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415 results about "Shader" patented technology

In computer graphics, a shader is a type of computer program that was originally used for shading (the production of appropriate levels of light, darkness, and color within an image), but which now performs a variety of specialized functions in various fields of computer graphics special effects, or does video post-processing unrelated to shading, or even performs functions unrelated to graphics at all.

Method for automatically drawing OpenGL program by using Vulkan

The invention discloses a method for automatically drawing an OpenGL (Open Graphics Library) program by using Vulkan. The method comprises the following steps of: creating a context used by the Vulkan, initializing each module, processing an OpenGL instruction related to texture and data buffering, and managing storage of texture and data buffering resources in a video memory; a shader program used by the OpenGL is preprocessed into a format acceptable to Vulkan, and an OpenGL shader program instruction is created and destroyed; processing an OpenGL (Open Graphics Library) instruction related to frame buffering to generate structural body information required by Vulkan dynamic rendering; an OpenGL instruction of the sampler is also created; processing an OpenGL (Open Graphics Library) instruction for creating a vertex input format and managing a vertex data buffer area, and maintaining vertex input information, a vertex buffer area and an index buffer area required by Vulkan; and finally, drawing or calculating, distributing and calling Vulkan on the basis of all the instructions.
Owner:ZHEJIANG UNIV +1

Direct3D memory model compatible method based on adaptive occupied resources

The invention discloses a Direct3D memory model compatible method based on adaptive placeholder resources, which comprises the following steps: establishing resource metadata, accessing a scene library, checking an instruction template and double sandboxes when a DXVK is started, describing related resources by the DXVK through the metadata after a D3D application is started, completing resource mapping and metadata dynamic updating, and allocating the resources to the corresponding sandboxes; the DXVK compiles an application shader code, identifies a resource access instruction, matches an access scene and a check template by combining a pipeline stage and binding slot query metadata, instantiates the check instruction and adds the check instruction to the front of a target instruction; according to the unbound resources, adaptive generation of corresponding occupied resources is carried out, the authority and the state are configured, the unbound resources are bound to a Vulkan descriptor set to replace VKNULLHANDLE, and adaptation of the shader interface and the pipeline state parameters is completed to create PSO (Particle Swarm Optimization); and intercepting an application rendering instruction analysis parameter to construct a command buffer area, submitting the command buffer area to a Vulkan queue to trigger a GPU (Graphic Processing Unit) to execute rendering, and finally completing complete conversion and adaptation from the D3D rendering logic to the Vulkan.
Owner:北京麟卓信息科技有限公司

Video display and storage method and system based on wayland protocol and storage medium

The invention belongs to the technical field of computers, and provides a video display and storage method and system based on a wayland protocol and a storage medium in order to solve the problems that an existing wayland video system is high in rendering delay, high in CPU load, low in storage efficiency and poor in cross-platform compatibility. Video frames are directly written into an Overlay layer through DRM-KMS and mixed by bypassing a synthesizer, meanwhile, CPU memory amplitude overhead is eliminated through zero copy transmission, an ISP-GPU-VPU direct transmission assembly line is constructed, full-link DMA-BUF direct transmission is achieved, and delay is greatly reduced; iSP preprocessing, GPU shader scaling and VPU coding are all executed by special hardware, so that the load is reduced, and the multi-path processing capability is improved; vPU dynamic code rate compression is utilized, segmented storage is carried out according to events / time, metadata is synchronized to a database, redundant storage is avoided, and space is saved.
Owner:CHANGSHA YINGBEIDI ELECTRONIC TECH CO LTD

Mass data particle system rendering method and device based on WebGL

The invention discloses a WebGL-based mass data particle system rendering method and device, and belongs to the technical field of computer graphic processing. The method comprises the following steps: firstly, selecting the type of a particle emitter according to scene requirements, then constructing a primitive object based on points or quadrangles, and configuring three-dimensional coordinates and texture parameters; aggregation rendering is carried out on a single-frame primitive array through a WebGL vertex shader and a fragment shader, and the drawing calling frequency is reduced; the method comprises the steps of dynamically adjusting particle attributes, including position compensation, color gradient and explicit-implicit control, determining a rendering form and playing time of an animation according to requirements of an actual application scene, and supporting fine configuration of a single particle, including texture animation, dynamic scaling and rotation parameters. When a large amount of data is processed, on the premise of ensuring the rendering quality, the rendering efficiency can be remarkably improved, the consumption of a memory and GPU resources can be reduced, the response time of the system can be optimized, and meanwhile, the interaction experience of a user can be improved.
Owner:RES INST OF CHEM DEFENSE PLA ACAD OF MILITARY SCI

