Abstract:
Micropolygon splatting may involve tessellating by subdividing a mesh until triangle edges are shorter than 0.75 pixels. In some cases, rasterizing the primitive may be avoided.
Abstract:
Methods and apparatus relating to techniques for provision of minimum or maximum and bitwise logic AND or logic OR based coarse stencil tests are described. In an embodiment, metadata (corresponding to a plurality of pixels) is stored in memory. One or more operations are performed on the metadata to generate a stencil result. The one or more operations comprise a bitwise intersection operation or a bitwise union operation and/or a minimum operation or maximum operation. Other embodiments are also disclosed and claimed.
Abstract:
An apparatus and method are described for subdividing swap chains using partitions. For example, one embodiment of an apparatus comprises: a graphics processing unit (GPU) to process graphics commands and responsively render a plurality of image frames; partition management logic to subdivide each of the image frames into at least two partitions and to designate each partition in each image frame as being in a front buffer or in a back buffer; the GPU to perform rendering operations to partitions designated as being in the back buffer; and a display link to concurrently perform a scan-out of scan lines from partitions designated as being in a front buffer.
Abstract:
A graphics pipeline combines the benefits of decoupling sampling with deferred shading. In the rasterization phase, a shading point is computed for each sample. After rasterization is finished, the shading points are sorted to extract coherence and groups of shading points shaded. This enables high sampling rates with efficient reuse of shading, in addition to other unique benefits.
Abstract:
A mechanism is described for facilitating efficient processing of graphics data using triple buffered constant buffers at computing devices. A method of embodiments, as described herein, includes detecting generation of a multi-block buffer by an application to perform data processing at a graphics processor of a computing device, and mapping a first memory block of the multi-block buffer to the graphics processor, where mapping further includes mapping a second memory block and a third memory block of the multi-block buffer to an application processor. The method further includes executing a swap operation to facilitate the graphics processor to process a current data set associated with the application processor.
Abstract:
The problem of generating high quality images with a rendering pipeline based on decoupled sampling may be addressed by generating non-extrapolated shading locations and by determining improved texture filtering footprints. This may be accomplished by performing shading at the center of a bounding box that bounds mapped shading samples.
Abstract:
Depth of field may be rasterized by culling half-space regions on a lens from which a triangle to be rendered is not visible. Then, inside tests are only performed on the remaining unculled half-space regions. Separating planes between the triangle to be rendered and the tile being processed can be used to define the half-space regions.
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.
Abstract:
An apparatus and method are described for texture space shading. For example, one embodiment of a method comprises: performing texture mapping to map one or more textures to surfaces of one or more objects in texture space within a ray tracing architecture; and performing sampling and reconstruction directly on the surfaces of the objects in the texture space.
Abstract:
A mechanism is described for facilitating environment-based lossy compression of data. A method of embodiments includes collecting, in real time, sensory input data relating to characteristics of at least one of a user and a surrounding environment, evaluating the sensory input data to mark one or more data portions of data relating to contents, the one or more data portions are determined to be suitable for compression based on the sensory input data, dynamically performing, in real time, the compression of the one or more data portions, the compression triggers loss of one or more content portions of the contents corresponding to the one or more data portions of the data, and rendering the contents to be displayed missing the one or more content portions, the missing of the one or more content portions from the contents is not apparent to the user viewing the contents via a display device.