ALPHA-TO-COVERAGE VALUE DETERMINATION USING VIRTUAL SAMPLES
    1.
    发明申请
    ALPHA-TO-COVERAGE VALUE DETERMINATION USING VIRTUAL SAMPLES 有权
    使用虚拟样品的ALPHA到覆盖值确定

    公开(公告)号:US20110090251A1

    公开(公告)日:2011-04-21

    申请号:US12904935

    申请日:2010-10-14

    IPC分类号: G09G5/00

    摘要: One embodiment of the present invention sets forth a technique for converting alpha values into pixel coverage masks. Geometric coverage is sampled at a number of “real” sample positions within each pixel. Color and depth values are computed for each of these real samples. Fragment alpha values are used to determine an alpha coverage mask for the real samples and additional “virtual” samples, in which the number of bits set in the mask bits is proportional to the alpha value. An alpha-to-coverage mode uses the virtual samples to increase the number of transparency levels for each pixel compared with using only real samples. The alpha-to-coverage mode may be used in conjunction with virtual coverage anti-aliasing to provide higher-quality transparency for rendering anti-aliased images.

    摘要翻译: 本发明的一个实施例提出了一种将α值转换为像素覆盖掩码的技术。 在每个像素内的多个“实”样本位置采样几何覆盖。 为这些实际样本中的每一个计算颜色和深度值。 片段α值用于确定实际样本和附加“虚拟”样本的alpha覆盖掩码,其中掩码位中设置的位数与alpha值成比例。 与仅使用真实样本相比,alpha到覆盖模式使用虚拟样本来增加每个像素的透明度级别数。 alpha到覆盖模式可以与虚拟覆盖抗锯齿一起使用,以提供用于渲染抗锯齿图像的更高质量的透明度。

    Alpha-to-coverage value determination using virtual samples
    3.
    发明授权
    Alpha-to-coverage value determination using virtual samples 有权
    使用虚拟样本的Alpha到覆盖值确定

    公开(公告)号:US08669999B2

    公开(公告)日:2014-03-11

    申请号:US12904935

    申请日:2010-10-14

    IPC分类号: G09G5/00

    摘要: One embodiment of the present invention sets forth a technique for converting alpha values into pixel coverage masks. Geometric coverage is sampled at a number of “real” sample positions within each pixel. Color and depth values are computed for each of these real samples. Fragment alpha values are used to determine an alpha coverage mask for the real samples and additional “virtual” samples, in which the number of bits set in the mask bits is proportional to the alpha value. An alpha-to-coverage mode uses the virtual samples to increase the number of transparency levels for each pixel compared with using only real samples. The alpha-to-coverage mode may be used in conjunction with virtual coverage anti-aliasing to provide higher-quality transparency for rendering anti-aliased images.

    摘要翻译: 本发明的一个实施例提出了一种将α值转换为像素覆盖掩码的技术。 在每个像素内的多个“实”样本位置采样几何覆盖。 为这些实际样本中的每一个计算颜色和深度值。 片段α值用于确定实际样本和附加“虚拟”样本的alpha覆盖掩码,其中掩码位中设置的位数与alpha值成比例。 与仅使用真实样本相比,alpha到覆盖模式使用虚拟样本来增加每个像素的透明度级别数。 alpha到覆盖模式可以与虚拟覆盖抗锯齿一起使用,以提供用于渲染抗锯齿图像的更高质量的透明度。

    BLOCK LINEAR MEMORY ORDERING OF TEXTURE DATA TECHNIQUES
    5.
    发明申请
    BLOCK LINEAR MEMORY ORDERING OF TEXTURE DATA TECHNIQUES 有权
    块纹线数据技术的线性记忆订单

    公开(公告)号:US20120176377A1

    公开(公告)日:2012-07-12

    申请号:US13422498

    申请日:2012-03-16

    IPC分类号: G06T15/04 G06T11/40

    CPC分类号: G06T15/04 G06T1/60

    摘要: A method of organizing memory for storage of texture data, in accordance with one embodiment of the invention, includes accessing a size of a mipmap level of a texture map. A block dimension may be determined based on the size of the mipmap level. A memory space (e.g., computer-readable medium) may be logically divided into a plurality of whole number of blocks of variable dimension. The dimension of the blocks is measured in units of gobs and each gob is of a fixed dimension of bytes. A mipmap level of a texture map may be stored in the memory space. A texel coordinate of said mipmap level may be converted into a byte address of the memory space by determining a gob address of a gob in which the texel coordinate resides and determining a byte address within the particular gob.

