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70 results about "Texel" patented technology

A texel, texture element, or texture pixel is the fundamental unit of a texture map, used in computer graphics. Textures are represented by arrays of texels representing the texture space, just as other images are represented by arrays of pixels.

ALU, processor, chip, device and texel index calculation method

The invention discloses an ALU, a processor, a chip, equipment and a texel index calculation method, and belongs to the technical field of chips. The ALU comprises a first comparator, a first divider, a first summator and a texel adjusting unit. A first comparator to determine a first value, the first value being determined based on a smaller value of the integer portion of the input texture coordinate and the maximum offset; the first divider is used for calculating a ratio between the input offset and the first divisor to obtain a first ratio; the first summator is used for calculating the quotient of the first ratio and the sum of the first numerical value and the second numerical value to obtain a first calculation result; and the texel adjusting unit is used for determining a target texel index corresponding to the input texture coordinate according to at least one of the first calculation result and the addressing mode. According to the method, the first calculation result can be determined based on the smaller value in the two, and the value of the integer part of the input texture coordinate can be reduced within a certain limit, so that the bit width of the calculation unit is reduced.
Owner:MOORE THREADS TECHNOLOGY (SHANGHAI) CO LTD

Proximity-based generation of surface textures for simulated environmental systems and applications

In various examples, a simulation platform generates a simulated driving environment by processing road map data to derive the location of wear-related visual artifacts for sections of a lane surface. Using map data, the simulation platform generates texture maps for aesthetic road rendering, which are used to apply textures to a 3D polygon topology mesh. The simulation platform generates visual artifacts representing the wear and tear of the road surface based on a calculation of one or more lane feature distances derived from the map data. The simulation platform calculates distances associated with reference line data derived from an image to render a texture of one or more lane features.The spacing is used to determine how the appearance of the texel is adjusted to include wear-related visual artifacts when displayed on a lane of the simulated driving environment.
Owner:NVIDIA CORP

Color value determination method and apparatus, electronic device, computer storage medium and computer program product

Disclosed in embodiments of the present disclosure are a color value determination method and apparatus, an electronic device, a computer storage medium and a computer program product. The color value determination method comprises: acquiring a shifted color value of each texel amongst a plurality of texels affecting a target pixel, the shifted color value of each texel being obtained by performing first shift processing on a texel color value of the texel on the basis of the texture format of the texel, the numbers of decimal places of decimals of the shifted color values in different texture formats all being the same, and the number of integer digits of said decimals all being the same; on the basis of an impact factor of each texel on the target pixel and the shifted color value of each texel, determining a pixel color value of the target pixel; and according to a restoration mode corresponding to the texture format, restoring the pixel color value so as to obtain a target color value of the target pixel. The present disclosure can reduce the occupied space of hardware modules, thus saving the occupied space for graphics processing units.
Owner:MOORE THREADS TECH CO LTD

Proximity-based surface texture generation for simulated environment systems and applications

Proximity-based surface texture generation for simulated environment systems and applications is disclosed. In various examples, a simulation platform generates a simulated driving environment by processing road map data to infer locations of wear-related visual artifacts for portions of a roadway surface. The simulation platform uses the map data to generate texture maps for aesthetic road rendering, which are used to apply texture to the 3D polygon topology mesh. The simulation platform generates visual artifacts representing use and wear of the roadway surface based on calculating one or more distances from roadway lane features derived from the map data. The simulation platform calculates a distance from the one or more roadway lane features associated with reference line data derived from the image to render the texture. The distances are used to determine how to adjust the appearance of texels to include wear-related visual artifacts when rendering wear-related virtual artifacts on the roadway of the simulated driving environment.
Owner:NVIDIA CORP

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

Global illumination using shared lighting contributions for interactions in path tracing

Disclosed approaches provide for interactions of secondary rays of light transport paths in a virtual environment to share lighting contributions when determining lighting conditions for a light transport path. Interactions may be shared based on similarities in characteristics (e.g., hit locations), which may define a region in which interactions may share lighting condition data. The region may correspond to a texel of a texture map and lighting contribution data for interactions may be accumulated to the texel spatially and / or temporally, then used to compute composite lighting contribution data that estimates radiance at an interaction. Approaches are also provided for reprojecting lighting contributions of interactions to pixels to share lighting contribution data from secondary bounces of light transport paths while avoiding potential over blurring.
Owner:NVIDIA CORP

