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公开(公告)号:US08823736B2
公开(公告)日:2014-09-02
申请号:US13354712
申请日:2012-01-20
IPC分类号: G09G5/00
CPC分类号: G09G5/363 , G06T11/40 , G06T15/005 , G06T15/06 , G06T17/005 , G09G2330/021 , G09G2360/122 , G09G2360/125
摘要: In some embodiments, tile lists may be avoided by storing the geometry of a scene in a bounding volume hierarchy (BVH). For each tile, the bounding volume hierarchy is traversed. The traversals continued only into children nodes that overlap with the frustum on the tile. By relaxing the ordering constraint of rendering primitives, the BVH is traversed such that nodes that are closer to the viewer are traversed first, increasing the occlusion culling efficiency in some embodiments. Rendering the full scene between the central processing cores and the graphics processor may be done through a shared memory in some embodiments.
摘要翻译: 在一些实施例中,可以通过将场景的几何存储在边界卷层次(BVH)中来避免瓦片列表。 对于每个图块,遍历边界卷层次结构。 遍历只能继续进入与瓦片上的平截头体重叠的子节点。 通过放宽渲染原语的排序约束,遍历BVH,使得更靠近观看者的节点首先被遍历,在一些实施例中增加了遮挡剔除效率。 在一些实施例中,通过共享存储器可以在中央处理核心和图形处理器之间渲染整个场景。
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公开(公告)号:US20130187947A1
公开(公告)日:2013-07-25
申请号:US13354712
申请日:2012-01-20
IPC分类号: G09G5/00
CPC分类号: G09G5/363 , G06T11/40 , G06T15/005 , G06T15/06 , G06T17/005 , G09G2330/021 , G09G2360/122 , G09G2360/125
摘要: In some embodiments, tile lists may be avoided by storing the geometry of a scene in a bounding volume hierarchy (BVH). For each tile, the bounding volume hierarchy is traversed. The traversals continued only into children nodes that overlap with the frustum on the tile. By relaxing the ordering constraint of rendering primitives, the BVH is traversed such that nodes that are closer to the viewer are traversed first, increasing the occlusion culling efficiency in some embodiments. Rendering the full scene between the central processing cores and the graphics processor may be done through a shared memory in some embodiments.
摘要翻译: 在一些实施例中,可以通过将场景的几何存储在边界卷层次(BVH)中来避免瓦片列表。 对于每个图块,遍历边界卷层次结构。 遍历只能继续进入与瓦片上的平截头体重叠的子节点。 通过放宽渲染原语的排序约束,遍历BVH,使得更靠近观看者的节点首先被遍历,在一些实施例中增加了遮挡剔除效率。 在一些实施例中,通过共享存储器可以在中央处理核心和图形处理器之间渲染整个场景。
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公开(公告)号:US20120177287A1
公开(公告)日:2012-07-12
申请号:US13004928
申请日:2011-01-12
摘要: A rasterizer, based on time-dependent edge equations, computes analytical visibility in order to render accurate motion blur. An oracle-based compression algorithm for the time intervals lowers the frame buffer requirements. High quality motion blurred scenes can be rendered using a rasterizer with rather low memory requirements. The resulting images may contain motion blur for both opaque and transparent objects.
摘要翻译: 基于时间依赖边缘方程的光栅化器计算分析可视性以便呈现精确的运动模糊。 用于时间间隔的基于oracle的压缩算法降低了帧缓冲区的要求。 可以使用具有相当低内存要求的光栅化器来渲染高质量运动模糊场景。 所得到的图像可能包含不透明和透明对象的运动模糊。
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公开(公告)号:US09082228B2
公开(公告)日:2015-07-14
申请号:US13004928
申请日:2011-01-12
摘要: A rasterizer, based on time-dependent edge equations, computes analytical visibility in order to render accurate motion blur. An oracle-based compression algorithm for the time intervals lowers the frame buffer requirements. High quality motion blurred scenes can be rendered using a rasterizer with rather low memory requirements. The resulting images may contain motion blur for both opaque and transparent objects.
摘要翻译: 基于时间依赖边缘方程的光栅化器计算分析可视性以便呈现精确的运动模糊。 用于时间间隔的基于oracle的压缩算法降低了帧缓冲区的要求。 可以使用具有相当低内存要求的光栅化器来渲染高质量运动模糊场景。 所得到的图像可能包含不透明和透明对象的运动模糊。
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公开(公告)号:US08593466B2
公开(公告)日:2013-11-26
申请号:US12887608
申请日:2010-09-22
CPC分类号: G06T15/005 , G06T2210/52
摘要: The time needed for back-end work can be estimated without actually doing the back-end work. Front-end counters record information for a cost model and heuristics may be used for when to split a tile and ordering work dispatch for cores. A special rasterizer discards triangles and fragments outside a sub-tile.
