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    • 5. 发明申请
    • PATCHED SHADING IN GRAPHICS PROCESSING
    • 图形处理中的贴图
    • US20130265309A1
    • 2013-10-10
    • US13830145
    • 2013-03-14
    • QUALCOMM INCORPORATED
    • Vineet GoelAndrew Evan GruberDonghyun Kim
    • G06T15/80
    • G06T15/80G06T15/00G06T15/005
    • Aspects of this disclosure generally relate to a process for rendering graphics that includes performing, with a hardware shading unit of a graphics processing unit (GPU) designated for vertex shading, vertex shading operations to shade input vertices so as to output vertex shaded vertices, wherein the hardware unit is configured to receive a single vertex as an input and generate a single vertex as an output. The process also includes performing, with the hardware shading unit of the GPU, a geometry shading operation to generate one or more new vertices based on one or more of the vertex shaded vertices, wherein the geometry shading operation operates on at least one of the one or more vertex shaded vertices to output the one or more new vertices.
    • 本公开的方面通常涉及用于渲染图形的处理,其包括使用指定为顶点着色的图形处理单元(GPU)的硬件阴影单元执行遮蔽输入顶点的顶点着色操作,以便输出顶点着色顶点,其中 硬件单元被配置为接收单个顶点作为输入并且生成单个顶点作为输出。 该过程还包括利用GPU的硬件着色单元执行基于顶点着色顶点中的一个或多个以生成一个或多个新顶点的几何阴影操作,其中,几何阴影操作对一个 或多个顶点着色顶点,以输出一个或多个新顶点。
    • 8. 发明申请
    • SHADER PROGRAM EXECUTION TECHNIQUES FOR USE IN GRAPHICS PROCESSING
    • 用于图形处理的较差程序执行技术
    • US20160055667A1
    • 2016-02-25
    • US14466554
    • 2014-08-22
    • QUALCOMM Incorporated
    • Vineet GoelDonghyun KimGang Zhong
    • G06T15/83G06T15/00
    • G06T15/83G06T15/005
    • 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.
    • 本公开描述了用于在图形处理单元(GPU)中执行着色器程序的技术。 在一些示例中,用于执行着色器程序的技术可以包括使用图形处理器的着色器单元执行着色器程序,该着色器程序执行顶点着色器处理,并且为着色器程序接收的每个输入顶点生成多个输出顶点。 在另外的示例中,用于执行着色器程序的技术可以包括使用非复制的执行模式来执行合并的顶点/几何着色器程序。 非复制的执行模式可以包括将多个基元中的每一个分配给每个基元的一个合并的顶点/几何着色器程序实例,并使每个实例输出多个顶点。 在附加示例中,用于执行着色器程序的技术可以包括用于选择非复制模式和用于执行合并顶点/几何着色器程序的复制模式之一的技术。