3D GS model real-time processing method and device based on unreal engine

The invention provides a 3DGS model real-time processing method and device based on an unreal engine, and relates to the technical field of three-dimensional modeling, and the method comprises the steps: writing 3DGS data into a partitioned memory pool structure; writing data in the partitioned memory pool structure into a memory buffer area, performing coordinate system alignment processing according to a world coordinate system of an unreal engine, and performing spatial partitioning on the aligned processing data according to a point cloud density and a region density difference coefficient; converting the data in each spatial block into a point cloud data structure compatible with the Niagara particle system, and completing data format conversion in a graphics processor by using a calculation shader to obtain second processing data; and based on the constructed multi-level resource pool management strategy and a runtime memory monitoring mechanism, performing rendering processing on the second processing data according to a track prediction result of the camera, and generating a rendering result under an unreal engine. The processing efficiency of three-dimensional modeling in the unreal engine can be improved.
Owner:MOBILE BROADCASTING & INFORMATION SERVICE IND INNOVATION RES INST (WUHAN) CO LTD

Video decoding and unreal engine rendering method based on GPU full-link zero copy

The invention relates to the technical field of image processing, and further relates to a video decoding and unreal engine rendering method based on GPU full-link zero copy, which comprises the following steps of: 1, performing hardware decoding on an input video code stream on a GPU, and constructing a motion vector description buffer region for storing compressed domain motion vector information according to a macro block sequence; step 2, reading the motion vector description buffer area on the GPU through a calculation shader, and generating dynamic special effect control buffer areas in one-to-one correspondence with the macro blocks; and step 3, in a post-processing material of the unreal engine rendering module, taking the shared video texture resource as an input texture, and outputting a video picture. On the premise of not depending on a host processor and not excessively occupying video memory bandwidth, unified management of pixel data and motion data is achieved, delay is remarkably reduced, and special effect stability and direction consistency are improved.
Owner:XIAN IMMERSIVE WONDER FILM TECHNOLOGY CO LTD +1

Intelligent completion code optimization method based on texture pre-rendering and multi-level cache

The invention discloses an intelligent completion code optimization method based on texture pre-rendering and multi-level cache, which comprises the following steps of: pre-establishing a grammar rule set and a GPU cache characteristic database, storing a grammar style sheet when a code editor is started, generating a font image set and loading current GPU cache parameters; after a candidate code segment list pops up through intelligent completion, dividing candidate code segments into data blocks, analyzing syntax types, determining character styles, and generating candidate code segment textures through instantiation rendering and a fragment shader; according to the current GPU cache parameter, the selected priority of the candidate code segment and the compressed volume, the texture is distributed to a first-level buffer, a second-level buffer or a global video memory according to a rule, and metadata is recorded and added into a global texture cache table; and after the user selects the candidate code segment, reading texture data from the corresponding GPU buffer, calculating a display coordinate by combining a cursor row and column index, an editor basic style parameter and a DPI scaling, completing texture rendering and drawing, and realizing optimized display of the intelligent completion code.
Owner:北京麟卓信息科技有限公司

Direct3D depth cutting behavior compatible method based on atomization shader

The invention discloses a Direct3D deep cutting behavior compatible method based on an atomization shader, which comprises the following steps: establishing a scene combination metadata table in a DXVK compiling stage, constructing a shader template library containing atomization components and variants, and generating an executable file of the DXVK; after the DXVK is started, deep processing API calling of the D3D application is intercepted, parameters are extracted to generate an atomization parameter set, and scene combination metadata are matched or newly added in a scene combination metadata table to obtain a recommendation strategy and shader component combination; a conversion mode is adaptively selected according to scene metadata to calculate a Vulkan depth value, and a depth comparison operation is adapted to generate a Vulkan depth conversion parameter; the DXVK maps the parameters into DRM depth control parameters irrelevant to hardware and transmits the DRM depth control parameters to a kernel, the DRM packages the DRM depth control parameters and converts the DRM depth control parameters into hardware instructions matched with the GPU, the DXVK loads a shader template and binds the parameters, original logic is spliced to generate a Vulkan shader module, a Vulkan command stream containing the hardware instructions is generated and submitted to the GPU after a pipeline is bound, and finally the GPU executes the Vulkan command stream to obtain a depth rendering result conforming to D3D native logic.
Owner:北京麟卓信息科技有限公司

