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97 results about "Graphics pipeline" patented technology

In computer graphics, a computer graphics pipeline, rendering pipeline or simply graphics pipeline, is a conceptual model that describes what steps a graphics system needs to perform to render a 3D scene to a 2D screen. Once a 3D model has been created, for instance in a video game or any other 3D computer animation, the graphics pipeline is the process of turning that 3D model into what the computer displays. Because the steps required for this operation depend on the software and hardware used and the desired display characteristics, there is no universal graphics pipeline suitable for all cases. However, graphics application programming interfaces (APIs) such as Direct3D and OpenGL were created to unify similar steps and to control the graphics pipeline of a given hardware accelerator. These APIs abstract the underlying hardware and keep the programmer away from writing code to manipulate the graphics hardware accelerators (AMD/Intel/NVIDIA etc.).

Graph rendering system and method based on OpenGL SC and related product

The invention discloses a graphic rendering system and method based on OpenGL SC and a related product. The system comprises a rendering interface module used for providing a high-order graphic rendering function interface for an application program to receive graphic modeling data; the data conversion module is used for converting the graphic modeling data into intermediate drawing data conforming to the OpenGL SC standard; the graphic processing module is used for executing graphic calculation and rendering logic based on the intermediate drawing data and generating a rendering instruction; and the graph drawing module is used for calling the underlying OpenGL SC function library to execute the rendering instruction so as to complete graph rendering. According to the graphic rendering system, the underlying graphic pipeline is packaged inside, the development threshold and complexity are reduced through the high-order graphic interface, and the development efficiency and reliability are improved. All the modules are standardized and coordinated to realize complete process packaging from data to rendering, so that optimization and maintenance are integrated inside, and the maintainability, expandability and stability of the system are enhanced.
Owner:CHINA TECHENERGY

Hardware acceleration of resource barriers in a graphics environment

An apparatus to facilitate hardware acceleration of resource barriers in a graphics environment is disclosed. The apparatus includes resource barrier hardware circuitry for processing cores and a graphics pipeline to: receive a resource barrier instruction to transition a resource utilized by the graphics pipeline from a first usage to a second usage; responsive to the resource barrier instruction, cause a draw group marker having a current draw group count to be sent to an end of the graphics pipeline to track completion of each stage of the graphics pipeline; increment the current draw group count to a new draw group count for each new draw group of the graphics pipeline; and determine that a current signal stage of the graphics pipeline is complete for a current draw group responsive to a done count for the current signal stage being less than or equal to the current draw group count.
Owner:INTEL CORP

Three-dimensional Gaussian point cloud rendering method based on graph pipeline

The invention discloses a three-dimensional Gaussian point cloud rendering method based on a graphic pipeline. According to the method, the calculation shader is used for point cloud preprocessing and attribute calculation, the graphic pipeline is used for hardware rasterization and color mixing, the characteristics of the GPU are utilized to the maximum extent, and the extremely high rendering speed is achieved while the universality is higher. The method comprises the following stages: 1, a point cloud preprocessing stage: calculating point cloud attributes and NDC coordinates, and removing view cones at the same time; 2, performing depth sorting; and 3, coloring the point cloud. And 4, a graph pipeline stage, including point cloud Gaussian splashing rasterization and color transparency mixing. Compared with original CUDA rendering, the method can be operated on any platform supporting the graphic pipeline in the environment of a NVIDIA display card which does not need to be operated, higher universality is achieved, meanwhile, rasterization of point cloud Gaussian splashing is conducted through the graphic pipeline, the rasterization and color mixing can be conducted through the graphic pipeline, hardware acceleration can be naturally used, and the method has the advantages of being high in practicability and easy to popularize. Therefore, the extremely high rendering speed is realized.
Owner:HANGZHOU DIANZI UNIV

