Graphics tiling architecture with bounding volume hierarchies
    1.
    发明授权
    Graphics tiling architecture with bounding volume hierarchies 有权
    具有界限体积层次结构的图形拼接体系结构

    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

    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。

    Graphics Tiling Architecture With Bounding Volume Hierarchies
    2.
    发明申请
    Graphics Tiling Architecture With Bounding Volume Hierarchies 有权
    具有边界体积层次结构的图形平铺结构

    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

    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。

    Tile rendering for image processing
    5.
    发明授权
    Tile rendering for image processing 有权
    平铺渲染用于图像处理

    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。

    Hierarchical motion blur rasterization
    8.
    发明授权
    Hierarchical motion blur rasterization 有权
    分层运动模糊光栅化

    公开(公告)号:US08854377B2

    公开(公告)日:2014-10-07

    申请号:US13033741

    申请日:2011-02-24

    IPC分类号: G06T13/00 G06T13/80

    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。

    Five-Dimensional Occlusion Queries
    9.
    发明申请
    Five-Dimensional Occlusion Queries 有权
    五维闭塞查询

    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。