Shader task execution method and device, equipment, medium and product

The invention discloses a shader task execution method and device, equipment, a medium and a product, and relates to the field of graphic processing. The method comprises the steps that a first shader executes a first shader task; under the condition that execution of a first subtask in the first shader task is completed, the execution result of the first subtask is written into a first storage unit, and a first instruction is sent to a controller; under the condition that a second sub-task in the first shader task is executed, a second sub-task execution result is written into a second storage unit, and the second sub-task is executed after the first sub-task is executed; the controller obtains a first subtask execution result from the first storage unit, generates a second shader task and sends the second shader task to a second shader; and the second shader reads the second subtask execution result from the second storage unit, and executes the second shader task based on the second subtask execution result to obtain a second shader task execution result.
Owner:MOORE THREADS TECH CO LTD

Shader dynamic modification method and device, graph rendering method and device and related equipment

The invention provides a shader dynamic modification method, a graph rendering method and device and related equipment, and the method comprises the steps: obtaining creation parameters in a resource creation interface when it is detected that a graph processing application calls the resource creation interface, and the resource creation interface is used for creating a pipeline state object, the creation parameter comprises a plurality of shaders, and the plurality of shaders are expressed in the form of a first intermediate language code; under the condition that a to-be-modified first shader exists in the creation parameters, in response to a modification operation on the first shader, determining a modified second shader; a second pipeline state object is created according to the second shader, and the second pipeline state object is used for calling a graphic interface event by the graphic processing application and executing a graphic rendering task of the graphic interface event. According to the embodiment of the invention, the method can achieve the dynamic modification of the shader, and improves the modification efficiency and flexibility of the shader.
Owner:MOORE THREADS TECH CO LTD

Game rendering method and system capable of eliminating volume cloud and mist in real time and electronic equipment

The invention provides a game rendering method and system capable of eliminating volume cloud and mist in real time and electronic equipment, and belongs to the technical field of game development. The method comprises the steps that a cloud and mist area is set, the set cloud and mist area is divided into a plurality of equal-size grids, and each grid stores an elimination state and an elimination progress value; dynamically updating vertex concentration textures; calculating and storing cloud and mist concentration values of vertexes around each grid based on the grid elimination progress; view cone optimization rendering: determining a visible cloud range, combining adjacent grids to be rendered into a rectangular region in a two-dimensional plane, expanding the rectangular region into a cube, and projecting the cube to a screen space to calculate a bounding box; and shader sampling: for pixels in the screen bounding box, calculating cloud transparency and color through ray stepping sampling. According to the method, through grid dynamic management, rendering range optimization and shader efficient sampling, low-consumption and real-time elimination high-quality volume cloud and mist rendering can be realized at a mobile terminal, and performance and game interaction experience are considered.
Owner:GUANGZHOU AIYOU INFORMATION TECH

Three-dimensional scene rendering method and device based on graphics processor, equipment and medium

The invention relates to the technical field of image rendering, and discloses a three-dimensional scene rendering method, device and equipment based on a graphics processor and a medium, the method is applied to the graphics processor, and the method comprises the following steps: receiving instance attribute data sent by a central processing unit; calling a calculation shader to distribute a calculation thread group according to the number of objects in the instance attribute data; calculating a corresponding transformation matrix for each object in parallel through the calculation thread group; adding the instance attribute data and the transformation matrix into an instance buffer area to obtain to-be-rendered instance data of each object; extracting to-be-rendered instance data from the instance buffer area, and performing invisible object removal processing on the to-be-rendered instance data through the calculation thread group to obtain target instance data of a visible object; and rendering the target instance data. According to the invention, the rendering effect and rendering efficiency of the three-dimensional scene are improved.
Owner:CHONGQING WUTONG CAR LINK TECH CO LTD

