Reducing power for 3D workloads
    103.
    发明授权

    公开(公告)号:US10748234B2

    公开(公告)日:2020-08-18

    申请号:US16024750

    申请日:2018-06-30

    Inventor: Michael Apodaca

    Abstract: Various embodiments are presented herein that may reduce the workload of a system tasked with delivering frames of video data to a display generated by applications executing within the system. Applications executing within the system may generate new frames of video content at a specified frame rate known as frames per second (FPS). The CPU and/or GPU may be responsible for actually generating the frames at the specified FPS. These frames are then delivered to a display communicatively coupled with the system for rendering. Reducing the frame rate (FPS) may reduce the work being performed by the system because fewer frames may be generated within a given time period. This may be especially advantageous when the system is operating on battery power because it can extend the life of the battery.

    Multi-pass apparatus and method for early termination of graphics shading

    公开(公告)号:US10699475B1

    公开(公告)日:2020-06-30

    申请号:US16235517

    申请日:2018-12-28

    Abstract: Multi-pass apparatus and method for ray tracing shading. For example, one embodiment of an apparatus comprises: graphics processing circuitry to execute a sequence of visibility testing operations related to texels within a texture domain to generate visibility results; a register or memory to store a texel mask; texel mask update circuitry/logic to update the texel mask based on the visibility results, the texel mask comprising a plurality of bits to indicate visibility of the texels within the texture domain, the texel mask update circuitry/logic to set a first bit to indicate whether any bits in the texel mask indicate a visible texel; a shader dispatcher to initiate conditional dispatch operations only if the first bit is set to indicate that at least one bit in the texel mask indicates a visible texel, wherein to perform the conditional dispatch operations, the shader dispatcher is to dispatch texel shaders for only those texels that the texel mask indicates may be visible; and a plurality of execution units (EUs) to execute the shaders dispatched by the shader dispatcher.

    MUTLI-FRAME RENDERER
    109.
    发明申请

    公开(公告)号:US20190259127A1

    公开(公告)日:2019-08-22

    申请号:US16237987

    申请日:2019-01-02

    Abstract: An embodiment of a graphics command coordinator apparatus may include a commonality identifier to identify a commonality between a first graphics command corresponding to a first frame and a second graphics command corresponding to a second frame, a commonality analyzer communicatively coupled to the commonality identifier to determine if the first graphics command and the second graphics command can be processed together based on the commonality identified by the commonality identifier, and a commonality indicator communicatively coupled to the commonality analyzer to provide an indication that the first graphics command and the second graphics command are to be processed together. Other embodiments are disclosed and claimed.

    Virtual reality/augmented reality apparatus and method

    公开(公告)号:US10379611B2

    公开(公告)日:2019-08-13

    申请号:US15268494

    申请日:2016-09-16

    Abstract: A virtual reality apparatus and method are described. For example, one embodiment of an apparatus comprises: a compute cluster comprising global illumination circuitry and/or logic to perform global illumination operations on graphics data in response to execution of a virtual reality application and to responsively generate a stream of samples; a filtering/compression module to perform filtering and/or compression operations on the stream of samples to generate filtered/compressed samples; a network interface to communicatively couple the compute cluster to a network, the filtered/compressed samples to be streamed over the network; a render node to receive the filtered/compressed samples streamed over the network, the render node comprising: decompression circuitry/logic to decompress the filtered/compressed samples to generate decompressed samples; a sample buffer to store the decompressed samples; and sample insertion circuitry/logic to asynchronously insert samples into a light field rendered by a light field rendering circuit/logic.

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