Hierarchical techniques for storing graphics primitives
Abstract:
Techniques are disclosed relating to storing primitive information for tile-based graphics rendering. In some embodiments, primitive information is stored using hierarchically arranged bins. In some embodiments, information for a given primitive may be stored at multiple levels in the hierarchy. For example, in some embodiments a graphics processor is configured to store primitive information for a primitive in a particular bin if the primitive (1) completely covers the area in screen space corresponding to the particular bin and (2) the primitive is not listed in any bins that correspond to a larger area that includes the area corresponding to the particular bin. This may reduce memory requirements because the memory needed for each primitive may be proportional to the width (or height) of the primitive multiplied by the log of the width (or height), rather than the area of the primitive.
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