Stereo multi-projection implemented using a graphics processing pipeline

    公开(公告)号:US10068366B2

    公开(公告)日:2018-09-04

    申请号:US15147868

    申请日:2016-05-05

    Abstract: A method, computer readable medium, and system are disclosed for generating multi-view image data. The method includes the steps of processing primitive data of a model to generate processed primitive data that includes multiple position vectors for each vertex in the primitive data, the number of position vectors associated with each vertex being equal to the number of views in at least two views being generated. The method further includes storing the processed primitive data in a buffer. Finally, the processed primitive data may be read from the buffer for each view in the at least two views and transmitted to a raster pipeline to generate image data corresponding to a particular view.

    Multiresolution consistent rasterization

    公开(公告)号:US09947084B2

    公开(公告)日:2018-04-17

    申请号:US13790037

    申请日:2013-03-08

    CPC classification number: G06T5/006 G06T15/005

    Abstract: A technique for multiresolution consistent rasterization in which a setup unit calculates universal edge equations for a universal resolution. A rasterizer evaluates coverage data for two different resolutions based on the edge equations. The rasterizer evaluates coverage data for different effective pixel sizes—a large pixel size and a small pixel size. Optionally, the rasterizer may determine a first set of coverage data by performing conservative rasterization to determine coverage data for large pixels. Optionally, the rasterizer may then determine a second set of coverage data by performing standard rasterization for small pixels. Optionally, for the second set of coverage data, the rasterizer may evaluate only the small pixels that are within large pixels in the first set of coverage data that evaluate as covered.

    CONSISTENT VERTEX SNAPPING FOR VARIABLE RESOLUTION RENDERING
    5.
    发明申请
    CONSISTENT VERTEX SNAPPING FOR VARIABLE RESOLUTION RENDERING 有权
    一致性VERTEX解决可变分辨率渲染

    公开(公告)号:US20170046812A1

    公开(公告)日:2017-02-16

    申请号:US15333066

    申请日:2016-10-24

    CPC classification number: G06T3/0081 G06T17/00 G06T19/20 G06T2219/2004

    Abstract: A system, method, and computer program product are provided for adjusting vertex positions. One or more viewport dimensions are received and a snap spacing is determined based on the one or more viewport dimensions. The vertex positions are adjusted to a grid according to the snap spacing. The precision of the vertex adjustment may increase as at least one dimension of the viewport decreases. The precision of the vertex adjustment may decrease as at least one dimension of the viewport increases.

    Abstract translation: 提供了一种用于调整顶点位置的系统,方法和计算机程序产品。 接收一个或多个视口尺寸,并且基于一个或多个视口尺寸来确定卡扣间隔。 根据卡扣间距将顶点位置调整为网格。 视口的至少一个维度减小时,顶点调整的精度可能会增加。 视角的至少一个维度增加时,顶点调整的精度可能会降低。

    Target independent rasterization with multiple color samples

    公开(公告)号:US09767600B2

    公开(公告)日:2017-09-19

    申请号:US14019344

    申请日:2013-09-05

    CPC classification number: G06T15/503 G06T11/203

    Abstract: A graphics processing pipeline within a parallel processing unit (PPU) is configured to perform path rendering by generating a collection of graphics primitives that represent each path to be rendered. The graphics processing pipeline determines the coverage of each primitive at a number of stencil sample locations within each different pixel. Then, the graphics processing pipeline reduces the number of stencil samples down to a smaller number of color samples, for each pixel. The graphics processing pipeline is configured to modulate a given color sample associated with a given pixel based on the color values of any graphics primitives that cover the stencil samples from which the color sample was reduced. The final color of the pixel is determined by downsampling the color samples associated with the pixel.

    Adaptive shading in a graphics processing pipeline
    10.
    发明授权
    Adaptive shading in a graphics processing pipeline 有权
    图形处理流水线中的自适应着色

    公开(公告)号:US09552667B2

    公开(公告)日:2017-01-24

    申请号:US14106580

    申请日:2013-12-13

    CPC classification number: G06T15/80 G06T1/20 G06T15/00 G06T15/005 G06T2210/52

    Abstract: One embodiment of the present invention includes a parallel processing unit (PPU) that performs pixel shading at variable granularities. For effects that vary at a low frequency across a pixel block, a coarse shading unit performs the associated shading operations on a subset of the pixels in the pixel block. By contrast, for effects that vary at a high frequency across the pixel block, fine shading units perform the associated shading operations on each pixel in the pixel block. Because the PPU implements coarse shading units and fine shading units, the PPU may tune the shading rate per-effect based on the frequency of variation across each pixel group. By contrast, conventional PPUs typically compute all effects per-pixel, performing redundant shading operations for low frequency effects. Consequently, to produce similar image quality, the PPU consumes less power and increases the rendering frame rate compared to a conventional PPU.

    Abstract translation: 本发明的一个实施例包括以可变粒度执行像素着色的并行处理单元(PPU)。 对于在像素块上以低频率变化的效果,粗调阴影单元对像素块中的像素的子集执行相关联的阴影操作。 相比之下,对于在像素块上的高频率变化的效果,精细着色单元对像素块中的每个像素执行相关联的阴影操作。 因为PPU实现了粗略的阴影单元和精细的阴影单元,PPU可以基于每个像素组的变化频率来调整每个效果的阴影效果。 相比之下,常规PPU通常计算每像素的所有效果,对低频效应执行冗余着色操作。 因此,为了产生类似的图像质量,与常规PPU相比,PPU消耗更少的功率并且增加渲染帧速率。

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