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.
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[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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