Compiling method, electronic equipment and computer readable storage medium

The invention relates to the technical field of terminals, and provides a compiling method, electronic equipment and a computer readable storage medium, the method comprises the following steps: obtaining L types of shader source codes, the L types of shader source codes are source codes corresponding to shaders of L applications, and L is an integer greater than 1; determining a public source code from the L shader source codes, wherein the public source code is a common part in the L shader source codes; the public source code is compiled to obtain N kinds of public executable codes, the N kinds of public executable codes are used for adapting to N kinds of operation environments, and N is a positive integer; and sending a target public executable code to a second device, wherein the target public executable code is one of the N public executable codes matched with the operating environment of the second device. According to the method, the probability of frame loss and jamming in the picture rendering process can be reduced, and the picture rendering performance can be optimized.
Owner:HUAWEI TECH CO LTD

Mirror image display image overturning processing method and system for AR (Augmented Reality) equipment

The invention discloses a mirror image display image overturning processing method and system for AR equipment. The method comprises the steps that layered mirror image overturning is carried out; performing unified horizontal flipping processing on the input image of the physical camera and the virtual rendering layer through a GPU shader; independently rendering the UI channel; in a UI channel independent of the main image channel, drawing a UI layer according to the original space coordinates; calibrating interactive coordinates; performing reverse mapping on the position coordinate of the user operation event through a coordinate reverse mapping algorithm, so that the position coordinate is matched with the logic position of the UI control which is not overturned; optimizing dynamic performance; and monitoring a system load index in real time, and dynamically adjusting an image processing parameter according to a performance threshold so as to maintain a stable frame rate. The invention provides an efficient integrated solution, and the consistency of vision and interaction is realized through a cooperative processing mechanism of Shader image flipping and multi-channel rendering decoupling design. And the image direction logic consistency, the operation interface readability and the user experience real-time performance are effectively considered.
Owner:SHANGHAI YOUQI NETWORK TECH CO LTD

Unity engine-based image fusion stereoscopic display method and system

The invention provides an image fusion stereoscopic display method and system based on a Unity engine, and relates to the technical field of computer graphics and virtual reality. According to the method, a left-eye camera and a right-eye camera are configured in a Unity scene, left and right view angle images are collected according to interpupillary distance parameters, and left-eye and right-eye rendering textures are generated; generating a UI texture according to the Canvas type of the UI element, executing parallax compensation, pixel alignment and image fusion processing through a Compute Shader, and superposing image layers according to the transparency of the UI texture to generate a synthetic display image; and introducing a previous frame result into the fused image, and realizing time continuous output based on an inter-frame smooth function. And outputting the synthesized texture to a device supporting a plurality of stereoscopic display modes through a graphic rendering pipeline. According to the method, efficient fusion of the 3D image and the UI is realized, the rendering efficiency and the visual immersion are improved, and the method is suitable for scenes such as virtual reality, augmented reality and digital twinning.
Owner:JIANGSU LIREN TECH CO LTD

Indoor space visual presentation system and method

The invention relates to the technical field of three-dimensional modeling, in particular to an indoor space visual presentation system and method, and the system comprises a contour modeling module, an interference detection module, a path optimization module and a deformation feedback module. According to the method, a geometric structure is constructed through a non-uniform rational B-spline algorithm to realize automatic generation of a topological relation, a two-dimensional contour line is established in combination with a perspective projection converter to eliminate an artificial translation error, line segment intersection detection and hierarchical clustering analysis cooperatively improve interference identification precision, and collision prediction prejudges contour change based on a multi-directional displacement vector. A free deformation grid and a vertex shader are linked to realize surface dynamic updating, a closed-loop process from three-dimensional modeling to visual feedback is formed, the dynamic analysis capability of a spatial relationship is enhanced, automatic contour generation and real-time deformation compensation reduce manual intervention, a path optimization and deformation feedback iteration system is constructed, and the dynamic analysis capability of the spatial relationship is improved. And the visual interference response timeliness and the space adaptation accuracy are improved.
Owner:RUIDU DESIGN GRP CO LTD

