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4 results about "Geometry shader" patented technology

Geometry Shader. A Geometry Shader (GS) is a Shader program written in GLSL that governs the processing of Primitives. Geometry shaders reside between the Vertex Shaders (or the optional Tessellation stage) and the fixed-function Vertex Post-Processing stage.

Performance test method, device and equipment for graphics card

The invention relates to the technical field of performance testing, and discloses a performance testing method, device and equipment for a graphics card, and the method comprises the steps: carrying out the quaternion stage decoupling of a rendering pipeline of the graphics card, and obtaining a vertex shader decoupling unit, a geometric shader decoupling unit, a rasterization unit decoupling unit and a pixel shader decoupling unit; stage isolation performance tests are respectively carried out to obtain first performance test data of the vertex shader, second performance test data of the geometric shader, third performance test data of the rasterization unit and fourth performance test data of the pixel shader; the first performance test data, the second performance test data, the third performance test data and the fourth performance test data are comprehensively analyzed to obtain performance bottleneck positioning results of all stages of the rendering pipeline, the coupling states of all the stages of the rendering pipeline can be effectively separated, and accurate adjustment and control over the running states of all the stages are achieved.
Owner:SHENZHEN XIANGSHENG INTELLIGENT MANUFACTURING CO LTD

Rendering pipeline method for directly performing geometric correction on vertex program

The invention discloses a pipeline rendering method for direct geometric correction at a vertex program. The method comprises the following steps: calculating an intersection point V'of a ray of a viewpoint and a geometric surface point V and a screen; establishing a transformation coordinate matrix M between each screen coordinate point and a curved surface corresponding point V '', and converting the two-dimensional points into curved surface points; carrying out subdivision on the geometric surface by utilizing a geometry shader program; combining the subdivided V with the ray of the viewpoint by using M, solving the intersection point of the ray and the screen, converting the intersection point into a curved surface space, and returning the two-dimensional coordinate of the curved surface point of each vertex, the three-dimensional information of the corresponding point, the texture coordinate and the normal information in a vertex program; and in the pixel program, illumination information of each vertex is calculated by using return information of the vertex program. According to the method, geometric correction is completed in the vertex program, so that scene rendering and geometric correction can be completed at the same time only by performing one-time rendering operation on the rendering pipeline, and the efficiency of immersive rendering is remarkably improved.
Owner:HARBIN INSTITUTE OF TECHNOLOGY (SHENZHEN) (INSTITUTE OF SCIENCE AND TECHNOLOGY INNOVATION HARBIN INSTITUTE OF TECHNOLOGY SHENZHEN)

Tracking coordinates of electrodes

A technique is described herein. The technique includes receiving endpoint location data in a geometry shader; processing the endpoint location data to calculate Bezier curve control points; and based on the Bezier curve control points, determining estimated electrode positions for the catheter.
Owner:BIOSENSE WEBSTER (ISRAEL) LTD

Display method, device and equipment of mark point and storage medium

The application provides a landmark point display method and device, electronic equipment and computer readable storage medium. The method comprises: acquiring geometric shape information and color information of a landmark point; the color information indicates the color of different display parts in the landmark point; the geometric shape information of the landmark point is processed by using a vertex shader to obtain a first primitive; and the first primitive is processed by using a geometry shader to obtain a second primitive; for a plurality of fragments obtained by rasterizing the second primitive, a fragment shader determines the display part to which each fragment belongs according to the geometric shape information, and determines the color of each fragment based on the display part to which each fragment belongs and the color information; and the landmark point is displayed according to the color of each fragment in the plurality of fragments. The edge of the displayed landmark point is clear and smooth.
Owner:SHINING 3D TECH CO LTD