G06T2215/12

Node topology employing command and data buffers for executing thread scheduling

The described embodiments include systems, methods, and apparatuses for increased efficiency processing flow. One method includes a plurality of stages configured to process an execution graph that includes a plurality of logical nodes with defined properties and resources associated with each logical node of the plurality of logical nodes, a recirculating ring buffer, wherein the recirculating ring buffer is configured to holding only any one of a control information, input, and, or out data necessary to stream a temporary data between each logical node of the execution graph, and a data producer, wherein the data producer is configured to stall from writing control information into a command buffer upon the command buffer being full, preventing command buffer over-writing.

IMPORTANCE SAMPLING FOR DETERMINING A LIGHT MAP
20230052585 · 2023-02-16 ·

A bounce light map for a scene is determined for use in rendering the scene in a graphics processing system. Initial lighting indications representing lighting within the scene are determined. For a texel position of the bounce light map, the initial lighting indications are sampled using an importance sampling technique to identify positions within the scene. Sampling rays are traced between a position in the scene corresponding to the texel position of the bounce light map and the respective identified positions with the scene. A lighting value is determined for the texel position of the bounce light map using results of the tracing of the sampling rays. By using the importance sampling method described herein, the rays which are traced are more likely to be directed towards more important regions of the scene which contribute more to the lighting of a texel.

Methods and Systems for an Automated Design, Fulfillment, Deployment and Operation Platform for Lighting Installations

A platform for design of a lighting installation generally includes an automated search engine for retrieving and storing a plurality of lighting objects in a lighting object library and a lighting design environment providing a visual representation of a lighting space containing lighting space objects and lighting objects. The visual representation is based on properties of the lighting space objects and lighting objects obtained from the lighting object library. A plurality of aesthetic filters is configured to permit a designer in a design environment to adjust parameters of the plurality of lighting objects handled in the design environment to provide a desired collective lighting effect using the plurality of lighting objects.

Chroma key content management systems and methods
11495001 · 2022-11-08 · ·

A system of properly displaying chroma key content is presented. The system obtains a digital representation of a 3D environment, for example a digital photo, and gathers data from that digital representation. The system renders the digital representation in an environmental model and displays that digital representation upon an output device. Depending upon the context, content anchors of the environmental model are selected which will be altered by suitable chroma key content. The chroma key content takes into consideration the position and orientation of the chroma key content relative to the content anchor and relative to the point of view that the environmental model is displayed from in order to accurately display chroma key content in a realistic manner.

Importance sampling for determining a light map

A bounce light map for a scene is determined for use in rendering the scene in a graphics processing system. Initial lighting indications representing lighting within the scene are determined. For a texel position of the bounce light map, the initial lighting indications are sampled using an importance sampling technique to identify positions within the scene. Sampling rays are traced between a position in the scene corresponding to the texel position of the bounce light map and the respective identified positions with the scene. A lighting value is determined for the texel position of the bounce light map using results of the tracing of the sampling rays. By using the importance sampling method described herein, the rays which are traced are more likely to be directed towards more important regions of the scene which contribute more to the lighting of a texel.

Producing rendering outputs from a 3-D scene using volume element light transport data

Rendering system combines point sampling and volume sampling operations to produce rendering outputs. For example, to determine color information for a surface location in a 3-D scene, one or more point sampling operations are conducted in a volume around the surface location, and one or more sampling operations of volumetric light transport data are performed farther from the surface location. A transition zone between point sampling and volume sampling can be provided, in which both point and volume sampling operations are conducted. Data obtained from point and volume sampling operations can be blended in determining color information for the surface location. For example, point samples are obtained by tracing a ray for each point sample, to identify an intersection between another surface and the ray, to be shaded, and volume samples are obtained from a nested 3-D grids of volume elements expressing light transport data at different levels of granularity.

Shadow rendering method and apparatus, computer device, and storage medium

This application discloses a shadow rendering method and apparatus, a computer device, and a storage medium, the method including: obtaining at least one rendering structure in a virtual scene according to an illumination direction in the virtual scene; obtaining model coordinates of a plurality of pixels according to a current viewing angle associated with the virtual scene and depth information of the plurality of pixels; sampling at least one shadow map according to the model coordinates of the plurality of pixels to obtain a plurality of sampling points corresponding to the plurality of pixels; and rendering the plurality of sampling points in the virtual scene to obtain at least one shadow associated with the at least one virtual object.

Quantized Ray Intersection Testing with Definitive Hit Detection
20230099114 · 2023-03-30 ·

Techniques are disclosed relating to intersection tests for ray tracing in graphics processors. In some embodiments, test circuitry is configured to perform intersection tests that operate on reduced-precision representations of rays that were generated by quantizing initial representations of the rays and reduced-precision representations of primitives that were generated by quantizing initial representations of the primitives. Some reduced-precision tests (e.g., for any-hit rays) may generate a definitive hit according to the initial representations. In this situation, graphics processing circuitry may record an intersection with the reduced-precision representation of the primitive for the ray based on the first result, without performing an intersection test for the first ray using the initial representation of the ray and the primitive. Disclosed techniques may advantageously reduce power consumption, improve performance, or both.

METHOD, APPARATUS AND DEVICE FOR PROCESSING SHADOW TEXTURE, COMPUTER-READABLE STORAGE MEDIUM, AND PROGRAM PRODUCT

A method for processing a shadow texture can compute data concurrently to improve computation density, reduce data transmission batches, and improve shadow texture processing efficiency. Model data and light source information of at least one object in a virtual scene is acquired. A shadow with a first resolution corresponding to each object is acquired. A second resolution is determined based on the model data of each object. A shadow edge formed by each object under the influence of the light source information is determined in parallel by utilizing rasterized pixels of the model data. The distance from the rasterized pixels to the shadow edge corresponding to each object is computed, and the corresponding distance data is stored.

Ray Intersection Testing with Quantization and Interval Representations
20230102071 · 2023-03-30 ·

Techniques are disclosed relating to primitive intersection testing for ray tracing in graphics processors. In some embodiments, a graphics processor includes ray intersection circuitry configured to perform an intersection test, which includes to: quantize a first representation of the primitive to generate a reduced-precision interval representation of the primitive, quantize a first representation of the ray to generate a reduced-precision interval representation of the ray, and determine, using interval arithmetic, an initial intersection result based on coordinates of the interval representation of the primitive and coordinates of the interval representation of the ray. The initial intersection result may be a conservative result such that a miss indicated by the initial intersection result is guaranteed not to be a hit for the first representation of the primitive and first representation of the ray. Disclosed techniques may improve performance, reduce power consumption, or both, relative to traditional techniques.