Patent classifications
G06T15/83
SHADER BINDING MANAGEMENT IN RAY TRACING
In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).
SHADER BINDING MANAGEMENT IN RAY TRACING
In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).
METHOD AND SYSTEM FOR PRESENTING SHADED DESCRIPTORS CORRESPONDING WITH SHADED ULTRASOUND IMAGES
A method and system for applying shading to descriptors that are presented with 2D ultrasound images having corresponding shading is provided. The method may include mapping, by a processor, height values of a synthetic map to pixels of a descriptor. The method may include determining, by the processor, a gradient of the height values for each of the pixels of the descriptor. The method may include applying, by the processor, shading to the descriptor based on shading parameters and the gradient of the height values for each of the pixels of the descriptor to create a shaded descriptor. The method may include presenting, by the processor, the shaded descriptor at a display system with a 2D ultrasound image having shading corresponding with the shading applied to the shaded descriptor.
METHOD AND SYSTEM FOR PRESENTING SHADED DESCRIPTORS CORRESPONDING WITH SHADED ULTRASOUND IMAGES
A method and system for applying shading to descriptors that are presented with 2D ultrasound images having corresponding shading is provided. The method may include mapping, by a processor, height values of a synthetic map to pixels of a descriptor. The method may include determining, by the processor, a gradient of the height values for each of the pixels of the descriptor. The method may include applying, by the processor, shading to the descriptor based on shading parameters and the gradient of the height values for each of the pixels of the descriptor to create a shaded descriptor. The method may include presenting, by the processor, the shaded descriptor at a display system with a 2D ultrasound image having shading corresponding with the shading applied to the shaded descriptor.
Shader binding management in ray tracing
In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).
Shader binding management in ray tracing
In various examples, shader bindings may be recorded in a shader binding table that includes shader records. Geometry of a 3D scene may be instantiated using object instances, and each may be associated with a respective set of the shader records using a location identifier of the set of shader records in memory. The set of shader records may represent shader bindings for an object instance under various predefined conditions. One or more of these predefined conditions may be implicit in the way the shader records are arranged in memory (e.g., indexed by ray type, by sub-geometry, etc.). For example, a section selector value (e.g., a section index) may be computed to locate and select a shader record based at least in part on a result of a ray tracing query (e.g., what sub-geometry was hit, what ray type was traced, etc.).
METHOD AND APPARATUS FOR REAL-TIME RENDERING OF IMAGES OF SPECULAR SURFACES
For rendering a specular part of a surface illuminated by an area light source (A), a viewing reflection vector (R) associated with an image to be rendered at a shading point (x) is established. For each spherical edge U.sub.iU.sub.i+1 of a projected area consisting in a projection of the light source onto a unit sphere centered on the shading point, a local radiance is established by: establishing a normalized projection vector S of the viewing reflection vector onto a plane defined by edge U.sub.iU.sub.i+1 and the shading point determining if point S associated with vector S lies inside U.sub.iU.sub.i+1, and if so, performing a halfway transform of U.sub.i; S and U.sub.i+1 and an edge integral on U.sub.i; S and S, U.sub.i+1. An iteration is performed over all edges and the local radiance is summed, the surface being rendered accordingly.
METHOD AND APPARATUS FOR REAL-TIME RENDERING OF IMAGES OF SPECULAR SURFACES
For rendering a specular part of a surface illuminated by an area light source (A), a viewing reflection vector (R) associated with an image to be rendered at a shading point (x) is established. For each spherical edge U.sub.iU.sub.i+1 of a projected area consisting in a projection of the light source onto a unit sphere centered on the shading point, a local radiance is established by: establishing a normalized projection vector S of the viewing reflection vector onto a plane defined by edge U.sub.iU.sub.i+1 and the shading point determining if point S associated with vector S lies inside U.sub.iU.sub.i+1, and if so, performing a halfway transform of U.sub.i; S and U.sub.i+1 and an edge integral on U.sub.i; S and S, U.sub.i+1. An iteration is performed over all edges and the local radiance is summed, the surface being rendered accordingly.
Optimizing shading process for mixed order-sensitive and order-insensitive shader operations
A graphics processing unit (GPU) includes programmable shader hardware and grouping hardware. The grouping hardware receives pixels collected from a set of primitives, wherein pixel locations of each primitive have been obtained through rasterization of a set of vertices of the primitive. The grouping hardware also groups the pixels into a set of groups having a sequential order. None of the pixels in each group overlapped with each other in a display and overlapped pixels belong to different groups. The programmable shader hardware performs order-insensitive shader operations on the groups according to a first subset of an instruction set defined for a programmable shader, with two or more of the groups processed in parallel. The programmable shader hardware also performs order-sensitive shader operations on each of the groups in the sequential order according to a second subset of the instruction set defined for the programmable shader.
Optimizing shading process for mixed order-sensitive and order-insensitive shader operations
A graphics processing unit (GPU) includes programmable shader hardware and grouping hardware. The grouping hardware receives pixels collected from a set of primitives, wherein pixel locations of each primitive have been obtained through rasterization of a set of vertices of the primitive. The grouping hardware also groups the pixels into a set of groups having a sequential order. None of the pixels in each group overlapped with each other in a display and overlapped pixels belong to different groups. The programmable shader hardware performs order-insensitive shader operations on the groups according to a first subset of an instruction set defined for a programmable shader, with two or more of the groups processed in parallel. The programmable shader hardware also performs order-sensitive shader operations on each of the groups in the sequential order according to a second subset of the instruction set defined for the programmable shader.