G06T15/80

Real time ray tracing (RTRT)-based adaptive multi-frequency shading (AMFS)

Real time ray tracing-based adaptive multi frequency shading. For example, one embodiment of an apparatus comprising: rasterization hardware logic to process input data for an image in a deferred rendering pass and to responsively update one or more graphics buffers with first data to be used in a subsequent rendering pass; ray tracing hardware logic to perform ray tracing operations using the first data to generate reflection ray data and to store the reflection ray data in a reflection buffer; and image rendering circuitry to perform texture sampling in a texture buffer based on the reflection ray data in the reflection buffer to render an output image.

Real time ray tracing (RTRT)-based adaptive multi-frequency shading (AMFS)

Real time ray tracing-based adaptive multi frequency shading. For example, one embodiment of an apparatus comprising: rasterization hardware logic to process input data for an image in a deferred rendering pass and to responsively update one or more graphics buffers with first data to be used in a subsequent rendering pass; ray tracing hardware logic to perform ray tracing operations using the first data to generate reflection ray data and to store the reflection ray data in a reflection buffer; and image rendering circuitry to perform texture sampling in a texture buffer based on the reflection ray data in the reflection buffer to render an output image.

Augmented reality and virtual reality feedback enhancement system, apparatus and method

Systems, apparatuses and methods may provide away to render augmented reality and virtual reality (VR/AR) environment information. More particularly, systems, apparatuses and methods may provide a way to selectively suppress and enhance VR/AR renderings of n-dimensional environments. The systems, apparatuses and methods may deepen a user's VR/AR experience by focusing on particular feedback information, while suppressing other feedback information from the environment.

SPATIALLY-RESOLVED DYNAMIC DIMMING FOR AUGMENTED REALITY DEVICE

Techniques are described for operating an optical system. In some embodiments, light associated with a world object is received at the optical system. Virtual image light is projected onto an eyepiece of the optical system. A portion of a system field of view of the optical system to be at least partially dimmed is determined based on information detected by the optical system. A plurality of spatially-resolved dimming values for the portion of the system field of view may be determined based on the detected information. The detected information may include light information, gaze information, and/or image information. A dimmer of the optical system may be adjusted to reduce an intensity of light associated with the world object in the portion of the system field of view according to the plurality of dimming values.

SPATIALLY-RESOLVED DYNAMIC DIMMING FOR AUGMENTED REALITY DEVICE

Techniques are described for operating an optical system. In some embodiments, light associated with a world object is received at the optical system. Virtual image light is projected onto an eyepiece of the optical system. A portion of a system field of view of the optical system to be at least partially dimmed is determined based on information detected by the optical system. A plurality of spatially-resolved dimming values for the portion of the system field of view may be determined based on the detected information. The detected information may include light information, gaze information, and/or image information. A dimmer of the optical system may be adjusted to reduce an intensity of light associated with the world object in the portion of the system field of view according to the plurality of dimming values.

IMAGE RENDERING METHOD AND APPARATUS, DEVICE, MEDIUM, AND COMPUTER PROGRAM PRODUCT
20230053462 · 2023-02-23 ·

Provided is an image rendering method performed by a computer device, the method including: determining a vertex coordinate of a virtual texture tile corresponding to an image in a virtual texture; loading, through a vertex shader, a physical texture corresponding to the vertex coordinate to a texture cache; determining, through the vertex shader for each rendering child tile in the virtual texture tile corresponding to the vertex coordinate, a physical texture coordinate corresponding to each rendering child tile in the texture cache, and transmitting the physical texture coordinate to a pixel shader; and sampling, through the pixel shader, a texel matched with the physical texture coordinate from the physical texture in the texture cache, and rendering, based on the texel, the image.

IMAGE RENDERING METHOD AND APPARATUS, DEVICE, MEDIUM, AND COMPUTER PROGRAM PRODUCT
20230053462 · 2023-02-23 ·

Provided is an image rendering method performed by a computer device, the method including: determining a vertex coordinate of a virtual texture tile corresponding to an image in a virtual texture; loading, through a vertex shader, a physical texture corresponding to the vertex coordinate to a texture cache; determining, through the vertex shader for each rendering child tile in the virtual texture tile corresponding to the vertex coordinate, a physical texture coordinate corresponding to each rendering child tile in the texture cache, and transmitting the physical texture coordinate to a pixel shader; and sampling, through the pixel shader, a texel matched with the physical texture coordinate from the physical texture in the texture cache, and rendering, based on the texel, the image.

Unified rasterization and ray tracing rendering environments

A graphics processor architecture provides for scan conversion and ray tracing approaches to visible surface determination as concurrent and separate processes. Surfaces can be identified for shading by scan conversion and ray tracing. Data produced by each can be normalized, so that instances of shaders, being executed on a unified shading computation resource, can shade surfaces originating from both ray tracing and rasterization. Such resource also may execute geometry shaders. The shaders can emit rays to be tested for intersection by the ray tracing process. Such shaders can complete, without waiting for those emitted rays to complete. Where scan conversion operates on tiles of 2-D screen pixels, the ray tracing can be tile aware, and controlled to prioritize testing of rays based on scan conversion status. Ray population can be controlled by feedback to any of scan conversion, and shading.

Unified rasterization and ray tracing rendering environments

A graphics processor architecture provides for scan conversion and ray tracing approaches to visible surface determination as concurrent and separate processes. Surfaces can be identified for shading by scan conversion and ray tracing. Data produced by each can be normalized, so that instances of shaders, being executed on a unified shading computation resource, can shade surfaces originating from both ray tracing and rasterization. Such resource also may execute geometry shaders. The shaders can emit rays to be tested for intersection by the ray tracing process. Such shaders can complete, without waiting for those emitted rays to complete. Where scan conversion operates on tiles of 2-D screen pixels, the ray tracing can be tile aware, and controlled to prioritize testing of rays based on scan conversion status. Ray population can be controlled by feedback to any of scan conversion, and shading.