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239 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.

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 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

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

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

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

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

GPU shader rendering computer implementation method of finite element result

PendingCN121564269A3D-image rendering3D modellingComputational scienceLossless coding
The invention discloses a GPU shader rendering computer implementation method of a finite element result. The method comprises the steps that a static three-dimensional grid is adopted as a rendering geometry; the 32-bit floating point type scalar data corresponding to the vertexes are subjected to lossless coding at a CPU end to obtain four-channel 8-bit RGBA vertex color attributes; during data updating, lightweight vertex color data are only transmitted to the GPU; hardware interpolation is carried out on the encoded color attributes by using a GPU rasterizer; and finally, in the fragment shader, decoding the interpolation result of each pixel to reconstruct a scalar value, and mapping the scalar value into a final color. According to the method, the bottleneck of topological calculation of a CPU end and transmission of massive geometric data to the GPU is avoided, the calculation load is transferred to the GPU in a large scale for parallel processing, the rendering efficiency is remarkably improved, and high-frame-rate dynamic visualization of a finite element result is realized.
Owner:CHANGJIANG SPATIAL INFORMATION TECH ENG CO LTD (WUHAN) +1

Panoramic laser radar simulation method and system based on single GPU calculation shader

The invention relates to the technical field of computer graphics, sensor simulation and real-time rendering, in particular to a panoramic laser radar simulation method and system based on a single GPU calculation shader, and the method comprises the steps: receiving simulation parameters of a laser radar sensor, assembling the simulation parameters into a constant buffer area object, and carrying out the simulation of the laser radar sensor on the constant buffer area object; the method comprises the following steps: allocating a structured point cloud buffer area and binding shader resources in a rendering dependency graph framework, scheduling and calculating a shader to generate a two-dimensional thread index, calculating a light beam direction vector corresponding to each thread and constructing a ray descriptor based on the two-dimensional thread index, and obtaining hit information; the method comprises the steps of calculating echo intensity based on hit information according to a preset intensity model, simulating noise, writing point cloud attributes into a structured point cloud buffer area, and asynchronously looking back point cloud data for consumption through the structured point cloud buffer area. And the throughput and the data consistency are improved.
Owner:BEIJING QIANTU ZHIXING INFORMATION TECHNOLOGY CO LTD

Clinical operation data analysis method based on virtual reality

The invention discloses a clinical operation data analysis method based on virtual reality, and belongs to the field of virtual reality technology and medical skill training. Comprising the following steps: constructing a high-dimensional interaction data tensor covering space-time sequence features; establishing a three-dimensional space topological relation graph based on medical scene understanding, mapping various clinical operation skills into a three-dimensional model interaction sequence of a virtual medical device and an anatomical structure, and generating a multi-dimensional operation behavior feature vector matrix; virtual instrument operation sequence fragments with abnormal interaction efficiency or operation track deviation are identified, and dynamic loading priority weights of virtual medical scene resources are determined according to the virtual instrument operation sequence fragments; when the rendering frame rate of the virtual scene is lower than a specified threshold value, generating early warning information; and in a double-layer adaptive medical scene rendering optimization process, identifying performance bottleneck nodes and geometric processing conflicts in a three-dimensional rendering pipeline, and carrying out dynamic shader scheduling and model detail automatic switching according to a priority rule.
Owner:ZHEJIANG HOSPITAL

Flexible preamble execution in graphics processing

Aspects presented herein relate to methods and devices for graphics processing including an apparatus, e.g., a GPU. The apparatus may obtain an indication of set of draw calls, wherein each of the set of draw calls includes a shader preamble. The apparatus may also obtain an indication of a division of each shader preamble for each of the set of draw calls into a plurality of shader preamble sections. Further, the apparatus may execute, based on the division of each shader preamble, each of the plurality of shader preamble sections for each of the set of draw calls.
Owner:QUALCOMM INC

TBR implementation method of desktop GPU for mobile 3D application optimization

The invention discloses a TBR implementation method of a desktop GPU for mobile 3D application optimization, which comprises the following steps: defining block metadata of screen blocks in a Mesa driver, establishing a block manager, when a mobile application context is detected, acquiring GPU core parameters by the block manager, calculating the size of a basic block, dividing a screen into areas corresponding to shader arrays in number, and storing the areas in a memory; establishing a mapping table of a basic block, a computing unit and an L2 cache slice, generating a resource hash table, analyzing block metadata and the mapping table after whole frame rendering is started, determining a hardware channel according to the mapping table, scheduling rendering tasks according to priorities, and configuring a GPU rendering state. Then executing a vertex shader, rasterization, a fragment shader, depth testing and color mixing to complete block rendering, updating block metadata, merging intermediate data into a final frame buffer according to geometric information after rendering of all basic blocks is completed, and submitting the final frame buffer to a window system to complete single-frame display. And the operation efficiency of the mobile operation system and the mobile terminal 3D application on the desktop platform is optimized.
Owner:北京麟卓信息科技有限公司