Mapping Texture Point Samples to Lanes of a Filter Pipeline

Techniques are disclosed relating to texture sampling, e.g., in graphics processors. In some embodiments, a device includes processor circuitry (e.g., shader pipelines) configured to execute graphics programs and multiple sample pipelines. A given sample pipeline may be configured to, for a multi-texel sample operation specified by the processor circuitry, access texel data for multiple texels forming a first shape in a texture (e.g., a 2×2 square) and perform one or more filter operations to generate a result for the multi-texel sample operation. Point sample control circuitry may be configured to detect that multiple point sample operations, specified by the processor circuitry, access a set of texels having the first shape. The point sample control circuitry may assign the multiple point sample operations to one of the sample pipelines for performance in parallel by the sample pipeline and provide results of the assigned multiple point sample operations to the processor circuitry.
Owner:APPLE INC

Model seam repairing

A ray emission region perpendicular to a normal direction of a sampled texel in a first mesh patch of a first initial three-dimensional mesh model in a three-dimensional virtual scene is constructed. One or more rays that start in the ray emission region and extend in an opposite direction of the normal direction of the sampled texel are constructed. One or more candidate texels that intersect with the one or more rays are determined. When the one or more candidate texels include at least one spatially adjacent texel of the sampled texel, the sampled texel is determined as a first seam texel. From the at least one spatially adjacent texel, a second seam texel having a seam adjacency relationship with the first seam texel is determined. At least a seam repair of the first seam texel and the second seam texel is performed to obtain a target three-dimensional mesh model.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Graphics texture reconstruction

Certain aspects of the present disclosure provide techniques for reconstructing a texel of a texture. Such techniques may include receiving a plurality of sets of features corresponding to the texture, wherein the plurality of sets of features comprises a respective set of features for each respective grid point of a grid; receiving coordinate information corresponding to the texel of the texture; receiving level of detail information; selecting a subset of grid points of the grid based on the second resolution being lower than the first resolution; sampling one or more grid points from among the subset of grid points based on the coordinate information to obtain sampled features associated with the one or more grid points; inputting, to a machine-learning model, the sampled features; and receiving, from the machine-learning model, based on the sampled features, a reconstruction of the texel of the texture at the second resolution.
Owner:QUALCOMM INC

Progressive material caching

With minimal preprocessing of trees of materials in textures, this approach progressively caches outputs of some material nodes that are evaluated while rendering a scene. A node may be the root of a subtree, and the node may generate a value of a texel based on values of other nodes in the subtree. The subtree of a cacheable node contains no shading-point dependent node as a descendant other than texture coordinates. When reaching the cacheable node during a material evaluation for rendering, a descriptor of the node is used as a key to store or reuse the texel value of the cacheable node in a materials cache in memory. By defining cacheable nodes at highest possible levels in a tree, repeated evaluation of most nodes in the tree is avoided. For multithreaded acceleration, a materials cache is designed for thread-safe operation with an atomic instruction.
Owner:ADVANCED MICRO DEVICES INC

Compression Metadata Value Induced Read and Write Operation Conservation

In disclosed embodiments, compression circuitry may compress data blocks and compressed write data blocks and corresponding compression metadata to a certain level in a cache / memory hierarchy. In some embodiments, the compression circuitry is configured to detect a pre-determined set of data values in a block of data to be compressed. In response, the compression circuitry may write a special metadata value for the data block to data storage circuitry to indicate compression of the data block, without writing a compressed version of the data block to the data storage circuitry. This may advantageously improve performance and reduce power consumption for data blocks with certain data values (e.g., having uniform pixel / texel values).
Owner:APPLE INC

