Patent application number | Description | Published |
20120075303 | Multi-View Ray Tracing Using Edge Detection and Shader Reuse - A multi-view image may be generated by detecting discontinuities in a radiance function using multi-view silhouette edges. A multi-view silhouette edge is an edge of a triangle that intersects a back tracing plane and, in addition, the triangle faces backwards, as seen from the intersection point, and the edge is not further connected to any back facing triangles. Analytical visibility may be computed between shading points and a camera line and shared shading computations may be reused. | 03-29-2012 |
20120269423 | Analytical Multi-View Rasterization - Multi-view rasterization may be performed by calculating visibility over a camera line. Edge equations may be evaluated iteratively along a scanline. The edge equations may be evaluated using single instruction multiple data instruction sets. | 10-25-2012 |
20130250060 | Depth Buffer Compression for Stochastic Motion Blur Rasterization - A depth buffer compression scheme uses bilinear patches as a predictor for depth. The scheme targets compression of scenes rendered with stochastic blur rasterization. A tile of fragments may be split into two or more regions and a higher-degree function may be fit to each region. The residuals are then stored as delta corrections. | 09-26-2013 |
20130268569 | SELECTING A TILE SIZE FOR THE COMPRESSION OF DEPTH AND/OR COLOR DATA - In accordance with some embodiments, depth and/or color data may be compressed by selecting one of at least two different tile sizes based on considerations of storage requirements and average number of samples per tile. | 10-10-2013 |
20140085300 | Stochastic Depth Buffer Compression Using Generalized Plane Encoding - Unlike a static primitive, where the depth function is planar, the depth function for a moving and defocused triangle is a rational function in time and the lens parameters. Compact depth functions can be used to design an efficient depth buffer compressor/decompressor, which significantly lowers total depth buffer bandwidth usage. In addition, this compressor/decompressor is substantially simpler in the number of operations needed to execute, which makes it more amenable for hardware implementation than previous methods. | 03-27-2014 |
20140258754 | Reducing Power Consumption During Graphics Rendering - In accordance with some embodiments, the knowledge that a capped frame time is used can be exploited to reduce power consumption. Generally a capped frame time is a pre-allocated amount of time to apply power for rendering in graphics processing. Generally the frame time involves the application of power and some down time in which only idle power is applied pending the next frame time. By making better use of that down time, power consumption reductions can be achieved in some embodiments. | 09-11-2014 |
20140313211 | Color Buffer Compression - In accordance with some embodiments, a mask or table may be maintained to record information about whether or not each pixel within a tile is cleared. As used herein, a “cleared” tile is one that is not covered by any other depicted objects. The clear mask may store a bit per pixel or sample to indicate whether the pixel or sample contains a color value or whether it is cleared. As a result, the compression ratio may be increased for partially covered tiles in some embodiments. | 10-23-2014 |