Abstract:
Briefly, in accordance with one or more embodiments, an architecture to load balance tessellation distribution apparatus comprises a memory to store one or more patches representing an object in an image, and a processor, coupled to the memory, to perform one or more tessellation operations on the one or more patches. The one or more tessellation operations including splitting one or more of the patches into one or more subpatches, and load balancing the one or more patches and the one or more subpatches among two or more geometry and setup fixed-function pipelines (GSPs).
Abstract:
A mechanism is described for facilitating efficient processing of graphics data using triple buffered constant buffers at computing devices. A method of embodiments, as described herein, includes detecting generation of a multi-block buffer by an application to perform data processing at a graphics processor of a computing device, and mapping a first memory block of the multi-block buffer to the graphics processor, where mapping further includes mapping a second memory block and a third memory block of the multi-block buffer to an application processor. The method further includes executing a swap operation to facilitate the graphics processor to process a current data set associated with the application processor.
Abstract:
In accordance with some embodiments, a zero coverage test may determine whether a primitive such as a triangle relies on lanes between rows or columns or lines of samples. If so, the primitive can be culled in a zero coverage culling test.
Abstract:
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.
Abstract:
Methods and apparatus relating to techniques for provision of minimum or maximum and bitwise logic AND or logic OR based coarse stencil tests are described. In an embodiment, metadata (corresponding to a plurality of pixels) is stored in memory. One or more operations are performed on the metadata to generate a stencil result. The one or more operations comprise a bitwise intersection operation or a bitwise union operation and/or a minimum operation or maximum operation. Other embodiments are also disclosed and claimed.
Abstract:
A mechanism is described for facilitating interpolated minimum-maximum compression/decompression for efficient processing of graphics data at computing devices. A method of embodiments, as described herein, includes detecting a tile having pixels representing graphics contents capable of being processed by a graphics processor of a computing device; computing a minimum color value and a maximum color value of the tile. The method may further include splitting the tile into a plurality of interpolation tiles, where each interpolation tile includes a set of pixels of one or more colors. The method may further include computing a plurality of local minimum color values for the plurality of interpolation tiles, computing, based on the plurality of local minimum values, a plurality of residuals for the plurality of interpolation tiles to reduce spreads from the plurality of interpolation tiles, and compressing the reduced plurality of interpolation tiles based on the plurality of residuals.
Abstract:
A depth buffer compression scheme uses bilinear patches as a predictor for depth. The scheme targets compression of scenes rendered with stochastic blur rasterization. A tile of fragments may be split into two or more regions and a higher-degree function may be fit to each region. The residuals are then stored as delta corrections.
Abstract:
A multi-view image may be generated by detecting discontinuities in a radiance function using multi-view silhouette edges. A multi-view silhouette edge is an edge of a triangle that intersects a back tracing plane and, in addition, the triangle faces backwards, as seen from the intersection point, and the edge is not further connected to any back facing triangles. Analytical visibility may be computed between shading points and a camera line and shared shading computations may be reused.
Abstract:
An apparatus and method are described for occlusion queries for accelerated rendering. For example, one embodiment of a method comprises: performing an occlusion query for a plurality of tiles of an image, the occlusion query to determine whether one or more of the tiles are occluded; generating a bit mask in response to the occlusion query, the bit mask comprising data indicating which of the tiles are occluded; and reading the bit mask when rendering the image to remove work associated with those tiles which are occluded.
Abstract:
First, the colors are partitioned within a tile into distinct groups, such that the variation of color within each group is lowered. Second, each group can be encoded in an efficient manner. The algorithm described herein may give a higher compression ratio than previous algorithms, and therefore may further reduce memory bandwidth at a very low increase in computational cost in some embodiments. The algorithm may be added to a system with existing buffer compression algorithms, handling additional tiles that the existing algorithm fails to compress, thereby increasing the overall compression rate.