ALU, processor, chip, device and texel index calculation method

The invention discloses an ALU, a processor, a chip, equipment and a texel index calculation method, and belongs to the technical field of chips. The ALU comprises a multiplier, a first divider, a first adder, a second adder and a texel adjusting unit, the multiplier is used for calculating the product of the decimal part of the input texture coordinate and the texture size to obtain a first numerical value; the first divider is used for calculating a first ratio between the input offset and the second value; the first summator is used for determining a first calculation result according to the integer part of the input texture coordinate and the first ratio; the second summator is used for determining a second calculation result according to the first numerical value and the first ratio; and the texel adjusting unit is used for determining a texel index corresponding to the input texture coordinate according to the first calculation result and the second calculation result. According to the method, a single calculation unit only needs to calculate partial data of the input texture coordinates, so that the bit width of the calculation unit is effectively reduced, and the complexity of physical implementation of the calculation unit is reduced.
Owner:MOORE THREADS TECHNOLOGY (SHANGHAI) CO LTD

Efficient real-time shadow rendering

ActiveUS12315068B2Image memory managementImage codingShadow mappingDeferred shading
A method for real-time shadow rendering using cached shadow maps and deferred shading by a video processor of a game console or the like includes, for at least each key frame of video output, determining a viewpoint for a current key frame based on user input, filtering a texel of a frame-specific shadow map based on a dynamic mask wherein the texel is filtered, for a shadowed light, from a static shadow map and a dynamic shadow map or from the static shadow map only, based on the dynamic mask value for the texel, and rendering the current key frame based on the frame-specific shadow map and a deferred-shadow rendering algorithm. The method enables efficient rendering of thousands of shadowed lights in large environments by consumer-grade game consoles.
Owner:WARNER BROS ENTERTAINMENT INC

A texture memory bank read access optimization system and optimization method

The application provides a texture memory bank read access optimization system and optimization method, conflict detection is performed on generated 16-way texture addresses, texture addresses accessing the same texture block are composed into address groups, a plurality of address groups are obtained, a conflict flag of each address group and an effective texel mark bit in the group are generated, and an access request and the conflict flag are sent to a corresponding storage unit Bank in parallel according to each address group; when each storage unit Bank receives the access request, corresponding texture block data is returned, and a data assembly module reads corresponding texel data from the corresponding texture block data in parallel according to the effective texel mark bit in each address group. The application performs feature comparison conflict detection on texture addresses in parallel, groups the texture storage unit Bank, and then outputs in parallel, without preprocessing, and is not coupled with other parts in the texture unit, and is easy to implement; and the design mode of the pipeline is adopted, and the execution efficiency is high.
Owner:WUHAN LINGJIU MICROELECTRONICS CO LTD

ALU, processor, chip, device and texel index calculation method

The invention discloses an ALU, a processor, a chip, equipment and a texel index calculation method, and belongs to the technical field of chips. The ALU comprises a multiplier used for calculating a product of a mantissa of an input texture coordinate in a floating-point number format and a texture size to obtain a first product; the first conversion unit is used for leftwards shifting the input offset by N bits to obtain the shifted input offset; the adder is used for calculating the sum of the first product and the shifted input offset to obtain a first calculation result; the second conversion unit is used for rightwards shifting the first calculation result by M bits to obtain a shifted first calculation result; based on the shifted first calculation result and the rounding mode, a second calculation result is obtained, and the second calculation result is used for determining a texel index corresponding to the input texture coordinates. According to the method, the second calculation result in the preset fixed-point format can be obtained only by executing the unified right-shift operation once, and the number of times of the right-shift operation is reduced, so that the determined texel index is more accurate.
Owner:MOORE THREADS TECH CO LTD

resident map descriptor

A processor receives a request to access one or more levels of a portion of a persistent texture (PRT) resource. The levels represent textures at different levels of detail (LODs) and the request includes normalized coordinates indicative of a location in the texture. The processor accesses a texture descriptor that includes dimensions of a first level of the levels and one or more offsets between a reference level and one or more second levels that are associated with one or more persistent maps indicative of texels that are resident in the PRT resource. The processor converts the normalized coordinates to texel coordinates in the one or more persistent maps based on the offsets and accesses the one or more persistent maps based on the texel coordinates in response to the request to determine whether texture data indicated by the normalized coordinates is resident in the PRT resource.
Owner:ADVANCED MICRO DEVICES INC

