最小化。