会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 3. 发明申请
    • SYSTEM AND METHOD FOR USING UBERSHADER VARIANTS WITHOUT PREPROCESSING MACROS
    • 使用UBERSHADER变量而不预处理宏的系统和方法
    • WO2017058541A1
    • 2017-04-06
    • PCT/US2016/052413
    • 2016-09-19
    • APPLE INC.
    • MUNSHI, Aaftab A.BRISSART, CharlesANDERSON, OwenWANG, MonpingRAMASESHAN, Ravi
    • G06F9/45G06F9/455
    • G06F8/41G06F8/423G06F8/52G06F9/4552G06T1/20
    • Ubershaders may be used in a graphics development environment as an efficiency tool because many options and properties may be captured in a single shader program. Each selectable option of property in the shader code may be tagged with an attribute to indicate the presence of the selection. The single shader program embodying the many selectable options and properties may be compiled to an intermediate version that also embodies the many options and properties, along with at least remnants of the tagging attributes. Upon a request for executable code including indications of the desired selectable options or properties, generation of the executable code may proceed such that it includes only the desire selectable options and properties and not other selectable options and properties embodied in the source code.
    • Ubershaders可以在图形开发环境中用作效率工具,因为许多选项和属性可能在单个着色器程序中被捕获。 着色器代码中每个可选择的属性选项可以用一个属性进行标记,以指示选择的存在。 体现许多可选选项和属性的单个着色器程序可以被编译为也体现了许多选项和属性的中间版本,以及至少残留的标记属性。 在请求可执行代码(包括所期望的可选择选项或属性的指示)时,执行可执行代码的生成可以进行,使得其仅包括期望可选择的选项和属性,而不包括源代码中体现的其他可选择的选项和属性。
    • 8. 发明公开
    • SYSTEM AND METHOD FOR TESSELLATION IN AN IMPROVED GRAPHICS PIPELINE
    • 用于在改进的图形管道中进行定位的系统和方法
    • EP3255612A1
    • 2017-12-13
    • EP17173225.8
    • 2017-05-29
    • Apple Inc.
    • MUNSHI, Aaftab A.HARRIS, Michael B.TIKHONOVA, AnnaBRISSART, CharlesDASARI, SrinivasJOSHI, RahulCHIU, Kelvin C.WANG, Mon PingBURNS, Nick W.
    • G06T17/20G06T15/00
    • G06T17/20G06T1/20G06T1/60G06T15/005G06T15/80G06T2200/04G06T2207/20021
    • An improved tessellation graphics pipeline that obviates that use of early stage vertex shaders and hull shaders and allows greater efficiency and flexibility. Embodiments provide a graphics pipeline beginning with a tessellator that may obtain tessellation factors in any manner such as reading from a memory of factors provided by a developer or computing the factors using a compute kernel. In some embodiments, a single vertex shader may follow the tessellator and perform all the necessary vertex shading for the pipeline. Furthermore, in some embodiments, a compute kernel is used to generate the tessellation factors. The compute kernel provides flexibility that allows its employment for some graphic portions and not others. In addition, the streamlined pipeline facilitates the efficient use of scaling to determine tessellation factors for the same graphic portion at different camera distances or desired levels of replication of the mathematical model.
    • 改进的镶嵌图形管线,避免使用早期顶点着色器和外壳着色器,并提供更高的效率和灵活性。 实施例提供了以曲面细分器开始的图形流水线,曲面细分器可以以任何方式获得曲面细分因子,诸如从存储器读取由开发者提供的因素或使用计算内核来计算因子。 在一些实施例中,单个顶点着色器可跟随曲面细分器并执行流水线的所有必要顶点着色。 此外,在一些实施例中,使用计算内核来生成曲面细分因子。 计算内核提供了灵活性,允许其用于某些图形部分而不是其他部分。 另外,流线型流水线有利于缩放的有效使用以确定在不同相机距离处的相同图形部分的镶嵌因子或数学模型的期望复制水平。