GPU-based database operators using the graphics pipeline

The present disclosure relates to methods and systems for using the computer graphics pipeline to execute database query operations on a graphics processing unit (GPU). The methods and systems use the graphics pipeline to transform relational data into images of the relational data. The methods and systems use the graphics pipeline to perform relational database operations on the images in response to a query and output a query result for the database operations.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Tile-based immediate mode renderer graphics pipeline with per-tile depth pre-passes

To render a batch of primitives, an acceleration unit (AU) first partitions a frame to be rendered into two or more tiles. For each primitive of the batch of primitives, the AU then determines whether the primitive is at least partially visible in each tile of the frame. Based on a primitive being at least partially visible in a tile, the AU stores geometry data of the primitive in the tile in a corresponding per-tile queue allocated to the tile. For each tile and using the geometry data in the per-tile queue allocated to the tile, the AU then performs one or more depth sub-passes to generate depth pre-pass data that is stored in the per-tile queue allocated to the tile. The AU then renders the batch of primitives based on the depth pre-pass data stored in the per-tile queues.
Owner:ADVANCED MICRO DEVICES INC

Efficient hybrid-graphics pipeline

An apparatus and method for efficiently managing jobs of a workload performed among multiple integrated circuits in separate semiconductor chips. In various implementations, a computing system includes a first processing node and a second processing node that together render and present video frame data. The graphics application holds the start of processing the next video frame until the first processing node receives result data for the current video frame from the second processing node and presents the video frame data. To remove latency, once the result data is generated, the first processing node performs a mocked present job visible to the operating system scheduler but sends no data to the display controller. The rendering of the next video frame begins, and the first processing node later presents the result data to the display controller.
Owner:ADVANCED MICRO DEVICES INC +1

Selectively write back dirty cache lines while processing

The present invention relates to a graphics pipeline (200) comprising a cache (207, 305) having cache lines (310 to 313) configured to store data used to process frames in the graphics pipeline. The graphics pipeline is implemented using a processor (115) that processes frames for the graphics pipeline using the data stored in the cache. The processor processes a first frame and writes dirty cache lines from the cache back to a memory (105) while processing the first frame. The dirty cache lines remain in the cache and are marked as clean after being written back to the memory. In some cases, the processor generates a hint (335) indicating a priority for writing back the dirty cache lines based on a read command occupancy at a system memory controller.
Owner:ADVANCED MICRO DEVICES INC +1

Method and apparatus for software based preemption using two-level binning to improve forward progress of preempted workloads

A system and a method are disclosed improving forward progress of preempted workloads. A graphics pipeline processes tiles of a first low-priority job. A controller stops the first job by resetting the GPU and preempting the first job with a second job having a higher priority, determine whether the first job has been previously preempted one or more times, and adjust a batch-binning parameter reducing a likelihood that the first job will again be preempted in the current frame. In one embodiment, the controller is configured to stop the first job at a preemption boundary during a draw call or by resetting the GPU. A batch-binning parameter may include postponing sorting primitives into tiles during a binning process, increasing a number of tiles for backend rendering, reducing a quality of anti-aliasing, decreasing a shading rate quality, and / or decreasing input resolution and increasing upscaling of the first job.
Owner:SAMSUNG ELECTRONICS CO LTD

Generating a rendered image of a three-dimensional object

Data representing a 3D object to be rendered is obtained, the data comprising: a mesh structure defining 3D co-ordinates for each of a plurality of object vertices; and a feature vector encoding visual characteristics for at least one object surface defined by the plurality of object vertices. Motion information indicative of motion of the object in a scene is received. Based on the motion information, the mesh structure is deformed by adjusting the co-ordinates for one or more of the plurality of object vertices. The deformed mesh structure is processed using a graphics pipeline comprising a vertex shader and a fragment shader to generate a rendered image of the scene. The fragment shader comprises an artificial neural network trained to output pixel colour values for the at least one object surface on the basis of the visual characteristics encoded in the feature vector.
Owner:SONY COMP ENTERTAINMENT EURO LTD

Multi-view display system and method employing a tilted convergence plane for multi-view images