Image rendering method and device, equipment and storage medium

The invention provides an image rendering method and device, equipment and a storage medium, and belongs to the field of image rendering, and the method comprises the steps: obtaining a corresponding to-be-compiled shader source code in response to an image rendering request; determining a target compiling optimization strategy of the shader source code according to hardware environment information and rendering performance information of the terminal equipment; and compiling and optimizing the shader source code according to the target compiling and optimizing strategy to obtain a target shader, and performing image rendering according to the target shader. According to the method, the target compiling optimization strategy of the shader source code can be accurately determined through the hardware environment information and the rendering performance information of the terminal equipment, the shader source code is compiled and optimized according to the target compiling optimization strategy to obtain the target shader, and then image rendering is performed through the target shader, so that the image rendering efficiency is improved. A rendered image can be efficiently generated.
Owner:SHENZHEN RENDERBUS TECH

Real-time ultra-high-definition interactive naked-eye 3D display content synthesis method

The invention discloses a real-time ultra-high-definition interactive naked-eye 3D display content synthesis method, which comprises the following steps of S1, firstly, modeling interactive content, such as buildings, mechanical equipment, game scenes and the like, and converting mechanical and building models and the like into a. Fbx format by means of a. Step file format in a unified manner; s2, completing model processing in professional model processing software such as 3DsMax and the like: unifying coordinate axes, and performing surface reduction on the model; and S3, building an interaction scene in the Unity 3D based on the processed model. And S4, for a scene and a model needing to be displayed, generating a virtual parallax camera equivalent to off-axis photography, and controlling the shooting parameters of the parallax camera. And S5, performing hybrid synthesis on the multi-view parallax image based on the texture bitmap, calculating large-scale pixels based on a calculation shader, and shifting a GPU idle time sequence in a Unity 3D script process, and then uniformly entering a rendering assembly line to complete rendering and synthesis of the whole scene. And S6, developing interaction input logic according to different object interaction requirements. The invention provides a calculation three-dimensional display algorithm based on a texture bitmap, ultra-high-definition naked-eye 3D display content can be synthesized in real time under Unity 3D, and a better 3D display effect can be obtained by combining technologies such as equivalent off-axis photography and the like. In addition, the invention also provides a display efficiency optimization method based on a calculation shader, so that the system can run on a lower-configuration host platform, and the problem of higher hardware requirements for real-time ultrahigh-definition naked-eye 3D display content synthesis while the interaction requirements are met is solved.
Owner:UNIV OF ELECTRONICS SCI & TECH OF CHINA

Dynamic integrity verification for shaders processing workloads

Dynamic integrity verification for a shader that processes a workload is described. An example of an apparatus includes: one or more processors including a GPU including circuitry for dynamic verification of a shader; and a memory to store data, including data for one or more workloads of the GPU; the one or more processors are to: identify one or more shaders operable on protected content in the one or more workloads; transmitting the binary block of the one or more shaders to a trusted execution environment of the GPU to authenticate the one or more shaders; loading a hash of a binary block for the one or more shaders into a memory; and sending a hardware command directed to a first shader of the one or more shaders to perform dynamic verification of the first shader.
Owner:INTEL CORP

A GPU-driven interactive large-scale three-dimensional flow field visualization method

The application discloses a GPU-driven interactive large-scale three-dimensional flow field visualization method, comprising the following steps: importing three-dimensional flow field data, creating an indirect drawing command record and a buffer zone related to flow field calculation on a GPU, and generating a directed distance field; calculating and updating each frame of flow field particles, and dispatching a corresponding number of calculation shaders; calculating the target position of the current frame of flow field particles according to the position and motion vector of the last frame of flow field particles; measuring the confidence of the target position of the current frame of flow field particles, dynamically adjusting the distribution of flow field particles according to the confidence, recording the index of flow field particles and the instance number of indirect drawing commands, and recording the trajectory of flow field particles; submitting the indirect drawing command driven by the GPU, performing drawing calling according to the set indirect drawing command buffer zone, and rendering the flow line by using a variable-length flow line trajectory and a transparency superposition mode; and accepting user interactive input and adjusting the visualization parameters, and real-time interactive presenting the flow field change and characteristics.
Owner:ZHEJIANG UNIV

