G06T15/40

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.

METHOD AND GRAPHICS PROCESSING SYSTEM FOR RENDERING ONE OR MORE FRAGMENTS HAVING SHADER-DEPENDENT PROPERTIES
20230230319 · 2023-07-20 ·

A graphics processing unit and method for processing fragments in a graphics processing system which includes: (i) hidden surface removal logic configured to perform hidden surface removal on fragments, and (ii) processing logic configured to execute shader programs for fragments. Initial processing of fragments is performed at the hidden surface removal logic. Some of the fragments have a shader-dependent property. A shader program for a particular fragment having the shader-dependent property is split into two stages. The initial processing comprises performing a depth test on the particular fragment. In response to the particular fragment passing the depth test of the initial processing in the hidden surface removal logic, a first stage, but not a second stage, of the shader program is executed for the particular fragment at the processing logic. The first stage of the shader program has instructions for determining the property of the particular fragment.

METHOD AND GRAPHICS PROCESSING SYSTEM FOR RENDERING ONE OR MORE FRAGMENTS HAVING SHADER-DEPENDENT PROPERTIES
20230230319 · 2023-07-20 ·

A graphics processing unit and method for processing fragments in a graphics processing system which includes: (i) hidden surface removal logic configured to perform hidden surface removal on fragments, and (ii) processing logic configured to execute shader programs for fragments. Initial processing of fragments is performed at the hidden surface removal logic. Some of the fragments have a shader-dependent property. A shader program for a particular fragment having the shader-dependent property is split into two stages. The initial processing comprises performing a depth test on the particular fragment. In response to the particular fragment passing the depth test of the initial processing in the hidden surface removal logic, a first stage, but not a second stage, of the shader program is executed for the particular fragment at the processing logic. The first stage of the shader program has instructions for determining the property of the particular fragment.

Topology shader technology

Systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. Additionally, the set of polygons may be sent to a vertex shader.

Topology shader technology

Systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. Additionally, the set of polygons may be sent to a vertex shader.

System, method, apparatus, and computer program product for utilizing machine learning to process an image of a mobile device to determine a mobile device integrity status

A system, apparatus, method and computer program product are provided for determining a mobile device integrity status. Images of a mobile device captured by the mobile device and using a reflective surface are processed with various trained models, such as neural networks, to verify authenticity, detect damage, and to detect occlusions. A mask may be generated to enable identification of concave occlusions or blocked corners of an object, such as a mobile device, in an image. Images of the front and/or rear of a mobile device may be processed to determine the mobile device integrity status such as verified, not verified, or inconclusive. A user may be prompted to remove covers, remove occlusions, and/or move the mobile device closer to the reflective surface. A real-time response relating to the mobile device integrity status may be provided. The trained models may be trained to improve the accuracy of the mobile device integrity status.

System, method, apparatus, and computer program product for utilizing machine learning to process an image of a mobile device to determine a mobile device integrity status

A system, apparatus, method and computer program product are provided for determining a mobile device integrity status. Images of a mobile device captured by the mobile device and using a reflective surface are processed with various trained models, such as neural networks, to verify authenticity, detect damage, and to detect occlusions. A mask may be generated to enable identification of concave occlusions or blocked corners of an object, such as a mobile device, in an image. Images of the front and/or rear of a mobile device may be processed to determine the mobile device integrity status such as verified, not verified, or inconclusive. A user may be prompted to remove covers, remove occlusions, and/or move the mobile device closer to the reflective surface. A real-time response relating to the mobile device integrity status may be provided. The trained models may be trained to improve the accuracy of the mobile device integrity status.

OCCLUSION SOLUTION WITHIN A MIXED REALITY DESIGN SOFTWARE APPLICATION
20230021117 · 2023-01-19 ·

A method for incorporating a real object at varying depths within a rendered three-dimensional architectural design space can include capturing data from a real environment, wherein the real environment comprises at least one real object within a physical architectural space. The method can also comprise extracting the at least one real object from the captured data from the real environment. Further, the method can include providing a rendered three-dimensional architectural design space comprising at least one virtual architectural component. The method can also include projecting the captured data from the real environment on a first plane within the rendered three-dimensional architectural design space and projecting the extracted at least one real object on a at least one additional plane within the rendered three-dimensional architectural design space, such that the rendered at least one real object is properly occluded within the rendered three-dimensional architectural design space.

OCCLUSION SOLUTION WITHIN A MIXED REALITY DESIGN SOFTWARE APPLICATION
20230021117 · 2023-01-19 ·

A method for incorporating a real object at varying depths within a rendered three-dimensional architectural design space can include capturing data from a real environment, wherein the real environment comprises at least one real object within a physical architectural space. The method can also comprise extracting the at least one real object from the captured data from the real environment. Further, the method can include providing a rendered three-dimensional architectural design space comprising at least one virtual architectural component. The method can also include projecting the captured data from the real environment on a first plane within the rendered three-dimensional architectural design space and projecting the extracted at least one real object on a at least one additional plane within the rendered three-dimensional architectural design space, such that the rendered at least one real object is properly occluded within the rendered three-dimensional architectural design space.

GRAPHICS PROCESSING SYSTEM AND METHOD OF RENDERING
20230019270 · 2023-01-19 ·

A method of rendering, in a rendering space, a scene formed by primitives in a graphics processing system. A geometry processing phase includes the step of storing fragment shading rate data representing a first fragment shading rate value and associating data identifying a primitive with the fragment shading rate data. A rendering phase includes the steps of retrieving the stored fragment shading rate data and associated data identifying the primitive, obtaining an attachment specifying one or more attachment fragment shading rate values for the rendering space; processing the primitive to derive primitive fragments to be shaded; and for each primitive fragment, combining the first fragment shading rate value for the primitive from which the primitive fragment is derived with an attachment fragment shading rate value from the attachment to produce a resolved combined fragment shading rate value for the respective fragment.