Graphics Processor Power Management Controlled by Distribution Hardware

Disclosed techniques relate to power management by work distribution circuitry. In some embodiments, a graphics processor includes first and second graphics processor sub-units that respectively include distributed work queue circuitry configured to store graphics work and shader circuitry configured to execute instructions specified by stored graphics work in the sub-unit's distributed work queue circuitry. In some embodiments, work control circuitry includes queue access circuitry to access graphics work in multiple queues and distribution circuitry to assign portions of respective sets of graphics work accessed from the multiple queues to the first and second graphics processor sub-units for execution. In some embodiments, tracking circuitry tracks status of assigned sets of graphics work. In some embodiments, the work control circuitry communicates with the power control circuitry to control power state of portions of the graphics processor based on: status of multiple queues and status of assigned sets of graphics work tracked by the tracking circuitry.
Owner:APPLE INC

Airborne three-dimensional graphic engine display optimization method based on particle filter optimization

The invention discloses an airborne three-dimensional graphic engine display optimization method based on particle filter optimization, and relates to the technical field of airborne avionics graphics. According to the method, optimization strategies such as a particle filtering optimization technology, a three-dimensional pixelating technology, dynamic scene management, resource optimization management, hardware acceleration, an asynchronous shader technology and optimization renderer design are introduced, so that the rendering efficiency, the display quality and the resource utilization rate of the graphics engine are remarkably improved, and the rendering efficiency of the graphics engine can be greatly improved in a resource limited environment. And high-precision and low-delay three-dimensional graphic rendering is realized, the requirement of the aircraft on real-time display is met, and the method has important application value and popularization prospect.
Owner:10TH RES INST OF CETC

Virtual component rendering method and device, electronic equipment, medium and program product

The invention provides a virtual component rendering method and device, electronic equipment, a medium and a program product, and is applied to a virtual scene, the virtual scene comprises a plurality of virtual components, material balls of the plurality of virtual components all use a first shader, and the method comprises the following steps: responding to an editing operation for a first virtual component in the plurality of virtual components, determining a first rendering parameter set for the first virtual component, and generating a material ball comprising a second shader according to the first rendering parameter; and during rendering, calling the second shader to independently render the first virtual component, and calling the first shader to render other virtual components in the plurality of virtual components. The rendering response speed is saved, and the rendering resource utilization rate is improved.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Direct 3D stream output virtual implementation method based on kernel enhancement

The invention discloses a Direct3D stream output virtual implementation method based on kernel enhancement, which comprises the following steps: in a DXVK compiling stage, constructing stream data for a shader, establishing a format mapping table and an application scene library of D3D, DXVK and a kernel, initializing a shared memory pool when the kernel is started, after the DXVK is started, establishing an abstraction layer consistent with VKEXTTransformFEDback, analyzing parameters when an application calls a stream output related API (Application Program Interface), and implementing the kernel enhancement based Direct3D stream output virtual implementation. The buffer binding type API triggers a kernel to distribute partitions for streams, the stream control type API triggers a corresponding shader to rewrite, the query operation type API extracts query related information, the execution shader writes data into a temporary delivery buffer, data distribution is completed when a distribution condition is met, a distribution channel of an abstraction layer is packaged into a Vulkan secondary command buffer, and the Vulkan secondary command buffer is used for sending the data to the execution shader. And reusing a DXVK rendering thread command pool and submitting the command pool to the GPU in batches to finish rendering.
Owner:北京麟卓信息科技有限公司

Fragment shader for creator signatures in a virtual asset marketplace

Various implementations relate to methods, systems, and computer-readable media to dynamically apply creator signatures to virtual assets within a virtual platform. According to one aspect, a computer-implemented method includes receiving a request to display a virtual asset associated with a creator, where the request is linked to an avatar in a virtual environment hosted on the platform. A creator signature, which is defined by visual properties unique to the creator, is retrieved and stored separately from the virtual asset. The method includes rendering the virtual asset by rasterizing it and applying a fragment shader to overlay the creator signature as a dynamic visual element that changes over time based on predefined parameters. The rendered virtual asset with the dynamic signature is displayed within the virtual environment, providing visual attribution to the creator while preventing unauthorized embedding of the signature in the asset data.
Owner:ROBLOX CORP

