-
公开(公告)号:US20210158602A1
公开(公告)日:2021-05-27
申请号:US17167810
申请日:2021-02-04
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Luke T. Peterson
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.
-
公开(公告)号:US20210090317A1
公开(公告)日:2021-03-25
申请号:US17111317
申请日:2020-12-03
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Richard Broadhurst , Steven Fishwick
Abstract: A graphics processing unit (GPU) processes graphics data using a rendering space which is sub-divided into a plurality of tiles. The GPU comprises cost indication logic configured to obtain a cost indication for each of a plurality of sets of one or more tiles of the rendering space. The cost indication for a set of tile(s) is suggestive of a cost of processing the set of one or more tiles. The GPU controls a rendering complexity with which primitives are rendered in tiles based on the cost indication for those tiles. This allows tiles to be rendered in a manner that is suitable based on the complexity of the graphics data within the tiles. In turn, this allows the rendering to satisfy constraints such as timing constraints even when the complexity of different tiles may vary significantly within an image.
-
公开(公告)号:US20200273141A1
公开(公告)日:2020-08-27
申请号:US16872705
申请日:2020-05-12
Applicant: Imagination Technologies Limited
Inventor: Steven J. Fishwick , John W. Howson
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.
-
公开(公告)号:US20200005524A1
公开(公告)日:2020-01-02
申请号:US16564187
申请日:2019-09-09
Applicant: Imagination Technologies Limited
Inventor: Xile Yang , John W. Howson
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.
-
公开(公告)号:US20190385353A1
公开(公告)日:2019-12-19
申请号:US16555316
申请日:2019-08-29
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Luke T. Peterson
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.
-
公开(公告)号:US20190318532A1
公开(公告)日:2019-10-17
申请号:US16441824
申请日:2019-06-14
Applicant: Imagination Technologies Limited
Inventor: Xile Yang , John W. Howson , Simon Fenney
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.
-
27.
公开(公告)号:US10339696B2
公开(公告)日:2019-07-02
申请号:US15985208
申请日:2018-05-21
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Luke T. Peterson
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.
-
28.
公开(公告)号:US20190188907A1
公开(公告)日:2019-06-20
申请号:US16220350
申请日:2018-12-14
Applicant: Imagination Technologies Limited
Inventor: John W. Howson
CPC classification number: G06T17/10 , G06T1/0007 , G06T11/40 , G06T15/005
Abstract: Methods and apparatus for generating a data structure for storing primitive data for a number of primitives and vertex data for a plurality of vertices, wherein each primitive is defined with reference to one or more of the plurality of vertices. The vertex data comprises data for more than one view, such as a left view and a right view, with vertex parameter values for a first group of vertex parameters being stored separately for each view and vertex parameter values for a second, non-overlapping group of vertex parameters being stored only once and used when rendering either or both views.
-
公开(公告)号:US10217266B2
公开(公告)日:2019-02-26
申请号:US15174811
申请日:2016-06-06
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Luke Tilman Peterson , Steven J. Clohset
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.
-
公开(公告)号:US20190019325A1
公开(公告)日:2019-01-17
申请号:US15649409
申请日:2017-07-13
Applicant: Imagination Technologies Limited
Inventor: Gregory Clark , John W. Howson , Justin DeCell , Steven J. Clohset
CPC classification number: G06T15/06 , G06F17/505 , G06T17/005 , G06T2210/12 , G06T2210/21 , G06T2210/52
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.
-
-
-
-
-
-
-
-
-