Optimized deferred lighting and foveal adaptation of particles and simulation models in a foveated rendering system

A particle and subsystem technology, applied in the field of foveated rendering, can solve the problem of not recognizing the game experience with higher resolution graphics

Active Publication Date: 2020-03-17
SONY COMPUTER ENTERTAINMENT INC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In some cases, video game processing can be throttled to match the lower bandwidth of the wireless connection to the display so that video frames can be rendered at a lower resolution to push

Method used

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  • Optimized deferred lighting and foveal adaptation of particles and simulation models in a foveated rendering system
  • Optimized deferred lighting and foveal adaptation of particles and simulation models in a foveated rendering system
  • Optimized deferred lighting and foveal adaptation of particles and simulation models in a foveated rendering system

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Embodiment Construction

[0032] While the following detailed description contains many specific details for purposes of illustration, those of ordinary skill in the art will appreciate that many variations and modifications to the following details are within the scope of the disclosure. Accordingly, aspects of the disclosure described below are set forth without loss of generality and without imposing limitations on the claims that follow this description.

[0033] In general, various embodiments of the present disclosure describe a graphics processor of a video rendering system configured to perform foveated rendering, wherein portions of the image in the foveal region may be rendered using a high resolution and using a lower resolution The rate renders the parts outside the fovea area. Specifically, the portion of the image outside the foveal region is rendered using an aggregated light source that closely approximates the sum of Effect. Also, the particle system simulation is rendered using all ...

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PUM

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Abstract

A method for implementing a graphics pipeline is provided. The method includes determining a plurality of light sources affecting a virtual scene. Geometries of objects of an image of the scene is projected onto a plurality of pixels of a display from a first point-of-view. The pixels are partitioned into a plurality of tiles. A foveal region of highest resolution is defined for the image as displayed, wherein a first subset of pixels is assigned to the foveal region, and wherein a second subset of pixels is assigned to a peripheral region that is outside of the foveal region. A first set of light sources is determined from the plurality of light sources that affect one or more objects displayed in a first tile that is in the peripheral region. At least two light sources from the first setare clustered into a first aggregated light source affecting the first tile when rendering the image in pixels of the first tile.

Description

Background technique [0001] Video games have grown in popularity with the advancement of video game technology. For example, high-performance graphics processors provide an incredible viewing and interactive experience when playing video games. Additionally, displays are being designed with higher and higher resolutions. For example, current technology includes displays with a 2K resolution (eg, 2.2 megapixels (2048x1080 pixels)) with an aspect ratio of approximately 19:10. Other displays with 4K UHD (Ultra High Definition) resolution (eg, 8.2 megapixels (3840x2160 pixels)) with an aspect ratio of 16:9 are now coming to market and are expected to gain traction. The increased graphics processing capabilities and high resolution displays provide users with a heretofore incredible viewing experience, especially when playing video games and game engines designed to take advantage of higher resolution displays. [0002] Pushing rendered images / frames to a high resolution display...

Claims

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Application Information

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IPC IPC(8): A63F13/212A63F13/211A63F13/5255G06T13/80G06T15/50G06T3/00G06T11/00A63F13/25A63F13/55G06T1/20
CPCG06T15/50A63F13/25A63F13/211A63F13/5255A63F13/212A63F13/55
Inventor A.扬C.霍J.R.斯塔福德
Owner SONY COMPUTER ENTERTAINMENT INC
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