摘要翻译: 可以估计后端工作所需的时间,而无需进行后端工作。 前端计数器记录成本模型的信息,启发式可用于分割瓦片和排序核心工作调度。 一个特殊的光栅化器会丢弃一个子图块之外的三角形和碎片。
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公开(公告)号:US20120075304A1
公开(公告)日:2012-03-29
申请号:US12891898
申请日:2010-09-28
申请人: Carl J. Munkberg , Tomas G. Akenine-Möller , Marco Salvi , Robert M. Toth , Jon N. Hasselgren , Franz P. Clarberg , Matt Pharr
发明人: Carl J. Munkberg , Tomas G. Akenine-Möller , Marco Salvi , Robert M. Toth , Jon N. Hasselgren , Franz P. Clarberg , Matt Pharr
IPC分类号: G06T15/40
摘要: In order to efficiently backface cull rendering primitives during computer graphics rendering, it is important to be sure that the rendering primitives to be culled are guaranteed to be backfacing even if the primitives are moving or are undergoing defocus blur. Therefore, we derive conservative tests that determine if a moving and defocused triangle is backfacing over an entire time interval and over the area of a lens. In addition, we present tests for the special cases of only motion blur and only depth of field.
摘要翻译: 为了在计算机图形呈现期间有效地背面剔除渲染图元,重要的是要确保即使原图正在移动或正在进行散焦模糊,要剔除的渲染图元也会背面。 因此,我们得出保守测试,确定移动和散焦三角形是否在整个时间间隔内和透镜区域上都背后。 此外,我们还提供仅针对运动模糊和只有景深的特殊情况的测试。
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公开(公告)号:US09401046B2
公开(公告)日:2016-07-26
申请号:US13021893
申请日:2011-02-07
CPC分类号: G06T17/205 , G06T15/04
摘要: Micropolygon splatting may involve tessellating by subdividing a mesh until triangle edges are shorter than 0.75 pixels. In some cases, rasterizing the primitive may be avoided.
摘要翻译: 微分歧化可能涉及通过细分网格进行细分,直到三角形边缘短于0.75像素。 在某些情况下,可以避免光栅化原图。
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公开(公告)号:US08854377B2
公开(公告)日:2014-10-07
申请号:US13033741
申请日:2011-02-24
CPC分类号: G06T5/002 , G06T11/40 , G06T13/80 , G06T2207/20182
摘要: Motion blur rasterization may involve executing a first test for each plane of a tile frustum. The first test is a frustum plane versus moving bounding box overlap test where planes bounding a moving primitive are overlap tested against a screen tile frustum. According to a second test executed after the first test, for primitive edges against tile corners, the second test is a tile corner versus moving edge overlap test. The corners of the screen space tile are tested against a moving triangle edge in two-dimensional homogeneous space.
摘要翻译: 运动模糊光栅化可能涉及对平截头体的每个平面执行第一次测试。 第一个测试是平截头体平面与移动边界框重叠测试,其中界定移动基元的平面与屏幕平截头体重叠测试。 根据在第一次测试之后执行的第二次测试,对于平铺角落的原始边缘,第二个测试是相对于移动边缘重叠测试的瓦片角。 屏幕空间瓦片的角部针对二维均匀空间中的移动三角形边缘进行测试。
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公开(公告)号:US20130181991A1
公开(公告)日:2013-07-18
申请号:US13569416
申请日:2012-08-08
IPC分类号: G06T15/40
CPC分类号: G06T13/00 , G06T15/405
摘要: A standard occlusion query (OQ) may be generalized to five dimensions, which can be used for motion blurred, defocused, occlusion culling. As such, the occlusion query concept is generalized so that it can be used within 5D rasterization, which is used for rendering of motion blur and depth of field. For 5D rasterization, occlusion culling may be done with OQs as well, applied to solve other rendering related problems.
摘要翻译: 标准闭塞查询(OQ)可以推广到五个维度,可用于运动模糊,散焦,遮挡剔除。 因此,闭塞查询概念被推广,使得它可以在用于渲染运动模糊和景深的5D光栅化内使用。 对于5D光栅化,封闭剔除也可以用OQ来完成,用于解决其他呈现相关的问题。
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公开(公告)号:US20120200569A1
公开(公告)日:2012-08-09
申请号:US13021893
申请日:2011-02-07
IPC分类号: G06T17/20
CPC分类号: G06T17/205 , G06T15/04
摘要: Micropolygon splatting may involve tessellating by subdividing a mesh until triangle edges are shorter than 0.75 pixels. In some cases, rasterizing the primitive may be avoided.
摘要翻译: 微分歧化可能涉及通过细分网格进行细分,直到三角形边缘短于0.75像素。 在某些情况下,可以避免光栅化原图。
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