Patents
Literature
Patsnap Eureka AI that helps you search prior art, draft patents, and assess FTO risks, powered by patent and scientific literature data.

15 results about "Z-buffering" patented technology

In computer graphics, z-buffering, also known as depth buffering, is the management of image depth coordinates in 3D graphics, usually done in hardware, sometimes in software. It is one solution to the visibility problem, which is the problem of deciding which elements of a rendered scene are visible, and which are hidden. Z-buffering was first described in 1974 by Wolfgang Straßer in Chapter 6 (page 6-1) of his PhD thesis. The painter's algorithm is another common solution which, though less efficient, can also handle non-opaque scene elements. The z-buffer uses the Image space method for hidden surface detection. A z-buffer can refer to a data structure or to the method used to perform operations on that structure.

Three-dimensional visual synthesis system based on heterogeneous collaboration and screen alignment fusion

The invention relates to a three-dimensional visual synthesis system based on heterogeneous collaboration and screen alignment fusion, which is characterized in that a master control system generates complete viewpoint configuration information of a current scene acquired by an image acquisition device, and the complete viewpoint configuration information is used as a single data source and is simultaneously distributed to a graphic processing unit and a neural rendering coprocessor of the master control system; synchronous starting and parallel execution of the two heterogeneous rendering pipelines are achieved. And in combination with a subsequent screen alignment fusion mechanism, an end-to-end collaboration framework with low delay, low coupling and high coordination is constructed, and the key problem of real-time integration of high-fidelity contents is effectively solved. On the premise of not depending on a traditional deep buffer area or geometric alignment, high-fidelity visual content generated by special hardware acceleration and a dynamic environment of a main control system are efficiently fused, and complex effects such as lightweight asynchronous communication and real-time shadow are supported. Therefore, multiple bottlenecks in the aspects of real-time performance, compatibility and engineering deployment in the prior art are broken through.
Owner:SHANGHAI TECH UNIV

Graphics processors

When performing tile-based rendering a first, pre-pass operation in which primitives in a sequence of primitives for a tile are processed to determine visibility information for the sequence of primitives, the visibility information being usable to determine whether or not fragments for a primitive in the sequence of primitives should subsequently be processed further for the render output, is performed. Thereafter a second, main pass operation is performed in which the further processing of fragments for primitives that were processed during the first, pre-pass operation is controlled based on the determined visibility information for the sequence of primitives, such that for fragments for which the visibility information indicates that the fragments should not be processed further for the render output some or all of the processing during the second, main pass is omitted. The visibility information comprises the depth buffer.
Owner:ARM LTD

Primitive processing in a graphics processing system

A graphics processing system has a rendering space which is divided into tiles. Primitives within the tiles are processed to perform hidden surface removal and to apply texturing to the primitives. The graphics processing system includes a plurality of depth buffers, thereby allowing a processing module to process primitives of one tile by accessing one of the depth buffers while primitive identifiers of another, partially processed tile are stored in another one of the depth buffers. This allows the graphics processing system to have “multiple tiles in flight”, which can increase the efficiency of the graphics processing system.
Owner:IMAGINATION TECH LTD

Hidden surface removal in graphics processing systems

The present disclosure relates to hidden surface removal in a graphics processing system. In particular, a graphics processor performs early depth testing of primitives with respect to tiles of a rendered output, and depth testing of sample locations of the rendered output, maintains a per-tile depth buffer that stores depth values of a tile for use in the early depth testing of the tile, and a per-sample depth buffer. When processing of the rendered output is stopped before completion of the rendered output, per-sample depth values in the per-sample depth buffer are written to storage so that the per-sample depth values can be recovered, but per-tile depth value information in the per-tile depth buffer is discarded. Then, when resuming processing of the rendered output, the per-sample depth buffer values are loaded into the per-sample depth buffer, and the loaded per-sample depth buffer values are also used to recover the per-tile depth buffer for use in continuing processing of the rendered output.
Owner:ARM LTD

