G06T15/83

Shader program execution techniques for use in graphics processing
09665975 · 2017-05-30 · ·

This disclosure describes techniques for executing shader programs in a graphics processing unit (GPU). In some examples, the techniques for executing shader programs may include executing, with a shader unit of a graphics processor, a shader program that performs vertex shader processing and that generates multiple output vertices for each input vertex that is received by the shader program. In further examples, the techniques for executing shader programs may include executing a merged vertex/geometry shader program using a non-replicated mode of execution. The non-replicated mode of execution may involve assigning each of a plurality of primitives to one merged vertex/geometry shader program instance per primitive and causing each of the instances to output a plurality of vertices. In additional examples, the techniques for executing shader programs may include techniques for selecting one of a non-replicated mode and a replicated mode for executing a merged vertex/geometry shader program.

Shader program execution techniques for use in graphics processing
09665975 · 2017-05-30 · ·

This disclosure describes techniques for executing shader programs in a graphics processing unit (GPU). In some examples, the techniques for executing shader programs may include executing, with a shader unit of a graphics processor, a shader program that performs vertex shader processing and that generates multiple output vertices for each input vertex that is received by the shader program. In further examples, the techniques for executing shader programs may include executing a merged vertex/geometry shader program using a non-replicated mode of execution. The non-replicated mode of execution may involve assigning each of a plurality of primitives to one merged vertex/geometry shader program instance per primitive and causing each of the instances to output a plurality of vertices. In additional examples, the techniques for executing shader programs may include techniques for selecting one of a non-replicated mode and a replicated mode for executing a merged vertex/geometry shader program.

Gradation drawing device

A model generator 2 arranges a three-dimensional model on a base line. A model renderer 4 renders the three-dimensional model. A distance map generator 5 converts each depth of the three-dimensional model rendered into a distance from the base line. An alpha map generator 7 converts the distance from the base line into an alpha value.

Gradation drawing device

A model generator 2 arranges a three-dimensional model on a base line. A model renderer 4 renders the three-dimensional model. A distance map generator 5 converts each depth of the three-dimensional model rendered into a distance from the base line. An alpha map generator 7 converts the distance from the base line into an alpha value.

VIEW-DEPENDANT SHADING NORMAL ADAPTATION

A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.

VIEW-DEPENDANT SHADING NORMAL ADAPTATION

A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.

Method and apparatus for rendering hair, computer storage medium, electronic device

A method for rendering hair is provided and includes: obtaining a first rendered result by performing transparent channel test rendering on a specified pixel point in a hair model, wherein the specified pixel point is a pixel point with a pixel depth value less than a preset depth threshold and a transparency channel value greater than a preset transparency threshold; obtaining a second rendered result by performing transparent channel hybrid rendering on a backlight pixel point of the hair model based on the first rendered result; obtaining a third rendered result by performing transparent channel hybrid rendering on a light-oriented pixel point of the hair model based on the second rendered result; obtaining a final rendered result of the hair model by hybridizing the first rendered result, the second rendered result and the third rendered result.