Patent application number | Description | Published |
20110018874 | Method, Apparatus, and Computer Program Product For Improved Graphics Performance - A method for improving performance of generation of digitally represented graphics. The method comprises: receiving a first representation of a base primitive; providing a set of instructions associated with vertex position determination; executing said retrieved set of instructions on said first representation of said base primitive using bounded arithmetic for providing a second representation of said base primitive, and subjecting said second representation of said base primitive to a culling process. A corresponding apparatus and computer program product are also presented. | 01-27-2011 |
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 |
20120177287 | Analytical Motion Blur Rasterization With Compression - A rasterizer, based on time-dependent edge equations, computes analytical visibility in order to render accurate motion blur. An oracle-based compression algorithm for the time intervals lowers the frame buffer requirements. High quality motion blurred scenes can be rendered using a rasterizer with rather low memory requirements. The resulting images may contain motion blur for both opaque and transparent objects. | 07-12-2012 |
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 |
20120218264 | Hierarchical Motion Blur Rasterization - Motion blur rasterization may involve executing a first test for each plane of a tile frustum. The first test is a frustum plane versus moving bounding box overlap test where planes bounding a moving primitive are overlap tested against a screen tile frustum. According to a second test executed after the first test, for primitive edges against tile corners, the second test is a tile corner versus moving edge overlap test. The corners of the screen space tile are tested against a moving triangle edge in two-dimensional homogeneous space. | 08-30-2012 |
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 |
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 |
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 |
20130187947 | Graphics Tiling Architecture With Bounding Volume Hierarchies - In some embodiments, tile lists may be avoided by storing the geometry of a scene in a bounding volume hierarchy (BVH). For each tile, the bounding volume hierarchy is traversed. The traversals continued only into children nodes that overlap with the frustum on the tile. By relaxing the ordering constraint of rendering primitives, the BVH is traversed such that nodes that are closer to the viewer are traversed first, increasing the occlusion culling efficiency in some embodiments. Rendering the full scene between the central processing cores and the graphics processor may be done through a shared memory in some embodiments. | 07-25-2013 |