Primitive Processing in a Graphics Processing System

A graphics processing system has a rendering space which is divided into tiles. Primitives within the tiles are processed to perform hidden surface removal and to apply texturing to the primitives. The graphics processing system includes a plurality of depth buffers, thereby allowing a processing module to process primitives of one tile by accessing one of the depth buffers while primitive identifiers of another, partially processed tile are stored in another one of the depth buffers. This allows the graphics processing system to have “multiple tiles in flight”, which can increase the efficiency of the graphics processing system.
Owner:IMAGINATION TECH LTD

Graphics processor, operating method, and machine-readable storage medium

A graphics processor (GPU), an operating method, and a machine-readable storage medium are provided. The GPU includes a command processor circuit and a geometry pipeline circuit. The command processor circuit sends a current primitive block to the geometry pipeline circuit for geometry processing. The geometry pipeline circuit decides to enable coarse-grained depth testing or fine-grained depth testing according to a hardware descriptor. When the geometry pipeline circuit enables the fine-grained depth testing, the geometry pipeline circuit performs fine-grained depth testing culling on a plurality of primitives of the current primitive block sent by the command processor circuit to the geometry pipeline circuit, stores fine-grained depth testing results in a fine-grained depth buffer, and discards drawing of the current primitive block.
Owner:SHANGHAI BIREN TECH CO LTD

Efficient oblique photography monomer rendering method

The invention relates to the technical field of three-dimensional modeling, and discloses an efficient oblique photography monomer rendering method, which comprises the following steps: dividing building features into building masks; dividing the building mask into a plurality of subsets; floating-point number rendering textures are emptied; when the depth value of the drawn triangular surface is greater than the depth value of the model scene, depth information of the model scene is kept in the depth buffer; drawing all subsets in sequence, drawing the triangular facets into floating-point number rendering textures, and outputting the pixel depth floating-point numbers of the triangular facets into the floating-point number rendering textures; drawing the subset, comparing the pixel depth floating-point number of the anticlockwise triangular surface with the floating-point number rendering texture, and if the pixel depth floating-point number of the anticlockwise triangular surface is equal to the floating-point number rendering texture, mixing the mask color on the screen; when the next subset is drawn, 1 is added to the index bit of the pixel depth floating-point number, and the pixel depth floating-point number in the next subset is smaller than the existing old pixel value in the floating-point number rendering texture; and the mask rendering efficiency of a large number of buildings is improved.
Owner:上海秉匠信息科技有限公司

Processing primitives which have unresolved fragments in a graphics processing system

A graphics processing system performs hidden surface removal and texturing / shading on fragments of primitives. The system includes a primary depth buffer (PDB) for storing depth values of resolved fragments, and a secondary depth buffer (SDB) for storing depth values of unresolved fragments. Incoming fragments are depth tested against depth values from either the PDB or the SDB. When a fragment passes a depth test, its depth value is stored in the PDB if it is a resolved fragment (e.g. if it is opaque or translucent), and its depth value is stored in the SDB if it is an unresolved fragment (e.g. if it is a punch through fragment). This provides more opportunities for subsequent opaque objects to overwrite punch through fragments which passed a depth test, thereby reducing unnecessary processing and time which may be spent on fragments which ultimately will not contribute to the final rendered image.
Owner:IMAGINATION TECH LTD

Hybrid rendering of virtual reality content using depth-based occlusion

A virtual reality rendering system includes a processor, memory storing a stereo panoramic image with color and depth data captured using above-horizon and below-horizon projections representing static virtual environment components, and a graphics processing unit. The GPU renders the stereo panoramic image as a full-screen quad using equirectangular projection coordinates, extracts depth values and reconstructs world-space positions by applying inverse projection and view matrices corresponding to capture parameters, seeds a runtime depth buffer with reconstructed positions for depth-based occlusion, and renders dynamic three-dimensional objects using standard rasterization techniques. The dynamic objects interact with the stereo panoramic image through the seeded depth buffer to provide correct occlusion relationships.
Owner:THREE SPACE LAB INC

Three-dimensional model rendering method and device, electronic equipment and readable storage medium