Method and system for real-time rendering of hydrodynamic data

The invention provides a method and system for real-time rendering of hydrodynamic data, and the method comprises the steps: obtaining hydrodynamic result data, carrying out the standardized processing of the hydrodynamic result data according to a target format, and obtaining a standardized result; reading vertex coordinate data and triangular grid index data of the standardized result, traversing a vertex coordinate data set based on values of the triangular grid index data, and further constructing a grid; the hydrodynamic result data of the current time period are packaged and transmitted to the water body grid models, and then grid vertex coordinate data of the water body grid models of the two different time periods are stored into a plurality of UV channels; creating a shader, reading vertex coordinate data in the UV channel and forming three-dimensional vector coordinate data; and constructing the texture of the water body to obtain a rendering result. According to the method, through a mode of reading the hydrodynamic data of multiple time periods in real time and rendering the data, the time for scientific calculation is shortened, and real-time rendering is supported.
Owner:ECCOM NETWORK SYST CO LTD

Dynamic integrity verification of shaders for processing of workloads

Dynamic integrity verification of shaders for processing of workloads is described. An example of an apparatus includes one or more processors including a GPU, the GPU including circuitry for dynamic verification of shaders; and a memory for storage of data, including data for one or more workloads of the GPU, the one or more processors to identify one or more shaders that can operate on protected content in the one or more workloads; transfer binary blocks of the one or more shaders to a trusted execution environment of the GPU to authenticate the one or more shaders; load hashes for the binary blocks of the one or more shaders into memory; and send a hardware command that points to a first shader of the one or more shaders for dynamic verification of the first shader.
Owner:INTEL CORP

Cross-platform rendering method under hybrid architecture

The invention relates to the technical field of computer graphics, in particular to a cross-platform rendering method under a hybrid architecture, which comprises the following steps of: splitting an Android current frame command into a gazing area and a peripheral area by using eye movement coordinates, generating difference, mapping along with resources, packaging verification information into an incremental packet, and writing the incremental packet into a desktop video memory through a one-way bus; the desktop side reconstructs a gaze area command after verification, distills and simplifies a peripheral area shader, generates a first command buffer and a second command buffer, and synchronously submits the first command buffer and the second command buffer with timeline semaphore; after the graphics processor completes the two buffers, if the deviation between the actual state of the window and the prediction matrix exceeds a threshold value, laplacian is solved in a slice element to correct the texture in real time; and when continuous packet lacking occurs, only super-resolution frame supplementation is carried out on the gazing area, and finally, a composite frame is output and adjustment information is written in.
Owner:ZHEJIANG ZHENGYOU NETWORK TECH CO LTD

Direct3D 12 sampler addressing mode compatible method based on double buffer preprocessing

The invention discloses a Direct3D12 sampler addressing mode compatible method based on double buffer preprocessing, which comprises the following steps of: establishing a preprocessing parameter cache pool, a first association table, a second association table and a resource management linked list in a system initialization and starting stage, and registering a Vulkan expansion structure body for expanding a texture coordinate range and marking MSAA sampling point offset; when the textures are created, the VKD3D judges whether the textures are MIRROONCE related textures or not, allocates resource marks to the related textures, sets dependency marks, allocates double buffers and expands a coordinate range, and executes standard conversion if the textures are not related; when a sampler is created, marking an analog sampler, constructing and configuring a Vulkan sampler structural body, and updating an association table and a resource management linked list; when a pipeline is created, the D3D12 shader is converted into SPIR-V to update the second association table; and when the recording command list is applied, generating a command buffer, and submitting the command buffer to complete rendering.
Owner:北京麟卓信息科技有限公司

