Patent classifications
G06T15/80
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for compiling a material graph into a set of instructions for execution within an execution unit includes receiving a first material graph having a plurality of nodes, wherein each node included in the plurality of nodes represents a different surface property of a material; parsing the material graph to generate an expression tree that includes one or more expressions for each node included in the plurality of nodes; and generating a set of byte code instructions corresponding to the material graph based on the expression tree, wherein the byte code instructions are executable by a plurality of processing cores included within the execution unit.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for compiling a material graph into a set of instructions for execution within an execution unit includes receiving a first material graph having a plurality of nodes, wherein each node included in the plurality of nodes represents a different surface property of a material; parsing the material graph to generate an expression tree that includes one or more expressions for each node included in the plurality of nodes; and generating a set of byte code instructions corresponding to the material graph based on the expression tree, wherein the byte code instructions are executable by a plurality of processing cores included within the execution unit.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for processing ray tracing operations in parallel includes receiving a plurality of rays and a corresponding set of material shading instructions for each ray included in the plurality of rays for processing, wherein each ray represents a path from a light source to at least one point within a three-dimensional (3D) environment, and each corresponding set of material shading instructions is based at least in part on one or more material properties associated with at least one surface of at least one object included in the 3D environment; assigning each ray included in the plurality of rays to a different processing core included in a plurality of processing cores; and for each ray included in the plurality of rays, causing the processing core assigned to the ray to execute the corresponding set of material shading instructions on the ray to generate a color.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for processing ray tracing operations in parallel includes receiving a plurality of rays and a corresponding set of material shading instructions for each ray included in the plurality of rays for processing, wherein each ray represents a path from a light source to at least one point within a three-dimensional (3D) environment, and each corresponding set of material shading instructions is based at least in part on one or more material properties associated with at least one surface of at least one object included in the 3D environment; assigning each ray included in the plurality of rays to a different processing core included in a plurality of processing cores; and for each ray included in the plurality of rays, causing the processing core assigned to the ray to execute the corresponding set of material shading instructions on the ray to generate a color.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for processing ray tracing operations in parallel includes receiving a plurality of rays and a corresponding set of importance sampling instructions for each ray included in the plurality of rays for processing, wherein each ray represents a path from a light source to at least one point within a three-dimensional (3D) environment, and each corresponding set of importance sampling instruction is based at least in part on one or more material properties associated with at least one surface of at least one object included in the 3D environment; assigning each ray included in the plurality of rays to a different processing core included in a plurality of processing cores; and for each ray included in the plurality of rays, causing the processing core assigned to the ray to execute the corresponding set of importance sampling instructions on the ray to generate a direction for a secondary ray that is produced when the ray intersects a surface of an object within the 3D environment.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for processing ray tracing operations in parallel includes receiving a plurality of rays and a corresponding set of importance sampling instructions for each ray included in the plurality of rays for processing, wherein each ray represents a path from a light source to at least one point within a three-dimensional (3D) environment, and each corresponding set of importance sampling instruction is based at least in part on one or more material properties associated with at least one surface of at least one object included in the 3D environment; assigning each ray included in the plurality of rays to a different processing core included in a plurality of processing cores; and for each ray included in the plurality of rays, causing the processing core assigned to the ray to execute the corresponding set of importance sampling instructions on the ray to generate a direction for a secondary ray that is produced when the ray intersects a surface of an object within the 3D environment.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for decompressing a compressed texture block includes identifying a first texel included in a plurality of texels, wherein the plurality of texels forms at least a portion of a compressed texture block; determining a first location within the compressed texel block that corresponds to the first texel; and extracting the first texel from the first location without decompressing any of the other texels included in the plurality of texels.
ACCELERATED PROCESSING VIA A PHYSICALLY BASED RENDERING ENGINE
One embodiment of a computer-implemented method for decompressing a compressed texture block includes identifying a first texel included in a plurality of texels, wherein the plurality of texels forms at least a portion of a compressed texture block; determining a first location within the compressed texel block that corresponds to the first texel; and extracting the first texel from the first location without decompressing any of the other texels included in the plurality of texels.
Tessellation method using displacement factors
A tessellation method uses both vertex tessellation factors and displacement factors defined for each vertex of a patch, which may be a quad, a triangle or an isoline. The method is implemented in a computer graphics system and involves calculating a vertex tessellation factor for each corner vertex in one or more input patches. Tessellation is then performed on the plurality of input patches using the vertex tessellation factors. The tessellation operation involves adding one or more new vertices and calculating a displacement factor for each newly added vertex. A world space parameter for each vertex is subsequently determined by calculating a target world space parameter for each vertex and then modifying the target world space parameter for a vertex using the displacement factor for that vertex.
Tessellation method using displacement factors
A tessellation method uses both vertex tessellation factors and displacement factors defined for each vertex of a patch, which may be a quad, a triangle or an isoline. The method is implemented in a computer graphics system and involves calculating a vertex tessellation factor for each corner vertex in one or more input patches. Tessellation is then performed on the plurality of input patches using the vertex tessellation factors. The tessellation operation involves adding one or more new vertices and calculating a displacement factor for each newly added vertex. A world space parameter for each vertex is subsequently determined by calculating a target world space parameter for each vertex and then modifying the target world space parameter for a vertex using the displacement factor for that vertex.