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

The present application relates to the technical field of image processing, and more particularly to a video decoding and Unreal Engine rendering method based on GPU full-link zero-copy, which comprises the following steps: step one, hardware decoding of an input video code stream on a GPU, and construction of a motion vector description buffer for storing compressed domain motion vector information in macroblock order; step two, reading of the motion vector description buffer by a calculation shader on the GPU to generate a dynamic special effect control buffer corresponding to each macroblock; and step three, in the post-processing material of the Unreal Engine rendering module, taking a shared video texture resource as an input texture and outputting a video picture. The present application realizes unified management of pixel data and motion data without relying on a host processor and without excessively occupying video memory bandwidth, significantly reduces delay, and improves special effect stability and direction consistency.
Owner:XIAN IMMERSIVE WONDER FILM TECHNOLOGY CO LTD +1

A Visualization Method for Processed Surface Quality Based on GPU and Mesh Search Algorithm

This invention discloses a method for visualizing the surface quality of machined parts based on GPU and mesh search algorithms, belonging to the field of machining technology. The method includes acquiring tool point cloud data and discretizing it to construct a three-dimensional mesh structure surrounding the point cloud; linearizing the three-dimensional mesh data into a one-dimensional array and packaging it; creating four types of structured GPU computing buffers to achieve batch data transmission; utilizing GPU shader programs to achieve parallel data access and fast local neighborhood queries; completing high-precision real-time reconstruction of fragment surface normal vectors through neighborhood search and signed projection distance calculation; and outputting realistic rendering results based on an optimized Phong lighting model. This invention leverages the advantages of GPU parallel computing to accurately reproduce complex textures, microstructures, and special curved surfaces, making it suitable for surface quality inspection, wear assessment, and process optimization of milled parts and tools.
Owner:SHANGHAI JIAOTONG UNIV

A method and system for dynamic layout rendering of variable font based on parameterized shape

ActiveCN120931477BMorphingData set
The application discloses a kind of based on parameterization shape's deformation character dynamic typesetting rendering method and system, the method includes: according to the preset intensity parameter value range of character rendering, respectively generate corresponding Bezier curve discrete sampling dataset;The curve sampling data corresponding to each intensity parameter is converted into rgb color value, and is stored in texture carrier or using texture array according to line;Synchronous generation auxiliary array, store the maximum vertical coordinate value in the curve sampling data corresponding to each intensity value;The horizontal typesetting processing of to-be-rendered character is carried out, generates temporary image and records original width and height;According to the selected intensity parameter, obtain the corresponding maximum vertical coordinate value in auxiliary array, calculate target image height;Temporary picture, intensity parameter, original width, target image height and rgb color value are input into shader program, and are mapped to Bezier curve deformation space, generate final rendering image.The application can realize efficient, diversified character deformation rendering.
Owner:BEIJING YIYUANKU TECH CO LTD

Finite element simulation data processing method and device for mixed reality

The invention discloses a finite element simulation data processing method and equipment oriented to mixed reality, relates to the technical field of engineering simulation and mixed reality visualization, and aims to reduce the problems of large calculation load and lagging caused by rendering. The mixed reality-oriented finite element simulation data processing method comprises the following steps: acquiring analysis result data of a target model after finite element simulation calculation; combining a plurality of unit grids in the target model into at least one grid asset; performing high-precision coding on the original high-precision numerical value to obtain coded data; the coding data corresponding to the multiple engineering components are written into one or more texture coordinate channels of the grid assets, the grid assets are loaded in a three-dimensional rendering engine, the coding data in the texture coordinate channels are read through a self-defined shader, the coding data are decoded to recover high-precision numerical values, and the high-precision numerical values are obtained. And rendering the grid assets.
Owner:BEIJING UNIV OF TECH +1

Apparatus and method

PendingUS20260253304A1Pattern recognitionEngineering
Apparatus and method for reducing frame rate lag. For example, a graphics processing apparatus comprises: a plurality of graphics cores to execute shaders to process objects of a graphics scene; a render engine to rasterize the objects and render image frames of the graphics scene in a framebuffer; an artificial intelligence (AI)-based frame generator to detect potential stutter conditions associated with the rendering of one or more of the image frames and to responsively trigger AI-interpolated frame generation to generate one or more AI-interpolated frames between a previously rendered frame and a current frame being rendered, the AI-based frame generator to determine an expected number of AI-interpolated frames to be generated and to configure interpolated distance values for each AI-interpolated frame based on an amount of time to render the previously rendered frame and / or an amount of time to render one or more blocks of the current frame being rendered.
Owner:INTEL CORP

