VARIABLE PRECISION SHADING
    1.
    发明申请
    VARIABLE PRECISION SHADING 审中-公开
    可变精度阴影

    公开(公告)号:WO2017074608A1

    公开(公告)日:2017-05-04

    申请号:PCT/US2016/052792

    申请日:2016-09-21

    Abstract: The power consumption of processor-based devices may be reduced by reducing the consumption of power during graphics processing. In some embodiments, the precision of pixel shading in parts of images where artifacts are less objectionable may be reduced. For example, in areas the user is not directly looking at, precision may be reduced to save power. At the same time, because a person is not focusing on those regions, even if usually perceptible artifacts occur because of the reduced precision, an overall pleasing depiction may be achieved.

    Abstract translation: 基于处理器的设备的功耗可以通过减少图形处理期间的功耗来降低。 在一些实施例中,可以减少其中伪像不太令人反感的图像的部分中的像素着色的精度。 例如,在用户不直接查看的区域中,可以减少精度以节省电力。 同时,因为一个人并不关注这些区域,即使通常由于精度降低而出现可察觉的伪影,也可以实现令人满意的描述。

    FACILITATING CULLING OF COMPOSITE OBJECTS IN GRAPHICS PROCESSING UNITS WHEN SUCH OBJECTS PRODUCE NO VISIBLE CHANGE IN GRAPHICS IMAGES
    2.
    发明申请
    FACILITATING CULLING OF COMPOSITE OBJECTS IN GRAPHICS PROCESSING UNITS WHEN SUCH OBJECTS PRODUCE NO VISIBLE CHANGE IN GRAPHICS IMAGES 审中-公开
    当这些对象在图形图像中产生无可见变化时,可以在图形处理单元中实现复合物体的拉紧

    公开(公告)号:WO2016105218A1

    公开(公告)日:2016-06-30

    申请号:PCT/PL2014/000161

    申请日:2014-12-23

    CPC classification number: G06T15/40 G06T2200/28

    Abstract: A mechanism is described for facilitating dynamic culling of composite objects producing not visible change in graphics images on computing devices. A method of embodiments, as described herein, includes identifying one or more objects of a plurality of objects of a frame for being potentially insignificant to be included in a subsequent frame, and applying one or more bounding boxes encompassing the one or more objects. The method may further include determining, basing on a vertex transformation, one or more minimum bounding rectangles corresponding to the one or more bounding boxes. The method may further include determining, based on rasterization rules, coverage of the one or more minimum bounding rectangles to one or more pixel centers of one or more pixels, and selecting a first object of the one or more objects to be included in the subsequent frame, if a first of the one or more corresponding minimum bounding rectangles touch or include a pixel center of a pixel.

    Abstract translation: 描述了一种机制,用于促进对计算设备上的图形图像产生不可见变化的复合对象的动态剔除。 如本文所述的实施例的方法包括识别帧的多个对象中的一个或多个对象以潜在地不重要以被包括在随后的帧中,以及应用包含所述一个或多个对象的一个​​或多个边界框。 该方法还可以包括基于顶点变换来确定与一个或多个边界框对应的一个或多个最小边界矩形。 该方法还可以包括基于光栅化规则确定一个或多个最小边界矩形对一个或多个像素的一个或多个像素中心的覆盖,以及选择要被包括在随后的一个或多个对象中的第一对象 如果一个或多个对应的最小边界矩形中的第一个接触或包括像素的像素中心,则帧。

    POSITION-ONLY SHADING PIPELINE
    3.
    发明申请
    POSITION-ONLY SHADING PIPELINE 审中-公开
    无位置着色管道

    公开(公告)号:WO2016048521A1

    公开(公告)日:2016-03-31

    申请号:PCT/US2015/046669

    申请日:2015-08-25

    CPC classification number: G06T1/20 G06T15/40 G06T15/405 G06T15/503 G09G5/393

    Abstract: In position-only shading, two geometry pipes exist, a trimmed down version called the Cull Pipe and a full version called the Replay Pipe . Thus, the Cull Pipe executes the position shaders in parallel with the main application, but typically generates the critical results much faster as it fetches and shades only the position attribute of the vertices and avoids the rasterization as well as the rendering of pixels for the frame buffer. Furthermore, the Cull Pipe uses these critical results to compute visibility information for all the triangles whether they are culled or not. On the other hand, the Replay Pipe consumes the visibility information to skip the culled triangles and shades only the visible triangles that are finally passed to the rasterization phase. Together the two pipes can hide the long cull runs of discarded triangles and can complete the work faster in some embodiments.

