G06T15/40

GPU ACCELERATED GEOSPATIAL QUERIES AND GEOMETRIC OPERATIONS
20230050854 · 2023-02-16 · ·

A method including receiving a spatial query on spatial data. The spatial query has a spatial query extent including a sub-portion of the spatial data. A projection type is selected for the spatial query. A framebuffer is created for the selected projection type. Vertex buffers are established to hold a geometry of the selected projection type. The vertex buffers are passed from a CPU to a GPU. A spatial geometry of the spatial query extent is rendered into the framebuffer by projecting feature vertex data for features that fall at least partly within the spatial query extent into the vertex buffers. Rendering generates rendered framebuffer pixel values. Pixel values of the rendered framebuffer are retrieved as bytes on the CPU. A spatial query result is processed that includes or uses the pixel values.

Viewpoint dependent brick selection for fast volumetric reconstruction

A method to culling parts of a 3D reconstruction volume is provided. The method makes available to a wide variety of mobile XR applications fresh, accurate and comprehensive 3D reconstruction data with low usage of computational resources and storage spaces. The method includes culling parts of the 3D reconstruction volume against a depth image. The depth image has a plurality of pixels, each of which represents a distance to a surface in a scene. In some embodiments, the method includes culling parts of the 3D reconstruction volume against a frustum. The frustum is derived from a field of view of an image sensor, from which image data to create the 3D reconstruction is obtained.

Graphics processing units and methods for controlling rendering complexity using cost indications for sets of tiles of a rendering space

A graphics processing unit (GPU) processes graphics data using a rendering space which is sub-divided into a plurality of tiles. The GPU comprises cost indication logic configured to obtain a cost indication for each of a plurality of sets of one or more tiles of the rendering space. The cost indication for a set of tile(s) is suggestive of a cost of processing the set of one or more tiles. The GPU controls a rendering complexity with which primitives are rendered in tiles based on the cost indication for those tiles. This allows tiles to be rendered in a manner that is suitable based on the complexity of the graphics data within the tiles. In turn, this allows the rendering to satisfy constraints such as timing constraints even when the complexity of different tiles may vary significantly within an image.

Graphics processing units and methods for controlling rendering complexity using cost indications for sets of tiles of a rendering space

A graphics processing unit (GPU) processes graphics data using a rendering space which is sub-divided into a plurality of tiles. The GPU comprises cost indication logic configured to obtain a cost indication for each of a plurality of sets of one or more tiles of the rendering space. The cost indication for a set of tile(s) is suggestive of a cost of processing the set of one or more tiles. The GPU controls a rendering complexity with which primitives are rendered in tiles based on the cost indication for those tiles. This allows tiles to be rendered in a manner that is suitable based on the complexity of the graphics data within the tiles. In turn, this allows the rendering to satisfy constraints such as timing constraints even when the complexity of different tiles may vary significantly within an image.

OCCLUSION DETECTION SYSTEM
20230236661 · 2023-07-27 ·

An occlusion detection system to perform operations that include: capturing image data that depicts an environment at a client device, the environment including a target object at a position within the environment; causing display of a presentation of the environment at the client device, the presentation of the environment including a display of the target object at the position within the environment; detecting a first attribute of the display of the target object at the client device; performing a comparison of the first attribute of the display of the target object and a second attribute associated with the target object; and detecting an occlusion based on the comparison.

OCCLUDER GENERATION FOR STRUCTURES IN DIGITAL APPLICATIONS
20230237733 · 2023-07-27 ·

A method is performed at a computing system for automatically generating an occluder, the method includes receiving an input model of the visual three-dimensional structure, the input model having a plurality of faces. The method includes simplifying the input model into an initial occluder including a plurality of candidate patches in a patch-based coarse mesh. The method includes determining a first quality metric of the initial occluder measured by a first number of pixels corresponding to objects behind the visual three-dimensional structure that are blocked by the input model and the initial occluder along a first view direction. The method includes removing one or more candidate patches associated with the first number of pixels from the initial occluder while maintaining the first quality metric above a first threshold to form the occluder for the visual three-dimensional structure.

OCCLUDER GENERATION FOR STRUCTURES IN DIGITAL APPLICATIONS
20230237733 · 2023-07-27 ·

A method is performed at a computing system for automatically generating an occluder, the method includes receiving an input model of the visual three-dimensional structure, the input model having a plurality of faces. The method includes simplifying the input model into an initial occluder including a plurality of candidate patches in a patch-based coarse mesh. The method includes determining a first quality metric of the initial occluder measured by a first number of pixels corresponding to objects behind the visual three-dimensional structure that are blocked by the input model and the initial occluder along a first view direction. The method includes removing one or more candidate patches associated with the first number of pixels from the initial occluder while maintaining the first quality metric above a first threshold to form the occluder for the visual three-dimensional structure.

Position-based rendering apparatus and method for multi-die/GPU graphics processing

Position-based rendering apparatus and method for multi-die/GPU graphics processing. For example, one embodiment of a method comprises: distributing a plurality of graphics draws to a plurality of graphics processors; performing position-only shading using vertex data associated with tiles of a first draw on a first graphics processor, the first graphics processor responsively generating visibility data for each of the tiles; distributing subsets of the visibility data associated with different subsets of the tiles to different graphics processors; limiting geometry work to be performed on each tile by each graphics processor using the visibility data, each graphics processor to responsively generate rendered tiles; and wherein the rendered tiles are combined to generate a complete image frame.

Position-based rendering apparatus and method for multi-die/GPU graphics processing

Position-based rendering apparatus and method for multi-die/GPU graphics processing. For example, one embodiment of a method comprises: distributing a plurality of graphics draws to a plurality of graphics processors; performing position-only shading using vertex data associated with tiles of a first draw on a first graphics processor, the first graphics processor responsively generating visibility data for each of the tiles; distributing subsets of the visibility data associated with different subsets of the tiles to different graphics processors; limiting geometry work to be performed on each tile by each graphics processor using the visibility data, each graphics processor to responsively generate rendered tiles; and wherein the rendered tiles are combined to generate a complete image frame.

Tessellation of Patches of Surfaces in a Tile Based Rendering System
20230230323 · 2023-07-20 ·

A method and apparatus are provided for tessellating patches of surfaces in a tile based three dimensional computer graphics rendering system. For each tile in an image a per tile list of primitive indices is derived for tessellated primitives which make up a patch. Hidden surface removal is then performed on the patch and any domain points which remain after hidden surface removal are derived. The primitives are then shaded for display.