Patent application number | Description | Published |
20110148876 | Compiling for Programmable Culling Unit - During compilation, the interval bounds for a programmable culling unit are calculated if possible. For each variable, interval bounds are calculated during the compilation, and the bounds together with other metadata are used to generate an optimized culling program. If not possible, then an assumption may be made and the assumption used to compile the code. If the assumption proves to be invalid, a new assumption could be made and the code may be recompiled in some embodiments. | 06-23-2011 |
20120200569 | Micropolygon Splatting - Micropolygon splatting may involve tessellating by subdividing a mesh until triangle edges are shorter than 0.75 pixels. In some cases, rasterizing the primitive may be avoided. | 08-09-2012 |
20120201467 | Stream Compaction for Rasterization - A single instruction multiple data (SIMD) processor with a given width may operate on registers of the same width completely filled with fragments. A parallel set of registers are loaded and tested. The fragments that fail are eliminated and the register set is refilled from the parallel set. | 08-09-2012 |
20120274636 | Depth of Field Rasterization - Depth of field may be rasterized by culling half-space regions on a lens from which a triangle to be rendered is not visible. Then, inside tests are only performed on the remaining unculled half-space regions. Separating planes between the triangle to be rendered and the tile being processed can be used to define the half-space regions. | 11-01-2012 |
20130257866 | FLEXIBLE DEFOCUS BLUR FOR STOCHASTIC RASTERIZATION - User-controllable defocus blur for a stochastic rasterizer may be implemented by modifying circle of confusion coefficients per vertex to express more general defocus blur. The method can be applied to limit the foreground blur, extend the in-focus range, simulate tilt-shift photography, and specify per-object defocus blur. Furthermore, with two simplifying assumptions, existing triangle coverage tests and tile culling tests can be used with very modest modifications. | 10-03-2013 |
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 |
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 |
20130287314 | Stochastic Rasterization with Selective Culling - Depth of field may be rasterized by culling half-space regions on a lens from which a triangle to be rendered is not visible. Then, inside tests are only performed on the remaining unculled half-space regions. Separating planes between the triangle to be rendered and the tile being processed can be used to define the half-space regions. | 10-31-2013 |
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 |
20140267345 | Texture Address Mode Discarding Filter Taps - Various embodiments provide for a new texture address mode that excludes any texture filter taps (i.e. coordinates) that fall outside the texture domain from the filtering process. Taps outside a texture domain are not considered in one embodiment. Also, various embodiments provide flexibility as to the texture coordinate locations t | 09-18-2014 |
20140300619 | Programmable Tile Shader - In accordance with some embodiments, a tile shader executes on a group of pixels prior to a pixel shader. The tile of pixels may be rectangular in some embodiments. The tile may be executed hierarchically, refining each tile into smaller subtiles until the pixel or sample level is reached. The tile shader program can be written to discard groups of pixels, thereby quickly removing areas of the bounding triangles that lie outside the shape being rasterized or quickly discarding groups of pixel shader executions that will not contribute to the final image. | 10-09-2014 |
20150070355 | Adaptive Multi-Frequency Shading - An architecture for pixel shading, enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives in some embodiments. The cost of pixel shading may then be decoupled from the geometric complexity. Wider use of tessellation and fine geometry may be made more feasible, even at very limited power budgets. Shading may be done over small local grids in parametric patch space, with reusing of shading for nearby samples. The decomposition of shaders into multiple parts is supported, which parts are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a graceful degradation of quality. Another important benefit, in some embodiments, of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering. | 03-12-2015 |