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公开(公告)号:US10726619B2
公开(公告)日:2020-07-28
申请号:US14927157
申请日:2015-10-29
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jun Murakawa , John Doolittle , Justin Beck , Brendan Rehon , Michael Kutner
Abstract: In graphics processing data is received representing one or more vertices for a scene in a virtual space. A projection of the vertices onto a screen space of a display device is performed. A density of the vertices is adjusted for selected portions of the screen space, such that a lower density of vertices is present in selected portions of the screen space. Primitive assembly is performed on the vertices to generate a one or more primitives in screen space from the projection of the vertices onto the screen space. A finished frame is then generated by performing pixel processing to assign pixel values to the pixel or pixels that are part of the corresponding primitives. In some implementations, the finished frame can be stored in the memory or displayed on the display device.
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公开(公告)号:US10657710B2
公开(公告)日:2020-05-19
申请号:US15904097
申请日:2018-02-23
Applicant: SONY INTERACTIVE ENTERTAINMENT INC.
Inventor: John Doolittle , Jun Murakawa , Christopher Ho
Abstract: Systems, methods, and devices are disclosed for rendering computer graphics. In various embodiments, a displacement map is created for a plurality of surfaces and a tessellation process is initiated. It is determined that the tessellation density of a first set of surfaces and a second set of surfaces should be modified based on the displacement map. Based on the displacement map, a tessellation factor scale for each surface of the first set of surfaces is increased and a tessellation factor scale for each surface of the second set of surfaces is decreased, respectively.
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公开(公告)号:US20180240272A1
公开(公告)日:2018-08-23
申请号:US15904097
申请日:2018-02-23
Applicant: SONY INTERACTIVE ENTERTAINMENT INC.
Inventor: John Doolittle , Jun Murakawa , Christopher Ho
CPC classification number: G06T17/20 , G06T3/40 , G06T2210/36
Abstract: Systems, methods, and devices are disclosed for rendering computer graphics. In various embodiments, a displacement map is created for a plurality of surfaces and a tessellation process is initiated. It is determined that the tessellation density of a first set of surfaces and a second set of surfaces should be modified based on the displacement map. Based on the displacement map, a tessellation factor scale for each surface of the first set of surfaces is increased and a tessellation factor scale for each surface of the second set of surfaces is decreased, respectively.
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公开(公告)号:US09495722B2
公开(公告)日:2016-11-15
申请号:US13902658
申请日:2013-05-24
Applicant: Sony Interactive Entertainment Inc.
Inventor: Richard B. Stenson , Christopher Ho , Mark E. Cerny , Steven Osman , Jun Murakawa , Dmitri Shtilman , Jason Scanlin
IPC: G06T1/20
CPC classification number: G06T1/20
Abstract: A method for processing graphics for a GPU program, translating instructions from a shading language into an intermediate language with a front end of a GPU compiler; translating the instructions from the intermediate language into a GPU object language with a back end of the GPU compiler; wherein the instructions in the shading language include instructions defining a layout of resources for the GPU program.
Abstract translation: 一种用于处理GPU程序的图形的方法,将指令从阴影语言转换成具有GPU编译器的前端的中间语言; 将来自中间语言的指令从GPU编译器的后端翻译成GPU对象语言; 其中所述着色语言中的指令包括定义GPU程序的资源布局的指令。
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