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    • 6. 发明申请
    • Adaptive Multi-Frequency Shading
    • 自适应多频阴影
    • US20150070355A1
    • 2015-03-12
    • US14227045
    • 2014-03-27
    • Franz P. ClarbergTomas G. Akenine-MollerRobert M. TothCarl J. Munkberg
    • Franz P. ClarbergTomas G. Akenine-MollerRobert M. TothCarl J. Munkberg
    • G06T15/80
    • G06T15/80G06T15/005
    • An architecture for pixel shading, enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives in some embodiments. The cost of pixel shading may then be decoupled from the geometric complexity. Wider use of tessellation and fine geometry may be made more feasible, even at very limited power budgets. Shading may be done over small local grids in parametric patch space, with reusing of shading for nearby samples. The decomposition of shaders into multiple parts is supported, which parts are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit, in some embodiments, of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.
    • 在一些实施例中,用于像素着色的架构能够灵活地控制着色速率和在镶嵌图元中的三角形之间的自动阴影重用。 然后可以将像素着色的成本与几何复杂度分离。 即使在非常有限的功率预算下,也可以更加可行地使用细分几何和细微几何。 可以在参数补丁空间中的小局部网格上进行阴影处理,并对附近样本重新使用阴影。 支持将着色器分解成多个部分,哪些部分以不同的频率进行着色。 遮蔽率可以在本地和自适应控制下进行,以便将计算引导到视觉上重要的领域,并以优雅的质量下降来提供性能缩放。 在一些实施例中,在贴片空间中的阴影的另一重要益处在于它允许有效地渲染分布效应,这进一步缩小了实时和离线渲染之间的差距。
    • 9. 发明申请
    • Selective Rasterization
    • 选择性光栅化
    • US20150097857A1
    • 2015-04-09
    • US14047079
    • 2013-10-07
    • Tomas G. Akenine-MollerCarl J. MunkbergFranz P. Clarberg
    • Tomas G. Akenine-MollerCarl J. MunkbergFranz P. Clarberg
    • G06T3/00
    • H02J7/007G01R19/0092G06T11/40H02J7/0052H02J7/0055H02J7/025H02J7/045
    • According to one embodiment, a given tile, made up of pixels or samples, may be of any shape, including a square shape. These pixels may contain colors, depths, stencil values, and other values. Each tile may be further augmented with a single bit, referred to herein as a render bit. In one embodiment, if the render bit is one, then everything is rendered as usual within the tile. However, if the render bit is zero, then nothing is rasterized to this tile and, correspondingly, depth tests, pixel shading, frame buffer accesses, and multi-sampled anti-aliasing (MSAA) resolves are not done for this tile. In other embodiments, some operations may be done nevertheless, but at least one operation is avoided based on the render bit. Of course, the render bits may be switched such that the bit zero indicates that everything should be rendered and the bit one indicates more limited rendering.
    • 根据一个实施例,由像素或样本组成的给定瓦片可以是包括正方形形状的任何形状。 这些像素可能包含颜色,深度,模板值和其他值。 每个瓦片可以用单个位进一步增强,这里称为渲染位。 在一个实施例中,如果渲染位是一个,则所有内容在平铺块内像往常一样呈现。 然而,如果渲染位为零,则没有任何内容被光栅化到该图块,相应地,不对该图块进行深度测试,像素着色,帧缓冲器访问和多采样抗锯齿(MSAA)解析。 在其他实施例中,可以进行一些操作,但是基于渲染位来避免至少一个操作。 当然,可以切换渲染比特,使得比特零表示应该呈现一切,并且比特1表示更有限的呈现。