    摘要翻译: 根据本发明的一个实施例的组织用于存储纹理数据的存储器的方法包括访问纹理映射的mipmap级别的大小。 可以基于mipmap级别的大小来确定块维度。 存储器空间(例如,计算机可读介质)可以在逻辑上被划分为多个整数个可变维度的块。 块的尺寸以料滴为单位进行测量,每个料滴的固定尺寸为字节。 纹理映射的mipmap级别可以存储在存储器空间中。 所述mipmap级别的纹理坐标可以通过确定纹理坐标所驻留的料滴的料滴地址并确定特定料滴中的字节地址来转换为存储器空间的字节地址。

    Cull before vertex attribute fetch and vertex lighting
    8.
    发明授权
    Cull before vertex attribute fetch and vertex lighting 有权
    在顶点属性获取和顶点照明之前进行Cull

    公开(公告)号:US08564616B1

    公开(公告)日:2013-10-22

    申请号:US12505402

    申请日:2009-07-17

    IPC分类号: G09G5/00

    摘要: One embodiment of the invention sets forth a mechanism for compiling a vertex shader program into two portions, a culling portion and a shading portion. The culling portion of the compiled vertex shader program specifies vertex attributes and instructions of the vertex shader program needed to determine whether early vertex culling operations should be performed on a batch of vertices associated with one or more primitives of a graphics scene. The shading portion of the compiled vertex shader program specifies the remaining vertex attributes and instructions of the vertex shader program for performing vertex lighting and performing other operations on the vertices in the batch of vertices. When the compiled vertex shader program is executed by graphics processing hardware, the shading portion of the compiled vertex shader is executed only when early vertex culling operations are not performed on the batch of vertices.

    摘要翻译: 本发明的一个实施例提出了一种用于将顶点着色器程序编译成两部分,一个剔除部分和一个阴影部分的机构。 编译的顶点着色器程序的剔除部分指定顶点着色器程序的顶点属性和指令,以确定是否应对与图形场景的一个或多个图元相关联的一批顶点执行早期顶点剔除操作。 编译顶点着色器程序的阴影部分指定顶点着色器程序的剩余顶点属性和指令,用于执行顶点点亮,并对顶点的顶点中的顶点执行其他操作。 当编译的顶点着色器程序由图形处理硬件执行时,只有在不对顶点顶点执行早期顶点剔除操作时才执行编译顶点着色器的阴影部分。

    Optimizing a graphics rendering pipeline using early Z-mode
    9.
    发明授权
    Optimizing a graphics rendering pipeline using early Z-mode 有权
    使用早期Z模式优化图形渲染管道

    公开(公告)号:US08933933B2

    公开(公告)日:2015-01-13

    申请号:US11430635

    申请日:2006-05-08

    IPC分类号: G06T15/40 G06T15/00

    CPC分类号: G06T15/405 G06T15/005

    摘要: One embodiment of the present invention sets forth an architecture for advancing the Z-test operation prior to pixel shading whenever possible. The current rendering state, as maintained by the setup engine, determines whether advancing the Z-test function above the shader engine for “early” Z-testing is possible or whether the Z-test function should be deferred until after shading operations for “late” Z-testing. Data is dynamically routed to each processing engine in the pipeline, so that the appropriate data flow for either early Z or late Z is dynamically constructed, as determined by the current rendering state. The same functional units are utilized in both early Z and late Z configurations.

    摘要翻译: 本发明的一个实施例阐述了在可能的情况下在像素着色之前推进Z检验操作的架构。 由设置引擎维护的当前呈现状态确定是否可以在着色引擎之上前进Z检验功能以进行“早期”Z检验,或者Z检验功能是否应该延迟到“晚期”的阴影操作之后 “Z测试。 数据在流水线中动态地路由到每个处理引擎,以便由当前呈现状态确定的早期Z或后期Z的适当数据流是动态构造的。 早期Z和晚期Z配置都使用相同的功能单元。