Abstract:
A graphics processing unit (GPU) includes a subdivider connected between a vertex shader and a domain shader. The subdivider receives first points of a first patch from the vertex shader, computes and assigns a tessellation factor for the first patch, generates second patches by refining the first patch using the first points and the tessellation factor, determines whether each of the second patches satisfies a tessellation criterion, and feeds back a patch that does not satisfy the tessellation criterion among the second patches to an input of the subdivider as a first feedback patch.
Abstract:
A graphics processing unit (GPU) that performs rendering in units of tiles includes a coefficient generator that produces an interpolation coefficient based on coordinates of vertices of a primitive included in a first tile and a second tile; an interpolator that produces barycentric coordinates in respective pixels for the first tile of the primitive and pixel values in the first tile corresponding to the primitive, based on the interpolation coefficient, and a storage configured to store the interpolation coefficient. The GPU produces barycentric coordinates in and pixel values of respective pixels for a second tile of the primitive, based on the interpolation coefficient stored in the storage.
Abstract:
A method for domain shading may include analyzing graphics state data, and generating all first primitives through a single-pass domain shading or generating only second primitives which are visible among the first primitives through a two-pass domain shading based on a result of the analysis.