Efficient fast random access enabled geometry attribute compression mechanism
Abstract:
A graphics pipeline of a graphics processing unit includes a compressor that receives one or more attributes (positional and non-positional) of a vertex that is output from a vertex shader. The compressor determines a format of the one or more attributes, and separates each attribute into parts based on the format of the attribute. The compressor compresses each respective part of the attribute based on a type of the part. The compressed parts of the attribute are stored in an attribute storage.
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