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Compact visibility state for gpus compatible with hardware instancing

A state and state description technology, applied in 3D image processing, processor architecture/configuration, instruments, etc., can solve problems affecting vertex cache hits, etc.

Pending Publication Date: 2020-11-24
MICROSOFT TECH LICENSING LLC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

This results in a reordering of the original triangle list, which can adversely affect vertex cache hits during subsequent GPU rendering passes

Method used

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  • Compact visibility state for gpus compatible with hardware instancing
  • Compact visibility state for gpus compatible with hardware instancing
  • Compact visibility state for gpus compatible with hardware instancing

Examples

Experimental program
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Embodiment Construction

[0019] The present disclosure relates to apparatus and methods for determining the visibility status of instances and / or primitives in scenes and / or images of graphics-based applications, such as but not limited to games. Computer games increasingly preprocess triangles to determine the visibility of triangles by writing out a per-frame triangle list for processing as preprocessing before executing the conventional graphics processing unit (GPU) rendering pipeline. Since each instance of a mesh has a unique set of visible triangles, existing triangle pre-culling solutions cannot be used for hardware instancing. The game must issue draw calls per instance, some of which may have few or no triangles. As such, games employing triangle pre-culling may end up with draw call limitations on the GPU and / or Central Processing Unit (CPU). Alternatively, a game employing triangle pre-culling could write out the transformed position of each vertex to create a single large draw call for a...

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PUM

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Abstract

Methods and devices for rendering visible primitives in a scene of an application may include loading a primitive visibility buffer that includes a plurality of primitives representing at least one instance in a scene of the application. The primitive visibility buffer may include for each primitive of the plurality of primitives a visibility bit that describes a visibility state as visible or notvisible for each of the plurality primitives. The methods and devices may include determining whether each of the plurality of primitives are visible in the scene based on the visibility bit, rendering a primitive when the visibility bit for the primitive indicates that the primitive is visible, and skipping the rendering of the primitive when the visibility bit indicates that the primitive is not visible. The methods and devices may also include combing pre-computed visibility states with runtime visibility testing when rendering the visibility bits.

Description

technical field [0001] The present disclosure relates to computer devices and graphics processing. Background technique [0002] Currently, in graphics, before geometric primitives are rendered for a computer game, a list is established indicating which mesh instances and primitives are visible. As such, computer games increasingly preprocess mesh instances and primitives to determine their visibility, as preprocessing prior to execution of conventional graphics processing unit (GPU) rendering pipelines. To do this, computer games must write out mesh instance data and per-frame lists of primitives for processing. [0003] Visibility testing and compression of per-instance data is typically done on the central processing unit (CPU). Typically, a compute shader on the GPU can determine whether a primitive is visible, usually a primitive is a triangle. Each GPU thread processes a single triangle, testing to make sure the triangle is facing the viewer front-facing, not off-sc...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T15/40
CPCG06T15/40G06T15/405G06T17/10G06T1/20
Inventor J·D·怀特M·J·I·福勒
Owner MICROSOFT TECH LICENSING LLC