Texturing / shading in a GPU pipeline bypassing bilinear filter

A method of operation of a texturing / shading unit in a GPU pipeline is used for efficient convolution operations. The method uses texture hardware to collectively fetch all the texels required to calculate properties for a group of output pixels without any duplication. The method then bypasses bilinear filter hardware in the texture hardware and passes the fetched and unfiltered texel data from the texture hardware unit to shader hardware in the texturing / shading unit. The shader hardware uses the fetched texel data to perform a plurality of convolution operations to calculate the properties of each of the output pixel.
Owner:IMAGINATION TECH LTD

Techniques for stochastic texture filtering through single instruction multiple threads and single instruction multiple data lane communication

The disclosed method for rendering graphic images includes, for each lane contained in a plurality of lanes in a wave, sampling a texel based on a filter to generate a texel sample; for each lane contained in the plurality of lanes, computing a filtered value based on a plurality of the texel samples read from a corresponding plurality of lanes, based on a footprint associated with the lane; and rendering at least one section of a graphic image based on the filtered values ​​computed for the plurality of lanes.
Owner:NVIDIA CORP

Generative three-dimensional (3D) digital human foundation model from in the wild two-dimensional (2D) images

Systems and methods are disclosed for training and using a digital human foundational model (DHFM) comprising a generative adversarial network (GAN) generator. For instance, the method may include obtaining one or more inputs comprising pose information indicating a three-dimensional (3D) pose representation of a human and processing the one or more inputs using a mapping network to generate intermediate latent code. The method may further include processing the intermediate latent code using the trained generator to generate texel-aligned Gaussian maps that align Gaussian attributes to a coarse mesh template of the human and performing linear blend skinning and deformation on the texel-aligned Gaussian maps to obtain modified texel-aligned Gaussian maps. The method may also include processing the modified texel-aligned Gaussian maps using a multi-part renderer to generate a synthetic human representation of the human indicating facial and hand features of the human.
Owner:NVIDIA CORP

Graphics texture reconstruction

Certain aspects of the present disclosure provide techniques for reconstructing a texel of a texture. Such techniques may include receiving a plurality of sets of features corresponding to the texture, wherein the plurality of sets of features comprises a respective set of features for each respective grid point of a grid; receiving coordinate information corresponding to the texel of the texture; receiving level of detail information; selecting a subset of grid points of the grid based on the second resolution being lower than the first resolution; sampling one or more grid points from among the subset of grid points based on the coordinate information to obtain sampled features associated with the one or more grid points; inputting, to a machine-learning model, the sampled features; and receiving, from the machine-learning model, based on the sampled features, a reconstruction of the texel of the texture at the second resolution.
Owner:QUALCOMM INC

Texture filtering of texture represented by multilevel mipmap

Texture filtering is applied to a texture represented with a mipmap comprising a plurality of levels, wherein each level of the mipmap comprises an image representing the texture at a respective level of detail. A texture filtering unit has minimum and maximum limits on an amount by which it can alter the level of detail when it filters texels from an image of a single level of the mipmap. The range of level of detail between the minimum and maximum limits defines an intrinsic region of the texture filtering unit. If it is determined that a received input level of detail is in an intrinsic region of the texture filtering unit, texels are read from a single mipmap level of the mipmap, and the read texels from the single mipmap level are filtered to determine a filtered texture value representing part of the texture at the input level of detail. If it is determined that the received input level of detail is in an extrinsic region of the texture filtering unit: texels are read from two mipmap levels of the mipmap, and the read texels from the two mipmap levels are processed to determine a filtered texture value representing part of the texture at the input level of detail.
Owner:IMAGINATION TECH LTD

Electronic device having graphics processor and acceleration method thereof

A graphics processor includes a texel unit and an execution unit. The texel unit includes a loading module. The execution unit includes an im2col module to execute an im2col algorithm to expand an original matrix to obtain an expansion matrix according to the size of a kernel. The execution unit multiplies the expansion matrix and the kernel to obtain a feature map matrix. The loading module calculates feature coordinates of each element of the feature map matrix according to the coordinates of the expansion matrix, and obtains the original coordinates of each element of the original matrix according to the feature coordinates, the size of the kernel, a stride, and padding. The loading module reads at least one of the memory blocks covered by the original coordinates of each element of the original matrix, and outputs data corresponding to the original coordinates in the memory blocks.
Owner:GLENFLY TECH CO LTD

