Developer controlled layout
    14.
    发明授权
    Developer controlled layout 有权
    开发者控制布局

    公开(公告)号:US09495722B2

    公开(公告)日:2016-11-15

    申请号:US13902658

    申请日:2013-05-24

    CPC classification number: G06T1/20

    Abstract: A method for processing graphics for a GPU program, translating instructions from a shading language into an intermediate language with a front end of a GPU compiler; translating the instructions from the intermediate language into a GPU object language with a back end of the GPU compiler; wherein the instructions in the shading language include instructions defining a layout of resources for the GPU program.

    Abstract translation: 一种用于处理GPU程序的图形的方法,将指令从阴影语言转换成具有GPU编译器的前端的中间语言; 将来自中间语言的指令从GPU编译器的后端翻译成GPU对象语言; 其中所述着色语言中的指令包括定义GPU程序的资源布局的指令。

    Encoding a video frame as a reference frame based on a scene change hint at a cloud gaming server

    公开(公告)号:US12289452B2

    公开(公告)日:2025-04-29

    申请号:US18089187

    申请日:2022-12-27

    Abstract: A method for encoding including executing game logic built on a game engine of a video game at a cloud gaming server to generate video frames. The method including executing scene change logic to predict a scene change in the video frames based on game state collected during execution of the game logic. The method including identifying a range of video frames that is predicted to include the scene change. The method including generating a scene change hint using the scene change logic, wherein the scene change hint identifies the range of video frames, wherein the range of video frames includes a first video frame. The method including delivering the first video frame to an encoder. The method including sending the scene change hint from the scene change logic to the encoder. The method including encoding the first video frame as an I-frame based on the scene change hint.

    Asset aware data for using minimum level of detail for assets for image frame generation

    公开(公告)号:US12186658B2

    公开(公告)日:2025-01-07

    申请号:US18453227

    申请日:2023-08-21

    Inventor: Mark E. Cerny

    Abstract: A method for executing a game by a computing system that uses a central processing unit (CPU) and graphics processing unit (GPU) for generating video frames. A draw call is generated for a video frame by the CPU. At bind time, i.e. writing of the GPU commands by the CPU using a GPU API, asset aware data (AAD) is written to the command buffer, and loading of one or more level of detail (LOD) data from an asset store to system memory is requested. The GPU executes the draw call for the frame using LOD data written to the system memory, the GPU using at least a minimum of LOD data based on the AAD. Additionally, the GPU uses information regarding the LOD load state when executing the draw call, in order to avoid access to LODs not yet loaded.

    Efficient multi-GPU rendering by testing geometry against screen regions before rendering using a pretest GPU

    公开(公告)号:US11869114B2

    公开(公告)日:2024-01-09

    申请号:US17684105

    申请日:2022-03-01

    CPC classification number: G06T1/20

    Abstract: A method for graphics processing. The method including rendering graphics for an application using a plurality of graphics processing units (GPUs). The method including dividing responsibility for the rendering of geometry of the graphics between the plurality of GPUs based on a plurality of screen regions that are interleaved, each GPU having a corresponding division of the responsibility which is known to the plurality of GPUs. The method including assigning a GPU a piece of geometry of an image frame generated by an application for geometry pretesting. The method including performing geometry pretesting at the GPU to generate information regarding the piece of geometry and its relation to each of the plurality of screen regions. The method including using the information at each of the plurality of GPUs when rendering the image frame.

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