Patent classifications
G06T15/005
Generative latent textured proxies for object category modeling
Systems and methods are described for generating a plurality of three-dimensional (3D) proxy geometries of an object, generating, based on the plurality of 3D proxy geometries, a plurality of neural textures of the object, the neural textures defining a plurality of different shapes and appearances representing the object, providing the plurality of neural textures to a neural renderer, receiving, from the neural renderer and based on the plurality of neural textures, a color image and an alpha mask representing an opacity of at least a portion of the object, and generating a composite image based on the pose, the color image, and the alpha mask.
Graphics processing units and methods for controlling rendering complexity using cost indications for sets of tiles of a rendering space
A graphics processing unit (GPU) processes graphics data using a rendering space which is sub-divided into a plurality of tiles. The GPU comprises cost indication logic configured to obtain a cost indication for each of a plurality of sets of one or more tiles of the rendering space. The cost indication for a set of tile(s) is suggestive of a cost of processing the set of one or more tiles. The GPU controls a rendering complexity with which primitives are rendered in tiles based on the cost indication for those tiles. This allows tiles to be rendered in a manner that is suitable based on the complexity of the graphics data within the tiles. In turn, this allows the rendering to satisfy constraints such as timing constraints even when the complexity of different tiles may vary significantly within an image.
Method for scattering points in a uniform arbitrary distribution across a target mesh for a computer animated creature
A programmatic arbitrary distribution of items in a modeling system may be provided. To perform the distribution, a surface may be received, and a point count of application points associated with locations on the surface may be determined. A density map may be applied over the surface to assign a density to portions of the surface for the point count. Application points are then assigned to locations on the surface according to the density map and a scattering function of the point count, where the scattering function is based on one or more repulsion forces between neighboring points. The one or more repulsion forces are treated as pushing each of the neighboring point apart. Thereafter, the surface may be provided having the application points scattered across the surface based on the one or more repulsion forces.
SYSTEM AND METHOD FOR ADAPTING EXECUTABLE OBJECT TO A PROCESSING UNIT
Embodiments are generally directed to a system and method for adapting executable object to a processing unit. An embodiment of a method to adapt an executable object from a first processing unit to a second processing unit, comprises: adapting the executable object optimized for the first processing unit of a first architecture, to the second processing unit of a second architecture, wherein the second architecture is different from the first architecture, wherein the executable object is adapted to perform on the second processing unit based on a plurality of performance metrics collected while the executable object is performed on the first processing unit and the second processing unit.
Topology Preservation in a Graphics Pipeline by Analyzing a Geometry Shader
A graphics processing engine has a geometry shading stage having two modes of operation. In the first mode of operation, each primitive output by the geometry shading stage is independent, whereas in the second mode of operation, connectivity between input primitives is maintained by the geometry shading stage. The mode of operation of the geometry shading stage can be determined based on the value of control state data which may be generated at compile-time for a geometry shader based on analysis of that geometry shader.
REGION TESTING OF GEOMETRY WHILE RENDERING FOR EFFICIENT MULTI-GPU RENDERING
A method for graphics processing. The method including rendering graphics for an application using a plurality of graphics processing units (GPUs). The method including dividing responsibility for the rendering geometry of the graphics between the plurality of GPUs based on a plurality of screen regions, each GPU having a corresponding division of the responsibility which is known to the plurality of GPUs. The method including generating information regarding a piece of geometry with respect to a first screen region for which a first GPU has a first division of responsibility, while rendering the piece of geometry at a second GPU for an image. The method including rendering the piece of geometry at the first GPU using the information.
Energy-Efficient Display Processing Method and Device
An electronic device includes a first graphics processing subsystem, a second graphics processing subsystem, and a screen. The first graphics processing subsystem includes a first application processor, a first graphics processing unit, and a first memory. The second graphics processing subsystem includes a second application processor, a second graphics processing unit, and a second memory. The first graphics processing unit renders a first GUI. The screen displays the first GUI. The second graphics processing unit renders a second GUI, and the second GUI and the first GUI belong to different interface types. The screen displays the second GUI. A display processing method applied to the electronic device is also provided, wherein the first graphics processing subsystem can be switched to the second graphics processing subsystem based on complexity of a to-be-displayed GUI.
TECHNIQUES FOR RAY CONE TRACING AND TEXTURE FILTERING
One embodiment of a method for computing a texture color includes tracing a ray cone through a graphics scene, determining a curvature of a first surface within the graphics scene at a point where the ray cone hits the first surface based on differential barycentric coordinates associated with the point, determining, based on the curvature of the first surface, a width of the ray cone at a subsequent point where the ray cone hits a second surface within the graphics scene, and computing a texture color based on the width of the ray cone
On demand geometry and acceleration structure creation with tile object lists
Systems and methods of geometry processing, for rasterization and ray tracing processes provide for pre-processing of source geometry, such as by tessellating or other procedural modification of source geometry, to produce final geometry on which a rendering will be based. An acceleration structure (or portion thereof) for use during ray tracing is defined based on the final geometry. Only coarse-grained elements of the acceleration structure may be produced or retained, and a fine-grained structure within a particular coarse-grained element may be Produced in response to a collection of rays being ready for traversal within the coarse grained element. Final geometry can be recreated in response to demand from a rasterization engine, and from ray intersection units that require such geometry for intersection testing with primitives. Geometry at different resolutions can be generated to respond to demands from different rendering components.
Mixed reality system with reduced power rendering
Embodiments of the present disclosure provide methods for implementing a mixed reality system with less power. In some examples, a passive state of the mixed reality system can have a GPU render predictable content that does not need to be processed by a CPU. In such examples, the predictable content can be identified and rendered by the GPU while the CPU is in a low-power mode. Accordingly, embodiments of the present disclosure provide benefits not available with conventional techniques because a CPU may consume more power than a corresponding GPU. In some examples, the passive state can take advantage of the fact that predictable content can be identified and rendered without the use of the CPU. In such examples, the passive state can render predictable content that does not need to be processed by the CPU.