WRITE OUT STAGE GENERATED BOUNDING VOLUMES
    2.
    发明申请

    公开(公告)号:US20180286110A1

    公开(公告)日:2018-10-04

    申请号:US15477002

    申请日:2017-04-01

    Inventor: Peter L. Doyle

    Abstract: Systems, apparatuses and methods may provide for technology that optimizes tiled rendering for workloads in a graphics pipeline including tessellation and use of a geometry shader. More particularly, systems, apparatuses and methods may provide a way to generate, by a write out fixed-function stage, one or more bounding volumes based on geometry data, as inputs to one or more stages of the graphics pipeline. The systems, apparatuses and methods may compute multiple bounding volumes in parallel, and improve the gamer experience, and enable photorealistic renderings at full speed, (e.g., such as human skin and facial expressions) that render three-dimensional (3D) action more realistically.

    Apparatus and method decoupling visibility bins and render tile dimensions for tiled rendering

    公开(公告)号:US09600926B2

    公开(公告)日:2017-03-21

    申请号:US14570710

    申请日:2014-12-15

    Inventor: Peter L. Doyle

    CPC classification number: G06T15/40 G06T1/20 G06T15/005

    Abstract: An apparatus and method are described for decoupling visibility bins and render tile dimensions for tiled rendering. In one embodiment of the invention, a single visibility pass over the scene objects is performed and all the visibility bins are generated in parallel. This allows for high performance when the number of render tiles exceeds the number of visibility bins. The regions upon which visibility testing/recording is done is decoupled from the render tile regions in one embodiment of the invention. This allows a given visibility bin to map to multiple render tiles, thus allowing a fixed number of visibility bins to support any number of render tiles.

    WRITE OUT STAGE GENERATED BOUNDING VOLUMES

    公开(公告)号:US20220076479A1

    公开(公告)日:2022-03-10

    申请号:US17400839

    申请日:2021-08-12

    Inventor: Peter L. Doyle

    Abstract: Systems, apparatuses and methods may provide for technology that optimizes tiled rendering for workloads in a graphics pipeline including tessellation and use of a geometry shader. More particularly, systems, apparatuses and methods may provide a way to generate, by a write out fixed-function stage, one or more bounding volumes based on geometry data, as inputs to one or more stages of the graphics pipeline. The systems, apparatuses and methods may compute multiple bounding volumes in parallel, and improve the gamer experience, and enable photorealistic renderings at full speed, (e.g., such as human skin and facial expressions) that render three-dimensional (3D) action more realistically.

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