摘要:
An apparatus and method are described for a non-uniform rasterizer. For example, one embodiment of an apparatus comprises: a graphics processor to process graphics data and render images using the graphics data; and a non-uniform rasterizer within the graphics processor to determine different resolutions to be used for different regions of an image, the non-uniform rasterizer to receive a plurality of polygons to be rasterized and to responsively rasterize the polygons in accordance with the different resolutions.
摘要:
An apparatus and method are described for texture space shading. For example, one embodiment of a method comprises: performing texture mapping to map one or more textures to surfaces of one or more objects in texture space within a ray tracing architecture; and performing sampling and reconstruction directly on the surfaces of the objects in the texture space.
摘要:
A graphics processing apparatus and method are described. For example, one embodiment of a graphics processing apparatus comprises: an input assembler of a graphics pipeline to determine a first set of triangles to be drawn based on application-provided parameters; a depth buffer to store depth data related to the first set of triangles; a vertex shader to perform position-only vertex shading operations on the first set of triangles in response to an indication that the graphics pipeline is to initially operate in a depth-only mode; a culling and clipping module to read depth values from the depth buffer to identify those triangles in the first set of triangles which are fully occluded by other objects in a current frame and to generate culling data usable to cull occluded triangles, the culling and clipping module to associate the culling data with a replay token to be used to identify a subsequent rendering pass through the graphics pipeline; the input assembler, upon detecting the replay token in the subsequent rendering pass, to access the culling data associated therewith to remove culled triangles from the first set of triangles to generate a second set of triangles; the vertex shader to perform full vertex shading operations on the second set of triangles during the subsequent rendering pass, the replay token to be destroyed during or following the subsequent rendering pass.
摘要:
An apparatus and method are described for performing an efficient depth prepass. For example, one embodiment of a method comprising: a method comprising: performing a first pass through a specified portion of a graphics pipeline with only depth rendering active; initializing a coarse depth buffer within the specified portion of the graphics pipeline during the first pass, the coarse depth buffer storing depth data at a level of granularity less than that stored in a per-pixel depth buffer, which is not initialized during the first pass; and performing a second pass through the graphics pipeline following the first pass, the second pass utilizing the full graphics pipeline and using values in the coarse depth buffer initialized by the first pass.
摘要:
A virtual reality apparatus and method are described. For example, one embodiment of an apparatus comprises: a compute cluster comprising global illumination circuitry and/or logic to perform global illumination operations on graphics data in response to execution of a virtual reality application and to responsively generate a stream of samples; a filtering/compression module to perform filtering and/or compression operations on the stream of samples to generate filtered/compressed samples; a network interface to communicatively couple the compute cluster to a network, the filtered/compressed samples to be streamed over the network; a render node to receive the filtered/compressed samples streamed over the network, the render node comprising: decompression circuitry/logic to decompress the filtered/compressed samples to generate decompressed samples; a sample buffer to store the decompressed samples; and sample insertion circuitry/logic to asynchronously insert samples into a light field rendered by a light field rendering circuit/logic.
摘要:
A virtual reality apparatus and method are described for tile-based rendering. For example, one embodiment of an apparatus comprises: a set of on-chip geometry buffers including a first buffer to store geometry data, and a set of pointer buffers to store pointers to the geometry data; a tile-based immediate mode rendering (TBIMR) module to perform tile-based immediate mode rendering using geometry data and pointers stored within the set of on-chip geometry buffers; spill circuitry to determine when the on-chip geometry buffers are over-subscribed and responsively spill additional geometry data and/or pointers to an off-chip memory; and a prefetcher to start prefetching the geometry data from the off-chip memory as space becomes available within the on-chip geometry buffers, the TBIMR module to perform tile-based immediate mode rendering using the geometry data prefetched from the off-chip memory.
摘要:
An apparatus and method are described for dynamic polygon or primitive sorting for improved culling. For example, one embodiment of an apparatus comprises: a rasterization unit to receive a plurality of polygons to be rasterized in an original ordering; and depth test evaluation logic to determine whether a current polygon is fully visible, partially visible or occluded; and reordering logic to incrementally alter the original ordering by swapping each occluded polygon with another polygon positioned relatively lower in the original ordering and by swapping each fully visible polygon with another polygon positioned relatively higher in the original ordering.
摘要:
An apparatus and method for load balancing in a ray tracing architecture. For example, one embodiment of a graphics processing apparatus comprises: an intersection unit engine to test a plurality of rays against a plurality of primitives to identify a closest primitive that each ray intersects; an intersection unit queue to store work to be performed by the intersection unit engine; and an intersection unit offload engine to monitor the intersection unit queue to determine a pressure level on the intersection unit engine, the intersection unit offload engine to responsively offload some of the work in the intersection unit queue to intersection program code executed on one or more execution units of the graphics processor.
摘要:
An apparatus and method for efficient ray tracing. For example, one embodiment of an apparatus comprises: a general purpose processor to generate a plurality of ray streams; a first hardware queue to receive the ray streams generated by the general purpose processor; a graphics processing unit (GPU) comprising a plurality of execution units (EUs) to process the ray streams from the first hardware queue; a second hardware queue to store graphics processing jobs submitted by the GPU; the general purpose processor to process the jobs submitted by the GPU and share results with the GPU.