The system and method involve loading views of a multi-view image into memory. The views can be formatted as bitmaps defined by a pixel coordinate system. The distance between the view and the central viewpoint can be identified. Subsequently, the views can be rendered in the graphics pipeline as a sheared view based on a shear function applied along the axes of the pixel coordinate system. The shear strength of the shear function is related to the distance between the view and the central viewpoint.
Owner:LEIA INC

Cross-application double-region real-time color contrast system and method based on dynamic region high-frequency sampling

The invention discloses a cross-application double-region real-time color contrast system and method based on dynamic region high-frequency sampling. According to the system disclosed by the invention, efficient operation is realized through cooperation of a modular hardware architecture and a data stream; the screen capture module transmits full-screen pixel data to the dynamic sampling module in real time through memory mapping and a hardware acceleration channel; the dynamic sampling module is combined with a boundary protection unit and a double-buffering technology to ensure data integrity; the high-frequency sampling controller drives an interrupt signal at the frequency of 60FPS to coordinate the time sequence of each module; the real-time comparison interface module dynamically updates an interface through a frame buffer and a graphic rendering pipeline; and the multi-DPI adaptive module realizes cross-screen accurate alignment through a configuration bus and an address decoder. According to the method, through hardware interruption, DMA transmission and graphic pipeline rendering, the color correction efficiency is further improved, and the method is suitable for film and television toning, game development and industrial simulation scenes.
Owner:李智超

Industrial visualization using graphics processing hardware

Methods for real-time simulation of a physical environment and corresponding systems, devices, and computer-readable mediums. A method performed by a graphical processing unit (GPU) (200) of a computer system (100) includes reading (402) simulation parameters from a uniform buffer (216) for processing by a compute pipeline (302) of a GPU (200) and by a graphics pipeline (304) of the GPU (200). The method includes programming (404) a vertex buffer (220) in the graphics pipeline (304), based on the simulation parameters, to produce first vertex buffer contents. The method includes performing a simulation (406) in the compute pipeline (302), based on the parameters, the first vertex buffer contents, and first storage buffer contents to produce second storage buffer contents, storing (408) the second storage buffer content in a storage buffer (222), and writing (410) second vertex buffer contents to the vertex buffer (220) based on the second storage buffer contents. The method includes writing (414) data to a frame buffer (210) for display to a user, in the graphics pipeline (304), based on the second vertex buffer contents.
Owner:SIEMENS AG +1

Method for rendering video frames, computer-readable storage medium, and computer system

A method for updating information of a graphics pipeline includes: executing an application on a CPU in a first frame period to generate primitives of a scene of a first video frame. Receiving eye gaze tracking information of a user in a second frame period. Predicting a landing point on an HMD display at the CPU at least based on the gaze tracking information in the second frame period. Post-updating the predicted landing point to a buffer accessible by a GPU in the second frame period. Performing shader operations in the GPU in the second frame period to generate pixel data based on the primitives and based on the predicted landing point, wherein the pixel data is stored in a frame buffer. Scanning and outputting the pixel data from the frame buffer to the HMD in a third frame period.
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

Programming model for resource-constrained scheduling

The present technology augments the GPU compute model to provide system-provided data marshalling characteristics of graphics pipelining to increase efficiency and reduce overhead. A simple scheduling model based on scalar counters (e.g., semaphores) abstract the availability of hardware resources. Resource releases can be done programmatically, and a system scheduler only needs to track the states of such counters / semaphores to make work launch decisions. Semantics of the counters / semaphores are defined by an application, which can use the counters / semaphores to represent the availability of free space in a memory buffer, the amount of cache pressure induced by the data flow in the network, or the presence of work items to be processed.
Owner:NVIDIA CORP

Programming Model for Resource-Constrained Scheduling

This technology enhances the GPU computing model to provide data marshalling features provided by the system of the graphics pipeline, thereby improving efficiency and reducing overhead. A simple scheduling model based on scalar counters (e.g., semaphores) abstracts the availability of hardware resources. Resource release can be done programmatically, and the system scheduler only needs to track the status of such counters / semaphores to make work start decisions. The semantics of the counters / semaphores are defined by the application, and the application can use the counters / semaphores to represent the availability of available space in the memory buffer, the amount of cache pressure caused by data flow in the network, or the presence of work items to be processed.
Owner:NVIDIA CORP

