-
公开(公告)号:US20160055614A1
公开(公告)日:2016-02-25
申请号:US14931285
申请日:2015-11-03
申请人: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
发明人: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
CPC分类号: G06T1/20 , G06T11/40 , G06T15/005 , G06T2210/12
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。
-
公开(公告)号:US09038034B2
公开(公告)日:2015-05-19
申请号:US12644075
申请日:2009-12-22
申请人: Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg , Robert M. Toth
发明人: Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg , Robert M. Toth
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。
-
公开(公告)号:US09183608B2
公开(公告)日:2015-11-10
申请号:US13516781
申请日:2009-12-23
申请人: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
发明人: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
CPC分类号: G06T1/20 , G06T11/40 , G06T15/005 , G06T2210/12
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 that have been vertex shaded and binned triangles over tiles that have yet to be vertex shaded and binned triangles. 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已经是顶点着色的瓦片,以及尚未成为顶点着色和二进制三角形的瓦片的二进制三角形。 不同瓦片三角形的光栅化可以由多个并行的核心执行。
-
公开(公告)号:US20150145873A1
公开(公告)日:2015-05-28
申请号:US13516781
申请日:2009-12-23
申请人: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
发明人: Tomas G. Akenine-Moller , Robert M. Toth , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg
CPC分类号: G06T1/20 , G06T11/40 , G06T15/005 , G06T2210/12
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 that have been vertex shaded and binned triangles over tiles that have yet to be vertex shaded and binned triangles. 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已经是顶点着色的瓦片,以及尚未成为顶点着色和二进制三角形的瓦片的二进制三角形。 不同瓦片三角形的光栅化可以由多个并行的核心执行。
-
公开(公告)号:US20140300619A1
公开(公告)日:2014-10-09
申请号:US13858988
申请日:2013-04-09
申请人: Jon N. Hasselgren , Tomas G. Akenine-Moller , Carl J. Munkberg , Jim K. Nilsson , Robert M. Toth , Franz P. Clarberg
发明人: Jon N. Hasselgren , Tomas G. Akenine-Moller , Carl J. Munkberg , Jim K. Nilsson , Robert M. Toth , Franz P. Clarberg
IPC分类号: G09G5/10
CPC分类号: G06T15/005
摘要: In accordance with some embodiments, a tile shader executes on a group of pixels prior to a pixel shader. The tile of pixels may be rectangular in some embodiments. The tile may be executed hierarchically, refining each tile into smaller subtiles until the pixel or sample level is reached. The tile shader program can be written to discard groups of pixels, thereby quickly removing areas of the bounding triangles that lie outside the shape being rasterized or quickly discarding groups of pixel shader executions that will not contribute to the final image.
摘要翻译: 根据一些实施例,瓦片着色器在像素着色器之前的一组像素上执行。 在一些实施例中,像素块可以是矩形的。 可以分层执行瓦片,将每个瓦片细化为较小的子屏幕,直到达到像素或样品级别。 可以将瓦片着色器程序写入丢弃像素组,从而快速移除位于正被光栅化的形状之外的边界三角形的区域,或快速丢弃不会对最终图像做出贡献的像素着色器执行组。
-
公开(公告)号:US20110148876A1
公开(公告)日:2011-06-23
申请号:US12644075
申请日:2009-12-22
申请人: Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg , Robert M. Toth
发明人: Tomas G. Akenine-Moller , Jon N. Hasselgren , Carl J. Munkberg , Franz P. Clarberg , Robert M. Toth
IPC分类号: 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。
-
公开(公告)号:US20140258754A1
公开(公告)日:2014-09-11
申请号:US13784950
申请日:2013-03-05
申请人: Tomas G. Akenine-Moller , Bjorn Johnsson , Magnus Andersson , Jim K. Nilsson , Robert M. Toth , Carl J. Munkberg , Jon N. Hasselgren
发明人: Tomas G. Akenine-Moller , Bjorn Johnsson , Magnus Andersson , Jim K. Nilsson , Robert M. Toth , Carl J. Munkberg , Jon N. Hasselgren
IPC分类号: G06F1/32
CPC分类号: G06F1/3296 , G06F1/3203 , G06F1/3228 , G06F1/3234 , G06F1/324 , G06F1/329 , Y02D10/126 , Y02D10/24
摘要: In accordance with some embodiments, the knowledge that a capped frame time is used can be exploited to reduce power consumption. Generally a capped frame time is a pre-allocated amount of time to apply power for rendering in graphics processing. Generally the frame time involves the application of power and some down time in which only idle power is applied pending the next frame time. By making better use of that down time, power consumption reductions can be achieved in some embodiments.
摘要翻译: 根据一些实施例,可以利用使用加盖帧时间的知识来降低功耗。 通常,加盖帧时间是在图形处理中应用电力进行渲染的预分配时间量。 通常,帧时间涉及在下一帧时间内仅施加空闲功率的功率和一些停机时间。 通过更好地利用该停机时间,在一些实施例中可以实现功耗降低。
-
公开(公告)号:US20150187124A1
公开(公告)日:2015-07-02
申请号:US14141523
申请日:2013-12-27
申请人: Tomas G. Akenine-Moller , Magnus Andersson , Jon N. Hasselgren , Carl J. Munkberg , Robert M. Toth
发明人: Tomas G. Akenine-Moller , Magnus Andersson , Jon N. Hasselgren , Carl J. Munkberg , Robert M. Toth
CPC分类号: G06T15/405 , G06F3/14 , G06T9/00 , G06T15/005 , G09G5/39 , G09G5/393 , G09G2340/02 , G09G2360/122
摘要: Because using the same number of bits per residual depth offset compression is not the best distribution of bits, the bits per residual may be distributed instead according to the content of the depths of a tile. For example, if the depth differences close to the Zmax are small, then fewer bits can be spent on residuals for the samples that are encoded relative to Zmax. Consequently, more bits can be spent on the residuals for the samples that are encoded relative to Zmin. As a result, more tiles succeed at compressing to the required number of bits.
摘要翻译: 因为每个残留深度偏移压缩使用相同数量的比特不是比特的最佳分布,所以根据瓦片的深度的内容可以分配每个残差的比特。 例如,如果接近Zmax的深度差小,则相对于Zmax编码的样本的残差可以花费更少的位。 因此,对于相对于Zmin编码的样本的残差,可以花费更多的比特。 结果,更多的瓦片成功地压缩到所需的位数。
-
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。
-
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。
-
-
-
-
-
-
-
-
-