The invention discloses a rendering method and device of a three-dimensional model, electronic equipment and a readable storage medium, relates to the technical field of information technology support, and aims to solve the problem that the error rate of visible buffer writing is relatively high. The method comprises the following steps: removing a three-dimensional model based on depth buffer of an Nth frame to obtain a target three-dimensional model of the Nth frame; performing rasterization processing on the target three-dimensional model to obtain a plurality of fragment elements; performing a depth test based on a depth test function on the first depth value of the target fragment and a second depth value currently stored in the depth texture; under the condition that the result of the depth test is passed, writing operation is executed, the first depth value is used for replacing the second depth value, the geometric identifier corresponding to the target fragment is written into the color texture depth test, and the writing operation is executed atomically; and rendering the three-dimensional model based on the visibility buffer of the Nth frame to obtain a rendering result of the Nth frame. According to the embodiment of the invention, the writing accuracy of the visibility buffer can be ensured.
Owner:CHINA MOBILE SHANGHAI ICT CO LTD +2

Processing Fragments Which Have A Shader-Dependent Property In A Graphics Processing System

A graphics processing system includes hidden surface removal logic and processing logic for processing fragments. An early depth test is performed on a first fragment with the hidden surface removal logic using a depth buffer, the first fragment having a shader-dependent property. In response to the first fragment passing the early depth test, the processing logic determines the property of the first fragment. After the determination of the property of the first fragment, a late depth test is performed on the first fragment with the hidden surface removal logic using the depth buffer. After performing the early depth test on the first fragment but before the late depth test is performed on the first fragment, an early depth test is performed on a second fragment with the hidden surface removal logic, wherein the second fragment does not have a shader-dependent property.
Owner:IMAGINATION TECH LTD

3D Gaussian reconstruction optimization method based on display depth partition

The invention discloses a 3D Gaussian reconstruction optimization method based on display depth partitioning, and belongs to the technical field of computer graphics and three-dimensional display. The method comprises the following steps: firstly, constructing a core area and an edge area by taking a display focal plane as a center according to an effective depth-of-field range of three-dimensional display equipment, and establishing a double-depth buffer area; the marginal region is then subdivided into a near marginal region and a far marginal region. Executing all-parameter optimization without the upper limit of the number of iterations in the core area and adopting high-density control; introducing a depth weight-based clone splitting probability attenuation mechanism and a spatial scale constraint into the near edge region; and applying the attenuation mechanism in the far edge region and applying the maximum iteration number limitation, and finally outputting a three-dimensional Gaussian scene model of partition optimization. According to the method, through differentiated resource allocation, the calculation efficiency is remarkably improved, the visual artifacts at the boundary of the depth of field are effectively eliminated, and the equipment suitability is enhanced.
Owner:SHENZHEN RES INST OF BEIJING UNIV OF POSTS & TELECOMM

Hybrid rendering method, device and equipment for 3DGS scene and medium

The invention provides a hybrid rendering method, device and equipment for 3DGS scenes and a medium, and the method comprises the steps: carrying out the cutting of view cones on a plurality of 3DGS scenes participating in the hybrid rendering, and storing all screened nodes to be rendered in a to-be-rendered node list; splitting each to-be-rendered node in the to-be-rendered node list into data segments with the size of one or more tile blocks according to the data size of the to-be-rendered node list, and sequentially writing the data segments into the idle tile blocks of the virtual texture; on the basis of the page table structural body, traversing all the 3DGS primitives loaded to the virtual texture, and performing global sorting according to the depth value of each primitive to determine a sorting index sequence; and sequentially accessing corresponding primitive parameters in the virtual texture according to the sorting index sequence, and performing primitive-by-primitive rendering in a GPU (Graphics Processing Unit) by adopting a semitransparent mixing mode without writing in a depth buffer area, thereby solving the rendering problem caused by abnormal Gaussian primitive sorting of each scene during multi-scene rendering.
Owner:SHENZHEN XGRIDS-INNOVATION CO LTD