Local shader engine geometry and attribute shading

Systems and techniques are provided for deferred attribute shading operations in a graphics pipeline (124). A set of primitives is received by one or more shader engines (300, 350) of a processing core (316) for rendering at least a portion of a scene. The shader engine(s) cull the received set of primitives by identifying a subset of the primitives that are potentially visible in the scene; generate intermediate data for the identified subset of primitives; generate attribute data values (235) based on the intermediate data for the identified subset of primitives; and rasterize the identified subset of primitives for rendering based on the generated attribute data values.
Owner:ADVANCED MICRO DEVICES INC

Video rendering method and system based on a compute shader and an Xpixmap

ActiveCN121367796BReduce multiple copiesImprove resolutionComputational scienceHigh frame rate
The application provides a video rendering method and system based on a computing shader and Xpixmap, compared with an opengl display and a graphics pipeline mode, the computing shader can fully call general computing resources of a GPU, as long as the computing resources are sufficient, high resolution and high frame rate video rendering can be supported, and the processing capacity is greatly improved compared with the graphics pipeline mode. Compared with the opengl display mode, the use of the Xpixmap display mode reduces the multiple copying of the video frame, and further improves the efficiency of the video rendering and display. The scheme fully calls the computing resources of the GPU, renders YUV into RGBA and directly stores in the buffer area corresponding to the Xpixmap, and then uses the X function to submit the display, compared with the opengl display and the graphics pipeline mode, the scheme has higher efficiency, stronger processing capacity and adaptability, and is especially suitable for a graphics processing pipeline with insufficient capacity but powerful general computing capacity.
Owner:WUHAN LINGJIU MICROELECTRONICS CO LTD

Topological Shader Technology

The system, device and method may provide the following technology: a topology shader in a graphics pipeline receives an object description, generates a set of polygons in the topology shader based on the object description, and sends the set of polygons to a vertex shader.
Owner:INTEL CORP

SOC-based camera data preview method and device, medium and chip

The invention discloses an SOC-based camera data preview method and device, a medium and a chip, and belongs to the technical field of chips. Creating a streaming media processing pipeline in the Linux system; acquiring camera data acquired by the Ethernet camera by using the data receiving plug-in; the data processing plug-in is used for processing camera data, and obtained video coding data is sent to the decoding plug-in; decoding the video coding data by using a decoding plug-in, and sharing the obtained preview image to a display plug-in; and sharing the preview image to a graphic pipeline GPIPE layer in a display controller DC by using a display plug-in, so that the DC displays the preview image on a screen as an upper layer picture, and the DC is controlled by the RTOS. According to the application, the streaming media processing pipeline is used for interacting with the RTOS system to decode the camera data, and the streaming media processing pipeline is used for interacting with the RTOS system to display the preview image on the screen, so that the camera data can be quickly previewed.
Owner:BEIJING SEMIDRIVE TECHNOLOGY LTD

Reducing redundant rendering in a graphics system

Rendering uses a graphics processing unit which implements a tile-based graphics pipeline where a rendering space is sub-divided into tiles. Primitives are received that were processed by a geometry processing stage of the pipeline and these are grouped into one or more primitive blocks. Primitive block data is stored characterising the content of the one or more primitive blocks. For each tile, the primitives present in the tile are determined, the primitive blocks in which the included primitives are included are also determined, and for at least one selected tile it is determined whether the output of a previous render for the selected tile(s) can be used as an output for the render by determining 1104 whether the number of primitive blocks which contain primitives in that tile exceeds a predefined limit. If the predefined limit is not exceeded, the primitive block data is compared 1110 for the current and previous render. If the threshold is not exceeded, the current render of the tile is performed without comparing the current render to the previous render.
Owner:IMAGINATION TECH LTD

