Decoupled Shading Pipeline
    3.
    发明申请
    Decoupled Shading Pipeline 有权
    去耦阴影管道

    公开(公告)号:US20150170345A1

    公开(公告)日:2015-06-18

    申请号:US14103951

    申请日:2013-12-12

    IPC分类号: G06T5/00

    摘要: In some embodiments, a given frame or picture may have different shading rates. In one embodiment in some areas of the frame or picture the shading rate may be less than once per pixel and in other places it may be once per pixel. Examples where the shading rate may be reduced include areas where there is motion and camera defocus, areas of peripheral blur, and in general, any case where the visibility is reduced anyway. The shading rate may be changed in a region, such as a shading quad, by changing the size of the region.

    摘要翻译: 在一些实施例中,给定的帧或图片可以具有不同的着色速率。 在一个实施例中,在帧或图像的某些区域中,阴影率可以小于每像素一次,而在其它位置,每个像素可以是一次。 可以减少阴影率的示例包括存在运动和照相机散焦的区域,外围模糊的区域,以及一般来说,任何可见度被降低的情况。 通过改变区域的大小,可以在诸如阴影四边形的区域中改变阴影率。

    Image Processing Techniques
    4.
    发明申请
    Image Processing Techniques 审中-公开
    图像处理技术

    公开(公告)号:US20160055614A1

    公开(公告)日:2016-02-25

    申请号:US14931285

    申请日:2015-11-03

    IPC分类号: G06T1/20 G06T11/40

    摘要: Techniques are described that can delay or even prevent use of memory to store triangles associated with tiles as well as processing resources associated with vertex shading and binning triangles. The techniques can also provide better load balancing among a set of cores, and hence provide better performance. A bounding volume is generated to represent a geometry group. Culling takes place to determine whether a geometry group is to have triangles rendered. Vertex shading and association of triangles with tiles can be performed across multiple cores in parallel. Processing resources are allocated for rasterizing tiles whose triangles have been vertex shaded and binned over tiles whose triangles have yet to be vertex shaded and binned. Rasterization of triangles of different tiles can be performed by multiple cores in parallel.

    摘要翻译: 描述了可以延迟或甚至阻止使用存储器来存储与瓦片相关联的三角形以及处理与顶点着色和合并三角形相关联的资源的技术。 这些技术还可以在一组核心之间提供更好的负载平衡,从而提供更好的性能。 生成一个边界体来表示一个几何组。 进行剔除以确定几何组是否具有呈现的三角形。 顶点阴影和三角形与瓦片的关联可以并行执行多个核心。 分配处理资源用于光栅化其三角形已经被顶点着色的图块,并且在三角形尚未被顶点着色和分块的图块上进行分块。 不同瓦片三角形的光栅化可以由多个并行的核心执行。

    Compiling for programmable culling unit
    8.
    发明授权
    Compiling for programmable culling unit 有权
    编译可编程剔除单元

    公开(公告)号:US09038034B2

    公开(公告)日:2015-05-19

    申请号:US12644075

    申请日:2009-12-22

    IPC分类号: G06F9/45 G06T15/40

    CPC分类号: G06F8/41 G06F8/443 G06T15/40

    摘要: During compilation, the interval bounds for a programmable culling unit are calculated if possible. For each variable, interval bounds are calculated during the compilation, and the bounds together with other metadata are used to generate an optimized culling program. If not possible, then an assumption may be made and the assumption used to compile the code. If the assumption proves to be invalid, a new assumption could be made and the code may be recompiled in some embodiments.

    摘要翻译: 在编译期间,如果可能,计算可编程剔除单元的间隔范围。 对于每个变量,在编译期间计算间隔边界,并且边界与其他元数据一起用于生成优化的剔除程序。 如果不可能,则可以作出假设,并且用于编译代码的假设。 如果假设证明是无效的,则可以作出新的假设,并且在一些实施例中代码可以被重新编译。

    Adaptive Multi-Frequency Shading
    9.
    发明申请
    Adaptive Multi-Frequency Shading 审中-公开
    自适应多频阴影

    公开(公告)号:US20150070355A1

    公开(公告)日:2015-03-12

    申请号:US14227045

    申请日:2014-03-27

    IPC分类号: G06T15/80

    CPC分类号: G06T15/80 G06T15/005

    摘要: An architecture for pixel shading, enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives in some embodiments. The cost of pixel shading may then be decoupled from the geometric complexity. Wider use of tessellation and fine geometry may be made more feasible, even at very limited power budgets. Shading may be done over small local grids in parametric patch space, with reusing of shading for nearby samples. The decomposition of shaders into multiple parts is supported, which parts are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit, in some embodiments, of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.

    摘要翻译: 在一些实施例中,用于像素着色的架构能够灵活地控制着色速率和在镶嵌图元中的三角形之间的自动阴影重用。 然后可以将像素着色的成本与几何复杂度分离。 即使在非常有限的功率预算下,也可以更加可行地使用细分几何和细微几何。 可以在参数补丁空间中的小局部网格上进行阴影处理,并对附近样本重新使用阴影。 支持将着色器分解成多个部分,哪些部分以不同的频率进行着色。 遮蔽率可以在本地和自适应控制下进行,以便将计算引导到视觉上重要的领域,并以优雅的质量下降来提供性能缩放。 在一些实施例中,在贴片空间中的阴影的另一重要益处在于它允许有效地渲染分布效应,这进一步缩小了实时和离线渲染之间的差距。

    Stochastic Rasterization with Selective Culling
    10.
    发明申请
    Stochastic Rasterization with Selective Culling 有权
    选择性剔除随机光栅化

    公开(公告)号:US20130287314A1

    公开(公告)日:2013-10-31

    申请号:US13995192

    申请日:2011-11-21

    IPC分类号: G06T5/00

    摘要: Depth of field may be rasterized by culling half-space regions on a lens from which a triangle to be rendered is not visible. Then, inside tests are only performed on the remaining unculled half-space regions. Separating planes between the triangle to be rendered and the tile being processed can be used to define the half-space regions.

    摘要翻译: 可以通过剔除要被渲染的三角形不可见的透镜上的半空间区域来光栅化景深。 然后,内部测试仅对剩余的未被空白的半空间区域进行。 要渲染的三角形和正在处理的瓷砖之间的分离平面可用于定义半空间区域。