    Abstract translation: 在仅位置阴影下,存在两个几何管道,一个称为“Cull Pipe”的修剪版本以及称为Replay Pipe的完整版本。 因此,Cull管道与主应用程序并行执行位置着色器,但是通常会以更快的速度生成关键结果,因为它仅获取和仅阴影顶点的位置属性,并避免光栅化以及框架的像素渲染 缓冲。 此外,Cull管道使用这些关键结果来计算所有三角形的可见性信息,无论它们是否被淘汰。 另一方面,Replay管道消耗可见性信息来跳过被剔除的三角形,并仅遮蔽最终传递到光栅化阶段的可见三角形。 两个管道一起可以隐藏丢弃的三角形的长的剔除运行,并且在一些实施例中可以更快地完成工作。

    DYNAMICALLY MANAGING MEMORY FOOTPRINT FOR TILE BASED RENDERING
    5.
    发明申请
    DYNAMICALLY MANAGING MEMORY FOOTPRINT FOR TILE BASED RENDERING 审中-公开
    动态管理基于层次渲染的内存空间

    公开(公告)号:WO2016148834A1

    公开(公告)日:2016-09-22

    申请号:PCT/US2016/018575

    申请日:2016-02-19

    CPC classification number: G09G5/39 G06T1/60 G06T15/005 G06T15/40

    Abstract: The introduction of an "out-of-memory" marker in the sorted tile geometry sequence for a tile may aid in handling out-of-memory frames. This marker allows hardware to continue rendering using the original data stream instead of the sorted data stream. This enables use of the original data stream allows the system to continue rendering without requiring any driver intervention. During the visibility generation/sorting phase, the number of memory pages required for storing the data for a rendering pass is continuously tracked. This tracking includes tracking the pages that are required even if the hardware had not run out-of-memory. This information can be monitored by a graphics driver and the driver can provide more memory pages for the system to work at full efficiency.

    Abstract translation: 在瓦片的排序瓦片几何序列中引入“内存不足”标记可能有助于处理超出内存的帧。 该标记允许硬件使用原始数据流而不是排序的数据流继续渲染。 这使得能够使用原始数据流允许系统继续呈现而不需要任何驾驶员干预。 在可见性生成/分类阶段期间,持续追踪存储渲染通过数据所需的存储器页数。 该跟踪包括跟踪所需的页面,即使硬件没有运行内存不足。 该信息可以由图形驱动程序监视,并且驱动程序可以提供更多的内存页面,以使系统全面工作。

    RECORDING THE RESULTS OF VISIBILITY TESTS AT THE INPUT GEOMETRY OBJECT GRANULARITY
    6.
    发明申请
    RECORDING THE RESULTS OF VISIBILITY TESTS AT THE INPUT GEOMETRY OBJECT GRANULARITY 审中-公开
    记录输入几何对象粒度的可见性测试结果

    公开(公告)号:WO2014081474A1

    公开(公告)日:2014-05-30

    申请号:PCT/US2013/048062

    申请日:2013-06-27

    CPC classification number: G06T15/005 G06T15/40

    Abstract: According to some embodiments of the present invention, pixel throughput may be improved by performing depth tests and recording the results on the granularity of an input geometry object. An input geometry object is any object within the depiction represented by a primitive, such as a triangle within an input triangle list or a patch within an input patch list.

    Abstract translation: 根据本发明的一些实施例,可以通过执行深度测试并将结果记录在输入几何对象的粒度上来改善像素吞吐量。 输入几何对象是由基元表示的描绘内的任何对象,例如输入三角形列表中的三角形或输入修补程序列表中的修补程序。

    ROTATED RENDERING AND LOCKING SUPPORT FOR TABLET COMPUTERS AND PORTRAIT DISPLAYS

    公开(公告)号:WO2008008690A3

    公开(公告)日:2008-01-17

    申请号:PCT/US2007/072849

    申请日:2007-07-05

    Inventor: PODDAR, Bimal

    Abstract: Apparatus, systems and methods for handling portrait mode oriented display surfaces without requiring expensive hardware in the display sub-system are disclosed. For example, an apparatus is disclosed such that the rendering of graphics data to the portrait mode display surfaces is redirected at rendering time such that there is no need for adding complicated hardware in the display part of the graphics adapter in order to handle conventional displays - all of which have no circuitry to deal with data natively stored in a portrait mode surface. Additionally, an apparatus to handle direct surface access of a surface through a surface lock which has already been rotated is already described. This can either be done by copying of surface data or by an optimized proposed apparatus which eliminates this copy. Other implementations are also disclosed.

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