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US08823736B2 Graphics tiling architecture with bounding volume hierarchies 有权
具有界限体积层次结构的图形拼接体系结构

Graphics tiling architecture with bounding volume hierarchies
Abstract:
In some embodiments, tile lists may be avoided by storing the geometry of a scene in a bounding volume hierarchy (BVH). For each tile, the bounding volume hierarchy is traversed. The traversals continued only into children nodes that overlap with the frustum on the tile. By relaxing the ordering constraint of rendering primitives, the BVH is traversed such that nodes that are closer to the viewer are traversed first, increasing the occlusion culling efficiency in some embodiments. Rendering the full scene between the central processing cores and the graphics processor may be done through a shared memory in some embodiments.
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