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    • 1. 发明授权
    • Cull streams for fine-grained rendering predication
    • 用于细粒度渲染预测的Cull流
    • US09489767B1
    • 2016-11-08
    • US11956306
    • 2007-12-13
    • Cass W. EverittFranck R. Diard
    • Cass W. EverittFranck R. Diard
    • G06T15/40G06T15/80
    • G06T15/40G06T15/005G06T15/405G06T15/80
    • One embodiment of the present invention sets forth a technique to perform fine-grained rendering predication using an IGPU and a DGPU. A graphics driver divides a 3D object into batches of triangles. The IGPU processes each batch of triangles through a modified rendering pipeline to determine if the batch is culled. The IGPU writes bits into a bitstream corresponding to the visibility of the batches. The DGPU reads bits from the bitstream and performs full-blown rendering, including shading, but only on the batches of triangles whose bit indicates that the batch is visible. Advantageously, this approach to rendering predication provides fine-grained culling without adding unnecessary overhead, thereby optimizing both hardware resources and performance.
    • 本发明的一个实施例提出了使用IGPU和DGPU执行细粒度渲染预测的技术。 图形驱动程序将3D对象分成三个三角形。 IGPU通过修改的渲染管线处理每批三角形,以确定批次是否被剔除。 IGPU将比特写入与批次的可见性相对应的比特流中。 DGPU从比特流中读取比特流,并执行完整的渲染,包括着色,但仅在批次可以看到的批次的三角形中。 有利地,这种渲染预测的方法提供了细粒度的淘汰,而不会增加不必要的开销,从而优化硬件资源和性能。
    • 2. 发明授权
    • Virtual memory based noise textures
    • 基于虚拟内存的噪声纹理
    • US09437031B2
    • 2016-09-06
    • US11522022
    • 2006-09-15
    • Cass W Everitt
    • Cass W Everitt
    • G06T15/00G06T1/60
    • G06T15/005G06T1/60
    • A large non-patterned noise texture occupies a relatively small physical memory space. Each of a small set of physical pages in physical memory includes noise texels forming part of a noise texture. A large “virtual” noise texture is created by mapping each one of a large number of pages in virtual address space to one of the small set of physical pages; multiple virtual pages may be mapped to the same physical page. The physical page that each virtual page maps to is randomly or pseudo-randomly selected such that the resulting noise texture appears to be non-repeating. When a noise texel is requested by reference to a virtual address during rendering, the virtual address of the virtual page is translated to the corresponding physical address, and the noise texel is retrieved.
    • 大的非图案化噪声纹理占据相对较小的物理存储器空间。 物理存储器中的一小组物理页面中的每一个包括形成噪声纹理的一部分的噪声纹理。 通过将虚拟地址空间中的大量页面中的每一个映射到小的物理页面之一来创建大的“虚拟”噪声纹理; 多个虚拟页面可能被映射到相同的物理页面。 每个虚拟页面映射到的物理页面是随机或伪随机选择的,使得所得到的噪声纹理似乎不重复。 当在渲染期间通过参考虚拟地址请求噪声纹素,虚拟页面的虚拟地址被转换为相应的物理地址,并且检索噪声纹理细分。
    • 7. 发明授权
    • Deferred page faulting in virtual memory based sparse texture representations
    • 基于虚拟内存的稀疏纹理表示中的延迟页错误
    • US07746352B2
    • 2010-06-29
    • US11611081
    • 2006-12-14
    • Cass W Everitt
    • Cass W Everitt
    • G06T11/40G09G5/00
    • G06T11/001
    • A virtually-addressed local texture memory stores selected regions (a sparse representation) of a texture for use by a graphics processor. The graphics processor requests a texel of the texture by referencing a virtual address of the texel. A memory interface references an address map to determine whether the requested texel is in one of the regions of the texture that is resident in the local texture memory. If so, the texel is retrieved from the local memory and used in the rendering operation; if not, an alternative texel that is resident in the local memory is retrieved and used in the rendering operation. Non-resident regions that include requested texels are retrieved from a primary texture data store at regular intervals (e.g., once per frame) and stored in local texture memory for use in a subsequent rendering operation.
    • 虚拟寻址的本地纹理存储器存储由图形处理器使用的纹理的选定区域(稀疏表示)。 图形处理器通过引用纹素的虚拟地址来请求纹理的纹理。 存储器接口引用地址映射以确定所请求的纹素是否在驻留在本地纹理存储器中的纹理的区域之一中。 如果是,则从本地存储器检索纹素,并在渲染操作中使用; 如果没有,则在渲染操作中检索并使用驻留在本地存储器中的替代纹理元素。 包括所请求的纹素的非驻留区域以规则的间隔(例如,每帧一次)从主纹理数据存储器检索并存储在本地纹理存储器中,以用于随后的渲染操作。
    • 10. 发明授权
    • Temporal antialiasing in a multisampling graphics pipeline
    • 多采样图形管道中的时间抗锯齿
    • US09208605B1
    • 2015-12-08
    • US12237605
    • 2008-09-25
    • Cass W. EverittRui M. Bastos
    • Cass W. EverittRui M. Bastos
    • G06T15/50G09G5/00G06T11/20
    • G06T15/503G06T11/203G06T15/50
    • Multisampling techniques provide temporal as well as spatial antialiasing. Coverage for a primitive is determined at multiple sample locations for a pixel. In one embodiment, coverage is determined using boundary equations representing a boundary surface of the primitive in a three-dimensional space-time. A shading value for the primitive is computed for the pixel and stored for each coverage sample location of the pixel that is covered by the primitive. The sample locations are distributed in both space and time, and multiple sample locations share a single shading computation. The multisampling techniques are extendable to other dimensions that correspond to other image attributes.
    • 多采样技术提供时间和空间抗锯齿。 在像素的多个采样位置确定原始图像的覆盖。 在一个实施例中,使用表示三维时空中的原语的边界表面的边界方程来确定覆盖。 为像素计算基元的阴影值,并为由原始图元覆盖的像素的每个覆盖样本位置存储。 样本位置分布在空间和时间上,多个样本位置共享一个阴影计算。 多采样技术可扩展到对应于其他图像属性的其他维度。