Patent application number | Description | Published |
20130257885 | Low Power Centroid Determination and Texture Footprint Optimization For Decoupled Sampling Based Rendering Pipelines - The problem of generating high quality images with a rendering pipeline based on decoupled sampling may be addressed by generating non-extrapolated shading locations and by determining improved texture filtering footprints. This may be accomplished by performing shading at the center of a bounding box that bounds mapped shading samples. | 10-03-2013 |
20130257891 | Post Tesellation Edge Cache - In accordance with some embodiments, domain shader and/or tessellator operations can be eliminated when they are redundant. By using a corner cache, a check can determine whether a given corner, be it a vertex or a quadrilateral corner, has already been evaluated in the domain shader and/or tessellator and if so, the result of the previous operation can be reused instead of performing unnecessary invocations that may increase power consumption or reduce speed. | 10-03-2013 |
20130271465 | Sort-Based Tiled Deferred Shading Architecture for Decoupled Sampling - A graphics pipeline combines the benefits of decoupling sampling with deferred shading. In the rasterization phase, a shading point is computed for each sample. After rasterization is finished, the shading points are sorted to extract coherence and groups of shading points shaded. This enables high sampling rates with efficient reuse of shading, in addition to other unique benefits. | 10-17-2013 |
20140204111 | LAYERED LIGHT FIELD RECONSTRUCTION FOR DEFOCUS BLUR - An algorithm may reconstruct defocus blur from a sparsely sampled light field. Light field samples are generated, using stochastic rasterization or ray tracing as examples. Then the samples are partitioned into depth layers. These depth layers are filtered independently and then combined together, taking into account inter-layer visibility. Since each layer corresponds to a smaller depth range, it results in more effective reconstruction filters than previous approaches. | 07-24-2014 |
20150178983 | Variable Shading - In some embodiments, a given frame or picture may have different shading rates. In one embodiment in some areas of the frame or picture the shading rate may be less than once per pixel and in other places it may be once per pixel. An algorithm may be used to determine how the shading rate changes across the frame. | 06-25-2015 |
20150206340 | Layered Reconstruction for Defocus and Motion Blur - Real-time light field reconstruction for defocus blur may be used to handle the case of simultaneous defocus and motion blur. By carefully introducing a few approximations, a very efficient sheared reconstruction filter is derived, which produces high quality images even for a very low number of input samples in some embodiments. The algorithm may be temporally robust, and is about two orders of magnitude faster than previous work, making it suitable for both real-time rendering and as a post-processing pass for high quality rendering in some embodiments. | 07-23-2015 |
20150379761 | TECHNIQUES FOR REDUCED PIXEL SHADING - Various embodiments are generally directed to techniques for reducing processing demands of shading primitives in rendering a 2D screen image from a 3D model. A device includes a clipping component to clip a visible primitive of a 2D screen image derived from of a 3D model within a first area of the screen image covered by a shading pixel to form a polygon representing an intersection of the first area and the visible primitive; a first interpolation component to interpolate at least one attribute of vertices of the visible primitive to each vertex of the polygon; and a second interpolation component to interpolate color values of the vertices of the polygon to a point within a second area covered by a screen pixel of the screen image, the second area smaller than the first area and at least partly coinciding with the first area. Other embodiments are described and claimed. | 12-31-2015 |
20150379763 | METHOD AND APPARATUS FOR FILTERED COARSE PIXEL SHADING - An apparatus and method for performing coarse pixel shading (CPS). For example, one embodiment of a method comprises: A method for coarse pixel shading (CPS) comprising: pre-processing a graphics mesh by creating a tangent-plane parameterization of desired vertex attributes for each vertex of the mesh; and performing rasterization of the mesh in a rasterization stage of a graphics pipeline using the tangent-plane parameterization. | 12-31-2015 |