Creating secure pipeline cache objects using differential privacy techniques

A graphics pipeline cache reconstruction operation is implemented to reconstruct one or more graphics pipeline caches for a current client gaming session based on one or more pipeline structures. The pipeline structures each represent a graphical object rendered during a respective previous client gaming session and are used to reconstruct one or more graphics pipeline caches that include graphics pipeline cache objects related to the graphical objects of the pipeline structures. These graphics pipeline cache objects are used to initialize one or more graphics pipelines used to render the graphical objects in a gaming application for a current client gaming session.
Owner:GOOGLE LLC

A CPU for implementing a graphics processing pipeline

A central processing unit (CPU) 300 for implementing a graphics processing pipeline comprises: one or more graphics processing modules 320, 321 comprising dedicated hardware; and an execution unit 310
Owner:IMAGINATION TECH LTD

Document sharing protection with watermarking

A computing system for preventing document sharing is provided. The computing system includes a processor having an associated memory, the processor configured to execute instructions using portions of the memory to cause the processor to implement a compliance portal in which a policy is established to encompass a plurality of documents, send the policy to a client device having a display screen, and execute the compliance portal using the portion of the memory. And in response to receiving an indication that the client device has triggered the policy, instructing the client device to modify the graphics pipeline to add the opaque watermark to the screen image displayed on the display screen.
Owner:MICROSOFT TECHNOLOGY LICENSING LLC

Video rendering method and system based on calculation shader and Xpixmap

According to the video rendering method and system based on the computing shader and the Xpixmap, compared with an opengl display and graph pipeline mode, the computing shader can fully call general computing resources of a GPU, high-resolution and high-frame-rate video rendering can be supported as long as the computing resources are sufficient, and compared with the graph pipeline mode, the processing capacity is greatly improved. Compared with an opengl display mode, the Xpixmap display mode has the advantages that multiple copies of the video frames are reduced, and the video rendering and display efficiency is further improved. According to the scheme, computing resources of the GPU are fully called, the YUV is rendered into RGBA to be directly stored in the buffer area corresponding to the Xpixmap, then the RGBA is submitted and displayed through the X function, compared with opengl display and a graphic pipeline mode, higher efficiency and higher processing capacity and adaptability are achieved, and the method is particularly suitable for a display card with insufficient graphic processing pipeline capacity but high general computing capacity.
Owner:WUHAN LINGJIU MICROELECTRONICS CO LTD

Topology shader technology

Systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. Additionally, the set of polygons may be sent to a vertex shader.
Owner:INTEL CORP

Task merging

Methods and apparatus for merging tasks in a graphics pipeline in which, subsequent to a trigger to flush a tag buffer, one or more tasks from the flushed tag buffer are generated, each task comprising a reference to a program and plurality of fragments on which the program is to be executed, wherein a fragment is an element of a primitive at a sample position. It is then determined whether merging criteria are satisfied and if satisfied, one or more fragments from a next tag buffer flush are added to a last task of the one or more tasks generated from the flushed tag buffer.
Owner:IMAGINATION TECH LTD

Method for calculating the visibility of objects within a 3D scene

A dedicated camera, clone of the main camera, is used with a graphics pipeline configured so as to generate an image enabling a simple measurement of the visibility of an object. The image thus generated takes account of all the parameters capable of altering the visibility of the object.
Owner:GADSME

Heuristics enabled tiled rendering

In embodiments a graphics pipeline includes a logic that can assess whether to enable or disable tiled rendering for sets of graphics primitives. The logic applies one or more rules or heuristics to a set of graphics primitives associated with a frame, and determines whether to enable tiled rendering for that set of graphics primitives if the one or more rules or heuristics are satisfied. Otherwise, the logic determines to disable tiled rendering for that set of graphics primitives. As further graphics primitives are received for the frame, the logic may make additional decisions as to whether or not to render the further graphics primitives using tiled rendering.
Owner:NVIDIA CORP