Patent classifications
G06T15/80
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.
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 performing shader occupancy for small primitives
A GPU includes shader cores and a shader warp packer unit. The shader warp packer unit may receive a first primitive associated with a first partially covered quad, and a second primitive associated with a second partially covered quad. The shader warp packer unit may determine that the first partially covered quad and the second partially covered quad have non-overlapping coverage. The shader warp packer unit may pack the first partially covered quad and the second partially covered quad into a packed quad. The shader warp packer unit may send the packed quad to the shader cores. The first partially covered quad and the second partially covered quad may be spatially disjoint from each other. The shader cores may receive and process the packed quad with no loss of information relative to the shader cores individually processing the first partially covered quad and the second partially covered quad.
Method for performing shader occupancy for small primitives
A GPU includes shader cores and a shader warp packer unit. The shader warp packer unit may receive a first primitive associated with a first partially covered quad, and a second primitive associated with a second partially covered quad. The shader warp packer unit may determine that the first partially covered quad and the second partially covered quad have non-overlapping coverage. The shader warp packer unit may pack the first partially covered quad and the second partially covered quad into a packed quad. The shader warp packer unit may send the packed quad to the shader cores. The first partially covered quad and the second partially covered quad may be spatially disjoint from each other. The shader cores may receive and process the packed quad with no loss of information relative to the shader cores individually processing the first partially covered quad and the second partially covered quad.
Systems and methods for distributed scalable ray processing
Ray tracing systems have computation units (“RACs”) adapted to perform ray tracing operations (e.g. intersection testing). There are multiple RACs. A centralized packet unit controls the allocation and testing of rays by the RACs. This allows RACs to be implemented without Content Addressable Memories (CAMs) which are expensive to implement, but the functionality of CAMs can still be achieved by implemented them in the centralized controller.
Systems and methods for distributed scalable ray processing
Ray tracing systems have computation units (“RACs”) adapted to perform ray tracing operations (e.g. intersection testing). There are multiple RACs. A centralized packet unit controls the allocation and testing of rays by the RACs. This allows RACs to be implemented without Content Addressable Memories (CAMs) which are expensive to implement, but the functionality of CAMs can still be achieved by implemented them in the centralized controller.
Position-based rendering apparatus and method for multi-die/GPU graphics processing
Position-based rendering apparatus and method for multi-die/GPU graphics processing. For example, one embodiment of a method comprises: distributing a plurality of graphics draws to a plurality of graphics processors; performing position-only shading using vertex data associated with tiles of a first draw on a first graphics processor, the first graphics processor responsively generating visibility data for each of the tiles; distributing subsets of the visibility data associated with different subsets of the tiles to different graphics processors; limiting geometry work to be performed on each tile by each graphics processor using the visibility data, each graphics processor to responsively generate rendered tiles; and wherein the rendered tiles are combined to generate a complete image frame.
Position-based rendering apparatus and method for multi-die/GPU graphics processing
Position-based rendering apparatus and method for multi-die/GPU graphics processing. For example, one embodiment of a method comprises: distributing a plurality of graphics draws to a plurality of graphics processors; performing position-only shading using vertex data associated with tiles of a first draw on a first graphics processor, the first graphics processor responsively generating visibility data for each of the tiles; distributing subsets of the visibility data associated with different subsets of the tiles to different graphics processors; limiting geometry work to be performed on each tile by each graphics processor using the visibility data, each graphics processor to responsively generate rendered tiles; and wherein the rendered tiles are combined to generate a complete image frame.
SYSTEMS AND METHODS FOR PHYSICALLY-BASED NEURAL FACE SHADER VIA VOLUMETRIC LIGHTMAPS
Methods and systems are provided for rendering photo-realistic images of a subject or an object using a differentiable neural network for predicting indirect light behavior. In one example, the differentiable neural network outputs a volumetric light map comprising a plurality of spherical harmonic representations. Further, using a reflectance neural network, roughness and scattering coefficients associated with the subject or the object is computed. The volumetric light map, as well as the roughness and scattering coefficients are the utilized for rendering a final image under one or more of a desired lighting condition, desired camera view angle, and/or with a desired visual effect (e.g., expression change).
SYSTEMS AND METHODS FOR PHYSICALLY-BASED NEURAL FACE SHADER VIA VOLUMETRIC LIGHTMAPS
Methods and systems are provided for rendering photo-realistic images of a subject or an object using a differentiable neural network for predicting indirect light behavior. In one example, the differentiable neural network outputs a volumetric light map comprising a plurality of spherical harmonic representations. Further, using a reflectance neural network, roughness and scattering coefficients associated with the subject or the object is computed. The volumetric light map, as well as the roughness and scattering coefficients are the utilized for rendering a final image under one or more of a desired lighting condition, desired camera view angle, and/or with a desired visual effect (e.g., expression change).