Finite element dynamic layering visualization method based on digital twinning

The invention discloses a finite element dynamic layering visualization method based on digital twinning. The finite element dynamic layering visualization method comprises the steps that a finite element analysis result is obtained; a Mesh grid is generated through fitting according to the geometric data; constructing an index of each vertex in the Mesh grid; storing the numerical data into an image file, and establishing a mapping relationship between a pixel index of the image file and the vertex index; taking the image file as a texture and binding the image file to a Mesh grid; in the vertex shader, sampling and determining numerical data corresponding to the vertex according to the vertex index, and transmitting the numerical data to the fragment shader; and in the fragment shader, outputting the color of the Mesh grid by using a preset color mapping table. According to the method, a finite element calculation result is rebuilt through a twinning method, the finite element is lightened, cross-platform application of the finite element is achieved, the finite element calculation result is visually displayed in real time, engineers are helped to judge entity world changes more accurately, potential problems are found in time, prevention measures are taken, and the real-time real-time visualization display of the finite element calculation result is achieved. Therefore, safety and stability of buildings and infrastructures are guaranteed.
Owner:YUNHE (HENAN) INFORMATION TECH CO LTD +1

Texture Multi-Fetch with Return Sequencing for Graphics Processors

Techniques are disclosed relating to texture accesses by a graphics processor. In some embodiments, shader processor circuitry executes a multi-fetch instruction that specifies an access location and shape information for a thread and return sequence information that indicates an ordering of return data for the multi-fetch instruction. Based on the multi-fetch instruction and the shape information, texture processor circuitry may access multiple texels of a surface stored by the texture storage circuitry (where a plurality of the multiple texels are accessed at least partially in parallel) and provide the accessed multiple texels to the shader processor circuitry for the thread, over multiple clock cycles, according to the ordering specified by the return sequence information. Disclosed techniques may advantageously improve texture sampling throughput, particularly in the absence of filtering samples.
Owner:APPLE INC

Constant data loading method, graphics processor and medium

The invention discloses a constant data loading method, a graphics processor and a medium. The constant data loading method comprises the following steps: storing data of at least part of data units in a constant cache into a target storage space; the target storage space comprises at least one vector register; acquiring a data access instruction, wherein the data access instruction is used for accessing target data in the constant cache; if it is detected that the target data is stored in a target storage space, compiling the data access instruction into an arithmetic logic unit instruction; the arithmetic logic unit instruction indicates the position of the target data in the target storage space. By adopting the scheme, the operation efficiency of the shader can be improved.
Owner:RICUN TECH (SHANGHAI) CO LTD

Seismic survey data visualization

A method can include generating a visual group of datasets; receiving a visualization mesh that intersects at least two of the datasets; executing a shader using graphics hardware to generate values for the visualization mesh, where the values depend on data within at least one of the at least two datasets; and rendering a visualization to a display using the values.
Owner:SCHLUMBERGER TECH CORP

Rendering method, chip, device and rendering system

The invention discloses a rendering method, a chip, equipment and a rendering system, and relates to the technical field of image rendering. The rendering system comprises a grating device, a fragment shader constructor, an interpolator and a fragment shader, the rendering method comprises the following steps: a rasterer sends first information to an interpolator and sends second information to a fragment shader constructor; the interpolator obtains first attribute data according to the first information and executes interpolation calculation based on the first attribute data to generate second attribute data; the fragment shader constructor generates a shader thread task based on the second information, and the shader thread task is used for coloring the target fragment; and the fragment shader executes a shader thread task based on the second attribute data, and generates a colored target fragment. According to the method, the graphic rendering efficiency is improved.
Owner:MOORE THREADS TECH CO LTD

Three-dimensional geologic body rendering method and system

The invention provides a three-dimensional geologic body rendering method and system which are used in the field of geospatial information visualization, and the method comprises the steps: obtaining a three-dimensional geologic body model; simplifying the three-dimensional geologic body model by a half folding algorithm based on secondary error measurement; blocking the simplified geologic body model through a planar quadtree, and constructing a spatial index tree according to the blocks to generate a geologic body blocking model of an LOD level; obtaining a viewpoint position and a vision field range of a user, calculating a screen space error, switching a geologic body partitioning model corresponding to an LOD level, and preferentially loading a high-precision close-range tile; the calculation shader based on the WebGPU performs parallel rendering on the geologic body block model tiles; and after the tiles of the geologic body block model are compressed through a Draco compression algorithm, the geologic body block model data stream is sent to the client. According to the scheme, the processing efficiency of the geologic body model in the links of loading, rendering, transmission and the like is improved, and the rendering efficiency of the geologic body model under mass requirements can be effectively guaranteed.
Owner:HUANGGANG NORMAL UNIV