On Demand Geometry and Acceleration Structure Creation with Tile Object Lists

    公开(公告)号:US20210158602A1

    公开(公告)日:2021-05-27

    申请号:US17167810

    申请日:2021-02-04

    Abstract: Systems and methods of geometry processing, for rasterization and ray tracing processes provide for pre-processing of source geometry, such as by tessellating or other procedural modification of source geometry, to produce final geometry on which a rendering will be based. An acceleration structure (or portion thereof) for use during ray tracing is defined based on the final geometry. Only coarse-grained elements of the acceleration structure may be produced or retained, and a fine-grained structure within a particular coarse-grained element may be Produced in response to a collection of rays being ready for traversal within the coarse grained element. Final geometry can be recreated in response to demand from a rasterization engine, and from ray intersection units that require such geometry for intersection testing with primitives. Geometry at different resolutions can be generated to respond to demands from different rendering components.

    Tile Based Computer Graphics
    23.
    发明申请

    公开(公告)号:US20200273141A1

    公开(公告)日:2020-08-27

    申请号:US16872705

    申请日:2020-05-12

    Abstract: A method and system for generating and shading a computer graphics image in a tile based computer graphics system is provided. Geometry data is supplied and a plurality of primitives are derived from the geometry data. One or more modified primitives are then derived from at least one of the plurality of primitives. For each of a plurality of tiles, an object list is derived including data identifying the primitive from which each modified primitive located at least partially within that tile is derived. Alternatively, the object list may include data identifying each modified primitive located at least partially within that tile. Each tile is then shaded for display using its respective object list.

    Graphics Processing Method and System for Processing Sub-Primitives

    公开(公告)号:US20200005524A1

    公开(公告)日:2020-01-02

    申请号:US16564187

    申请日:2019-09-09

    Abstract: A graphics processing system conFig.d to use a rendering space which is subdivided into a plurality of tiles, includes geometry processing logic having geometry transform and sub-primitive logic conFig.d to receive graphics data of input graphics data items, and to determine transformed positions within the rendering space of one or more sub-primitives derived from the input graphics data items using a plurality of shader stages; and a tiling unit conFig.d to generate control stream data including sub-primitive indications to indicate which of the sub-primitives are to be used for rendering each tile. The geometry processing logic is conFig.d to write to a memory, for each instance of a pre-determined shader stage, shader stage output data comprising data output from each instance of the pre-determined shader stage used to process the received graphics data.

    Reduced Acceleration Structures for Ray Tracing Systems

    公开(公告)号:US20190385353A1

    公开(公告)日:2019-12-19

    申请号:US16555316

    申请日:2019-08-29

    Abstract: Ray tracing units, processing modules and methods are described for generating one or more reduced acceleration structures to be used for intersection testing in a ray tracing system for processing a 3D scene. Nodes of the reduced acceleration structure(s) are determined, wherein a reduced acceleration structure represents a subset of the 3D scene. The reduced acceleration structure(s) are stored for use in intersection testing. Since the reduced acceleration structures represent a subset of the scene (rather than the whole scene) the memory usage for storing the acceleration structure is reduced, and the latency in the traversal of the acceleration structure is reduced.

    HIDDEN CULLING IN TILE-BASED COMPUTER GENERATED IMAGES

    公开(公告)号:US20190318532A1

    公开(公告)日:2019-10-17

    申请号:US16441824

    申请日:2019-06-14

    Abstract: A method and system is provided for culling hidden objects in a tile-based graphics system before they are indicated in a display list for a tile. A rendering space is divided into a plurality of regions which may for example be a plurality of tiles or a plurality of areas into which one or more tiles are divided. Depth thresholds for the regions, which are used to identify hidden objects for culling, are updated when an object entirely covers a region and in dependence on a comparison between a depth value for the object and the depth threshold for the region. For example, if the depth threshold is a maximum depth threshold, the depth threshold may be updated if an object entirely covers the tile and the maximum depth value of the object is less than the maximum depth threshold.

    On demand geometry and acceleration structure creation with discrete production scheduling

    公开(公告)号:US10339696B2

    公开(公告)日:2019-07-02

    申请号:US15985208

    申请日:2018-05-21

    Abstract: Systems and methods of geometry processing, for rasterization and ray tracing processes provide for pre-processing of source geometry, such as by tessellating or other procedural modification of source geometry, to produce final geometry on which a rendering will be based. An acceleration structure (or portion thereof) for use during ray tracing is defined based on the final geometry. Only coarse-grained elements of the acceleration structure may be produced or retained, and a fine-grained structure within a particular coarse-grained element may be Produced in response to a collection of rays being ready for traversal within the coarse grained element. Final geometry can be recreated in response to demand from a rasterization engine, and from ray intersection units that require such geometry for intersection testing with primitives. Geometry at different resolutions can be generated to respond to demands from different rendering components.

    Unified rasterization and ray tracing rendering environments

    公开(公告)号:US10217266B2

    公开(公告)日:2019-02-26

    申请号:US15174811

    申请日:2016-06-06

    Abstract: A graphics processor architecture provides for scan conversion and ray tracing approaches to visible surface determination as concurrent and separate processes. Surfaces can be identified for shading by scan conversion and ray tracing. Data produced by each can be normalized, so that instances of shaders, being executed on a unified shading computation resource, can shade surfaces originating from both ray tracing and rasterization. Such resource also may execute geometry shaders. The shaders can emit rays to be tested for intersection by the ray tracing process. Such shaders can complete, without waiting for those emitted rays to complete. Where scan conversion operates on tiles of 2-D screen pixels, the ray tracing can be tile aware, and controlled to prioritize testing of rays based on scan conversion status. Ray population can be controlled by feedback to any of scan conversion, and shading.

    Hybrid Hierarchy of Bounding and Grid Structures for Ray Tracing

    公开(公告)号:US20190019325A1

    公开(公告)日:2019-01-17

    申请号:US15649409

    申请日:2017-07-13

    Abstract: Methods and ray tracing units are provided for performing intersection testing for use in rendering an image of a 3D scene. A hierarchical acceleration structure may be traversed by: traversing one or more upper levels of nodes of the hierarchical acceleration structure according to a first traversal technique, the first traversal technique being a depth-first traversal technique; and traversing one or more lower levels of nodes of the hierarchical acceleration structure according to a second traversal technique, the second traversal technique not being a depth-first traversal technique. Results of traversing the hierarchical acceleration structure are used for rendering the image of the 3D scene. The upper levels of the acceleration structure may be defined according to a spatial subdivision structure, whereas the lower levels of the acceleration structure may be defined according to a bounding volume structure.

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