Patent classifications
G06T15/80
SYSTEM AND METHOD FOR CREATING, MANAGING, AND PROVIDING A DELAYED REVEAL AND DISPLAY OF ITEMS IN PACKS OF 3D DIGITAL COLLECTIBLES
A system and method for creating, managing, and displaying packs of 3D digital collectibles comprising a virtual, three dimensional, n-sided structure including a digital media file or set of digital media files representing an event rendered on a representation of a first surface thereof, and data relating to the event rendered on at least a second surface thereof, where the digital media file may be a video clip of the event that can be played automatically via a media player associated with the display. The system may provide a graphical user interface that displays a set of user tools to interact with the packs of 3D digital collectibles and to display the 3D digital collectibles of the packs and serially play the digital media files of the 3D digital collectibles.
SYSTEM AND METHOD FOR CREATING, MANAGING, AND PROVIDING A DELAYED REVEAL AND DISPLAY OF ITEMS IN PACKS OF 3D DIGITAL COLLECTIBLES
A system and method for creating, managing, and displaying packs of 3D digital collectibles comprising a virtual, three dimensional, n-sided structure including a digital media file or set of digital media files representing an event rendered on a representation of a first surface thereof, and data relating to the event rendered on at least a second surface thereof, where the digital media file may be a video clip of the event that can be played automatically via a media player associated with the display. The system may provide a graphical user interface that displays a set of user tools to interact with the packs of 3D digital collectibles and to display the 3D digital collectibles of the packs and serially play the digital media files of the 3D digital collectibles.
Augmented reality lighting effects
The present invention embraces a system, device, and method for adding lighting effects to augmented reality (AR) content (i.e., virtual objects). Light sensors in an augmented reality (AR) system monitor an environment's lighting conditions to acquire lighting data that can be used to create (or update) virtual light sources. Depth sensors in the AR system sense the environment to acquire mapping data that can be used to create a 3D model of the environment while tracking the system's location within the environment. Algorithms running on a processor may then add the virtual light sources to the 3D model of the environment so that, when AR content is created, lighting effects corresponding to the virtual light sources can be added. The resulting AR content with virtual lighting effects appear more realistic to a user.
Augmented reality lighting effects
The present invention embraces a system, device, and method for adding lighting effects to augmented reality (AR) content (i.e., virtual objects). Light sensors in an augmented reality (AR) system monitor an environment's lighting conditions to acquire lighting data that can be used to create (or update) virtual light sources. Depth sensors in the AR system sense the environment to acquire mapping data that can be used to create a 3D model of the environment while tracking the system's location within the environment. Algorithms running on a processor may then add the virtual light sources to the 3D model of the environment so that, when AR content is created, lighting effects corresponding to the virtual light sources can be added. The resulting AR content with virtual lighting effects appear more realistic to a user.
Methods and systems for constructing a shader
An illustrative shader construction system accesses a plurality of instructions based on a shader construction request. The plurality of instructions is associated with a shader component indicated in the shader construction request and includes a first instruction that relates to a selected platform indicated in the shader construction request and a second instruction that relates to a non-selected platform and that is incompatible with the selected platform. The shader construction system assembles a shader based on the plurality of instructions. The assembled shader is configured for use with the selected platform to perform a shader function implemented by the shader component. The shader construction system provides the assembled shader to a graphics rendering system configured to use the assembled shader to perform the shader function as part of rendering an image. Corresponding methods and systems are also disclosed.
Methods and systems for constructing a shader
An illustrative shader construction system accesses a plurality of instructions based on a shader construction request. The plurality of instructions is associated with a shader component indicated in the shader construction request and includes a first instruction that relates to a selected platform indicated in the shader construction request and a second instruction that relates to a non-selected platform and that is incompatible with the selected platform. The shader construction system assembles a shader based on the plurality of instructions. The assembled shader is configured for use with the selected platform to perform a shader function implemented by the shader component. The shader construction system provides the assembled shader to a graphics rendering system configured to use the assembled shader to perform the shader function as part of rendering an image. Corresponding methods and systems are also disclosed.
Mechanism for supporting discard functionality in a ray tracing context
Described herein is a technique for performing ray tracing. According to this technique, instead of executing intersection and/or any hit shaders during traversal of an acceleration structure to determine the closest hit for a ray, an acceleration structure is fully traversed in an invocation of a shader program, and the closest intersection with a triangle is recorded in a data structure associated with the material of the triangle. Later, a scheduler launches waves by grouping together multiple data items associated with the same material. The rays processed by that wave are processed with a continuation ray, rather than the full original ray. A continuation ray starts from the previous point of intersection and extends in the direction of the original ray. These steps help counter divergence that would occur if a single shader program that inlined the intersection and any hit shaders were executed.
Mechanism for supporting discard functionality in a ray tracing context
Described herein is a technique for performing ray tracing. According to this technique, instead of executing intersection and/or any hit shaders during traversal of an acceleration structure to determine the closest hit for a ray, an acceleration structure is fully traversed in an invocation of a shader program, and the closest intersection with a triangle is recorded in a data structure associated with the material of the triangle. Later, a scheduler launches waves by grouping together multiple data items associated with the same material. The rays processed by that wave are processed with a continuation ray, rather than the full original ray. A continuation ray starts from the previous point of intersection and extends in the direction of the original ray. These steps help counter divergence that would occur if a single shader program that inlined the intersection and any hit shaders were executed.
INCREMENTAL PRECISION NETWORKS USING RESIDUAL INFERENCE AND FINE-GRAIN QUANTIZATION
One embodiment provides for a computer-readable medium storing instructions that cause one or more processors to perform operations comprising determining a per-layer scale factor to apply to tensor data associated with layers of a neural network model and converting the tensor data to converted tensor data. The tensor data may be converted from a floating point datatype to a second datatype that is an 8-bit datatype. The instructions further cause the one or more processors to generate an output tensor based on the converted tensor data and the per-layer scale factor.
Compression techniques and hierarchical caching
Techniques are disclosed relating to compression of data stored at different cache levels. In some embodiments, a memory system implements a storage hierarchy that includes first cache circuitry and second cache circuitry at different levels of the hierarchy. Processor circuitry generates write data to be written to the memory system. In some embodiments, first compression circuitry is configured to compress a first block of write data in response to full accumulation of the first block in the first cache circuitry and second compression circuitry is configured to compress a second block of write data in response to full accumulation of the second block in the second cache circuitry. Write circuitry may write the first and second compressed blocks of data in a single combined write to a higher level in the storage hierarchy.