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公开(公告)号:US20240104833A1
公开(公告)日:2024-03-28
申请号:US18525756
申请日:2023-11-30
Applicant: Imagination Technologies Limited
Inventor: Xile Yang , Robert Brigg , John W. Howson
CPC classification number: G06T15/40 , G06T1/60 , G06T15/005
Abstract: Methods and primitive block generators for generating primitive blocks in a graphics processing system. The methods include receiving transformed position data for a current primitive, the transformed position data indicating a position of the current primitive in rendering space; determining a distance between the position of the current primitive and a position of a current primitive block based on the transformed position data for the current primitive; determining whether to add the current primitive to the current primitive block based on the distance and a fullness of the current primitive block; in response to determining that the current primitive is to be added to the current primitive block, adding the current primitive to the current primitive block; and in response to determining that the current primitive is not to be added to the current primitive block, flushing the current primitive block and adding the current primitive to a new current primitive block.
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公开(公告)号:US11922555B2
公开(公告)日:2024-03-05
申请号:US18122042
申请日:2023-03-15
Applicant: Imagination Technologies Limited
Inventor: Diego Jesus , John W. Howson , Panagiotis Velentzas , Robert Brigg , Xile Yang
IPC: G06T15/00 , G06T1/20 , G06T1/60 , G06T9/00 , G06T11/20 , G06T11/40 , G06T15/04 , G06T17/10 , G06T17/20
CPC classification number: G06T15/005 , G06T1/20 , G06T1/60 , G06T9/00 , G06T11/20 , G06T11/40 , G06T15/00 , G06T15/04 , G06T17/10 , G06T17/20 , G06T2210/12
Abstract: Methods and tiling engines for tiling primitives in a tile based graphics processing system in which a rendering space is divided into a plurality of tiles. The method includes generating a multi-level hierarchy of tile groups, each level of the multi-level hierarchy comprising one or more tile groups comprising one or more of the plurality of tiles; receiving a plurality of primitive blocks, each primitive block comprising geometry data for one or more primitives; associating each of the plurality of primitive blocks with one or more of the tile groups up to a maximum number of tile groups such that if at least one primitive of a primitive block falls, at least partially, within the bounds of a tile, the primitive block is associated with at least one tile group that includes that tile; and generating a control stream for each tile group based on the associations, wherein each control stream comprises a primitive block entry for each primitive block associated with the corresponding tile group.
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公开(公告)号:US20240054715A1
公开(公告)日:2024-02-15
申请号:US18382940
申请日:2023-10-23
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Luke T. Peterson
CPC classification number: G06T15/06 , G06T17/005 , G06T15/005 , G06T15/20 , G06T15/30 , G06T15/40 , G06T15/60 , G06T2210/21
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.
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公开(公告)号:US20240046545A1
公开(公告)日:2024-02-08
申请号:US18382451
申请日:2023-10-20
Applicant: Imagination Technologies Limited
Inventor: John W. Howson
CPC classification number: G06T15/005 , G06T1/60 , G06T1/20 , G06F9/54 , G06T17/20
Abstract: A graphics processing engine has a geometry shading stage having two modes of operation. In the first mode of operation, each primitive output by the geometry shading stage is independent, whereas in the second mode of operation, connectivity between input primitives is maintained by the geometry shading stage. The mode of operation of the geometry shading stage can be determined based on the value of control state data which may be generated at compile-time for a geometry shader based on analysis of that geometry shader.
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公开(公告)号:US20230419588A1
公开(公告)日:2023-12-28
申请号:US18244441
申请日:2023-09-11
Applicant: Imagination Technologies Limited
Inventor: John W. Howson , Steven J. Clohset , Ali Rabbani
Abstract: A ray tracing unit implemented in a graphics rendering system includes processing logic configured to perform ray tracing operations on rays, a dedicated ray memory coupled to the processing logic and configured to store ray data for rays to be processed by the processing logic, an interface to a memory system, and control logic configured to manage allocation of ray data to either the dedicated ray memory or the memory system. Core ray data for rays to be processed by the processing logic is stored in the dedicated ray memory, and at least some non-core ray data for the rays is stored in the memory system. This allows core ray data for many rays to be stored in the dedicated ray memory without the size of the dedicated ray memory becoming too wasteful when the ray tracing unit is not in use.