Graphics processing system and method of rendering

A method of rendering a frame showing a scene formed by primitives in a tile-based graphics processing system includes a geometry processing phase tiling the primitives in the scene, to determine which primitives at least partially overlap which tiles of the frame to be rendered. A rendering phase obtains a fragment density map defining one or more texels, each texel corresponding to an area of the frame to be rendered and having an associated fragment size, wherein for each of the texels, the texel's height is an integer multiple of a native tile height used in the tile-based graphics processing system and the texel's width is an integer multiple of a native tile width used in the tile-based graphics processing system. The rendering phase also determines from the fragment density map a fragment size to be used to render the tile, performing sampling using the determined fragment size and performing fragment shading using the determined fragment size.
Owner:IMAGINATION TECH LTD

Techniques for stochastic texture filtering through single instruction multiple threads and single instruction multiple data lane communication

The disclosed method for rendering graphic images includes, for each lane contained in a plurality of lanes in a wave, sampling a texel based on a filter to generate a texel sample; for each lane contained in the plurality of lanes, computing a filtered value based on a plurality of the texel samples read from a corresponding plurality of lanes, based on a footprint associated with the lane; and rendering at least one section of a graphic image based on the filtered values ​​computed for the plurality of lanes.
Owner:NVIDIA CORP

Drawing method and device for highlight primitives and storage medium

The invention relates to the field of computer graphics, in particular to a highlight primitive drawing method and device and a storage medium. The method comprises the following steps: creating a plurality of texels according to a basic drawing, wherein the texels are in one-to-one correspondence with pixels in the basic drawing; each texel comprises a plurality of counting units, and different counting units are used for recording response times of different highlight patterns; in response to the primitive highlight display operation, determining a highlight primitive and a highlight style corresponding to the highlight primitive from the basic drawing; determining a target texel according to the pixels covered by the highlight primitives; determining a target counting unit in the target texel according to a highlight style corresponding to the highlight primitive, and updating the response frequency recorded by the target counting unit; on the basis of the design parameters of the different highlight styles, highlight display features of all texels are determined according to the response times; and according to a corresponding relation between texels and pixels, mixing the ontology display features and the highlight display features to obtain a target drawing. And the drawing refreshing efficiency is optimized, and the highlight effect is refined.
Owner:SUZHOU CAD SOFTWARE CO LTD

A method, computer program and apparatus for preparing to prefetch resources of a video game

A method prefetching a video game resource comprising providing game information as an input to a machine learning model which has been trained to associate game information with video game resources
Owner:SONY INTERACTIVE ENTERTAINMENT LLC

PERFORMING TEXEL ACCESS OPERATIONS ON MULTIPLE TEXELS RESPONSIVE TO EXECUTING A SINGLE INSTRUCTION BY GRAPHICS PROCESSING UNITS (GPUs)

PendingUS20260253309A1Computational scienceGraphics
Performing texel access operations on multiple texels responsive to executing a single instruction by graphics processing units (GPUs) is disclosed herein. In some aspects, a GPU is configured to, responsive to execution of a single instruction, determine a first coordinate and a second coordinate of a location of a first texel of a texture. The GPU is further configured to determine a first offset corresponding to the first coordinate of the first texel and a second offset corresponding to the second coordinate of the first texel. The GPU is also configured to perform a texel access operation on each of the first texel and a second texel of the texture, wherein a location of the second texel is represented by a first sum of the first coordinate and the first offset, and a second sum of the second coordinate and the second offset.
Owner:QUALCOMM INC

Techniques for stochastic texture filtering through single-instruction, multiple threads and single instruction, multiple data lane communication

The disclosed method for rendering graphics images includes, for each lane included in a plurality of lanes in a wave, sampling a texel based on a filter to generate a texel sample; for each lane included in the plurality of lanes, computing a filtered value based on a plurality of the texel samples that are read from a corresponding plurality of lanes based on a footprint associated with the lane; and rendering at least one portion of a graphics image based on the filtered values computed for the plurality of lanes.
Owner:NVIDIA CORP