Light ray tracing method, graphics processor, electronic equipment and storage medium

The invention discloses a ray tracing method, a graphics processor, an electronic device and a storage medium, and the method comprises the steps: obtaining batch primitive information meeting a coloring test requirement in a current node in a bounding volume hierarchical structure by a ray tracer in a process of carrying out a traversal intersection test on a ray and the bounding volume hierarchical structure; transmitting the batch primitive information and the current light ray information corresponding to the current node to a shader, so that the shader performs a coloring intersection test on the batch primitive and the current light ray; and receiving an intersection test result transmitted by the shader, and executing ray tracing operation according to the intersection test result. According to the technical scheme, the waiting time delay of information transmission between the light tracer and the shader can be reduced, and the execution efficiency of a graphic rendering task and the utilization rate of hardware resources of a graphic processor are improved.
Owner:RICUN TECH (SHANGHAI) CO LTD

WebGL-oriented hydrological grid data coding and rendering method and system

The invention discloses a WebGL-oriented hydrological grid data coding and rendering method and system, and relates to the technical field of water conservancy data visualization, and the method comprises the steps: carrying out the preprocessing of hydrological grid data, and carrying out the blocking according to a preset time length, and obtaining a plurality of time data blocks; performing joint coding of differential coding and run length coding on the water level data in each time data block, and performing polar coordinate quantization coding on the flow rate data in each time data block to obtain coded hydrological grid data; constructing a WebGL rendering pipeline based on pre-calculation and a double-buffering mechanism; and based on a WebGL rendering pipeline fragment shader, carrying out fusion rendering on the encoded hydrological grid data. The technical problems that the real-time interaction requirement cannot be met and the bandwidth is wasted in the prior art are solved.
Owner:BEIJING AEROSPACE SPACE VIEW INFORMATION TECH

A method, apparatus, device and medium for rendering a to-be-rendered object

The present disclosure relates to the technical field of computer graphics rendering, and particularly relates to a method and device for rendering a to-be-rendered object, equipment and medium. The method comprises: obtaining, by a CPU, rendering item data corresponding to each of one or more rendering items, obtaining data blocks by dividing the rendering item data corresponding to each of the one or more rendering items according to a preset rule, and saving the data blocks to a storage buffer of a GPU; generating, by the CPU, scheduling information for the data blocks; starting, according to the scheduling information, a plurality of computing shader threads on the GPU to perform parallel processing on the plurality of data blocks to generate rendering data of the rendering items corresponding to the plurality of data blocks; and rendering, by the GPU, the corresponding rendering items using the rendering data in the storage buffer. The scheme uses a computing shader to implement a GPU-driven rendering pipeline, thereby reducing the load of the CPU and greatly improving the rendering efficiency of large-scale scenes.
Owner:HUNAN TACHYON CULTURE & TECHNOLOGY CO LTD

A Direct3D 12 to Render Metadata Mapping Method Based on Kernel-Level Nested Parsing

ActiveCN121708191BImage memory management3D-image renderingPERQKernel level
The application discloses a Direct3D 12 to rendering metadata mapping method based on kernel level nested analysis, establishes a structure body and a global index of D3D metadata in a VKD3D compilation stage, creates D3D metadata UBO when starting, intercepts resource binding, dynamic state configuration, multi-view setting and drawing calling and the like operations of VKD3D when executing, captures related parameters and generates complete D3D metadata in combination with kernel analysis, groups metadata according to a mapping dictionary between system values dependent on D3D12 colorizers and metadata demand types, writes the grouped metadata into the UBO of the corresponding metadata group according to a single view or multi-view scene, combines the metadata into a drawing group, submits the command buffer to the GPU to complete rendering after batch recording of the drawing command, and realizes compatible running of the D3D12 application in the case that the GPU does not support the ShaderDrawParameters feature.
Owner:北京麟卓信息科技有限公司

Graphic processor, image processing method and electronic equipment

The invention relates to a graphics processor, an image processing method and electronic equipment, and relates to the technical field of image processing. The graphics processor comprises a gradient LOD calculation circuit and a shader. The LOD calculation circuit is used for obtaining the gradient LOD of a plurality of effective pixels in the image frame in the texture space, and the effective pixels are used for forming primitives in the image; and the shader is used for coloring the plurality of effective pixels according to the LOD of the plurality of effective pixels. Therefore, computing resources can be saved.
Owner:HUAWEI TECH CO LTD