Patent application number | Description | Published |
20130181991 | Five-Dimensional Occlusion Queries - A standard occlusion query (OQ) may be generalized to five dimensions, which can be used for motion blurred, defocused, occlusion culling. As such, the occlusion query concept is generalized so that it can be used within 5D rasterization, which is used for rendering of motion blur and depth of field. For 5D rasterization, occlusion culling may be done with OQs as well, applied to solve other rendering related problems. | 07-18-2013 |
20130181992 | TIME-CONTINUOUS COLLISION DETECTION USING 3D RASTERIZATION - We present a technique that utilizes a motion blur (three dimensional) rasterizer to augment the PCS culling technique so that it can be used for continuous collision detection, which to the best of our knowledge has not been done before for motion blur using a graphics processor. | 07-18-2013 |
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 |
20140015835 | Five-Dimensional Rasterization with Conservative Bounds - A per-tile test in the 5D rasterizer outputs intervals for both lens parameters, (u,v), and for time, t, as well as for depth z. These intervals are conservative bounds for the current tile for 1) the visible lens region, 2) the time the triangle overlaps the tile, and 3) the depth range for the triangle inside the tile. | 01-16-2014 |
20140139524 | Depth Buffering - In accordance with some embodiments, depth values may be split into more and less significant bits. By so doing, some processing can be done based only on the more significant bits. Where the number of more significant bits is significantly less than the total number of bits, some memory bandwidth can be preserved. In other words, by only using the more significant bits for some of the depth buffering operations, memory bandwidth usage can be reduced, improving efficiency. | 05-22-2014 |
20140168244 | Color Buffer Caching - A color buffer cache may be implemented in a way that reduces memory bandwidth. In one embodiment this may be done by determining whether a corresponding tile being rendered is completely inside a triangle. If so, the cache lines that correspond to this tile may be marked as “less useful”. As a result of being marked as less useful, those cache lines may be replaced before other cache lines in one embodiment. Thus a color buffer cache is used for those tiles that overlap with at least one triangle edge. The use of such a color buffer cache scheme may be more efficient and therefore may reduce memory bandwidth in some embodiments. | 06-19-2014 |
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 |
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 |
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 |
20140340414 | Caching For Reduced Depth And/Or Color Buffer Bandwidth - In accordance with some embodiments, caching may be improved for tiles on shared edges between triangles. In some embodiments, the technique may be used for either color and depth caches or both caches. | 11-20-2014 |
20140375665 | SUBSET BASED COMPRESSION AND DECOMPRESSION OF GRAPHICS DATA - Techniques related to graphics rendering including techniques for compression and/or decompression of graphics data by use of indexed subsets are described. | 12-25-2014 |
20140375666 | COMPRESSION AND DECOMPRESSION OF GRAPHICS DATA USING PIXEL REGION BIT VALUES - Techniques related to graphics rendering including techniques for compression and/or decompression of graphics data by use of pixel region bit values are described. | 12-25-2014 |