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公开(公告)号:US20230298262A1
公开(公告)日:2023-09-21
申请号:US18202933
申请日:2023-05-28
Applicant: Imagination Technologies Limited
Inventor: Robert Brigg , John W. Howson , Xile Yang
CPC classification number: G06T15/40 , G06T15/005 , G06T1/60
Abstract: A tag buffer implements a tag buffer stage of a rasterization phase in a tile-based rendering graphics processing system having a rendering space sub-divided into a plurality of tiles to which primitives can be associated. A buffer stores an identifier that identifies a visible primitive fragment at each sample position of a tile of the plurality of tiles. A look-up table stores an entry for transformed primitive blocks that indicates whether the tag buffer has received information identifying a primitive fragment associated with that transformed primitive block. The tag buffer receives information identifying primitive fragments that have survived a depth test, updates the buffer to indicate that an identified primitive fragment is the visible primitive fragment at the associated sample position, updates the look-up table to indicate which transformed primitive blocks the identified primitive fragments are associated with, and in response to flushing the contents of the buffer, compares the flushed contents of the buffer to the look-up table to thereby identify transformed primitive blocks that did not survive the tag buffer stage.
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公开(公告)号:US20230162430A1
公开(公告)日:2023-05-25
申请号:US18100551
申请日:2023-01-23
Applicant: Imagination Technologies Limited
Inventor: Gregory Clark , John W. Howson , Justin DeCell , Steven J. Clohset
IPC: G06T15/06 , G06F30/327 , G06T17/00
CPC classification number: G06T15/06 , G06F30/327 , 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 3-D 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 3-D 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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公开(公告)号:US11657565B2
公开(公告)日:2023-05-23
申请号:US17515352
申请日:2021-10-29
Applicant: Imagination Technologies Limited
Inventor: Xile Yang , John W. Howson , Simon Fenney
CPC classification number: G06T15/405 , G06T15/005
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.
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公开(公告)号:US11610358B2
公开(公告)日:2023-03-21
申请号:US17169417
申请日:2021-02-06
Applicant: Imagination Technologies Limited
Inventor: Diego Jesus , John W. Howson , Panagiotis Velentzas , Robert Brigg , Xile Yang
Abstract: Methods and tiling engines for tiling primitives in a tile based graphics processing system in which a rendering space is divided into a plurality of tiles. The method includes generating a multi-level hierarchy of tile groups, each level of the multi-level hierarchy comprising one or more tile groups comprising one or more of the plurality of tiles; receiving a plurality of primitive blocks, each primitive block comprising geometry data for one or more primitives; associating each of the plurality of primitive blocks with one or more of the tile groups up to a maximum number of tile groups such that if at least one primitive of a primitive block falls, at least partially, within the bounds of a tile, the primitive block is associated with at least one tile group that includes that tile; and generating a control stream for each tile group based on the associations, wherein each control stream comprises a primitive block entry for each primitive block associated with the corresponding tile group.
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公开(公告)号:US20230005208A1
公开(公告)日:2023-01-05
申请号:US17903949
申请日:2022-09-06
Applicant: Imagination Technologies Limited
Inventor: John W. Howson
Abstract: A graphics processing engine has a geometry shading stage having two modes of operation. In the first mode of operation, each primitive output by the geometry shading stage is independent, whereas in the second mode of operation, connectivity between input primitives is maintained by the geometry shading stage. The mode of operation of the geometry shading stage can be determined based on the value of control state data which may be generated at compile-time for a geometry shader based on analysis of that geometry shader.
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