Eric Zolnowski - Deltona FL, US Pierre Boudier - Foix, FR Juraj Obert - Oviedo FL, US
International Classification:
G06T 1/00
US Classification:
345522
Abstract:
Methods for enabling graphics features in processors are described herein. Methods are provided to enable trinary built-in functions in the shader, allow separation of the graphics processor's address space from the requirement that all textures must be physically backed, enable use of a sparse buffer allocated in virtual memory, allow a reference value used for stencil test to be generated and exported from a fragment shader, provide support for use specific operations in the stencil buffers, allow capture of multiple transform feedback streams, allow any combination of streams for rasterization, allow a same set of primitives to be used with multiple transform feedback streams as with a single stream, allow rendering to be directed to layered framebuffer attachments with only a vertex and fragment shader present, and allow geometry to be directed to one of an array of several independent viewport rectangles without a geometry shader.
A method and system for performing graphics processing is provided. The method and system includes storing stencil buffer values in a stencil buffer; generating either or both of a reference value and a source value in a fragment shader; comparing the stencil buffer values against the reference value; and processing a fragment based on the comparing the stencil buffer values against the reference value.
Start Node Determination For Tree Traversal For Shadow Rays In Graphics Processing
At least one processor may organize a plurality of primitives of a scene in a hierarchical data structure, wherein a plurality of bounding volumes are associated with a plurality of nodes of the hierarchical data structure. The at least one processor may rasterize a representation of each of the plurality of bounding volumes to an off-screen render target in the memory. The at least one processor may determine, based at least in part on a pixel in the off-screen render target that maps to a ray in the scene, a non-root node of the hierarchical data structure associated with the pixel as a start node to start traversal of the hierarchical data structure. The at least one processor may traverse the hierarchical data structure starting from the start node to determine whether the ray in the scene intersects one of the plurality of primitives.
Methods for enabling graphics features in processors are described herein. Methods are provided to enable trinary built-in functions in the shader, allow separation of the graphics processor's address space from the requirement that all textures must be physically backed, enable use of a sparse buffer allocated in virtual memory, allow a reference value used for stencil test to be generated and exported from a fragment shader, provide support for use specific operations in the stencil buffers, allow capture of multiple transform feedback streams, allow any combination of streams for rasterization, allow a same set of primitives to be used with multiple transform feedback streams as with a single stream, allow rendering to be directed to layered framebuffer attachments with only a vertex and fragment shader present, and allow geometry to be directed to one of an array of several independent viewport rectangles without a geometry shader.
Rendering Using Ray Tracing To Generate A Visibility Stream
- San Diego CA, US Christopher Paul Frascati - Oviedo FL, US Juraj Obert - Orlando FL, US Hitendra Mohan Gangani - Orlando FL, US Avinash Seetharamaiah - San Diego CA, US
International Classification:
G06T 15/06 G06T 1/20 G06T 1/60 G06T 15/40
Abstract:
A method and apparatus for ray tracing may include a method, manufacture and apparatus for ray tracing that may include dividing a render target into a plurality of bins. Next, a visibility pass is performed using ray tracing to generate a visibility stream such that the visibility stream indicates, for each bin of the plurality of bins, which primitives are visible in the bin. Then, for at least one bin of the plurality of bins, each primitive in the bin that is indicated in the visibility stream as being visible in the bin is rendered.
Efficient Hierarchy Traversal In Ray Tracing Applications
Methods and systems disclosed improve the efficiency of ray tracing. In one aspect, a method of ray tracing in a digital representation of a scene includes segmenting the scene into a plurality of voxels, associating each of the voxels with a node of a bounding volume hierarchy (BVH) representing one or more object primitives within the scene, determining a set of voxels through which the ray passes, determining a set of nodes associated with the set of voxels, determining a deepest common ancestor node of the set of nodes, traversing the hierarchy starting at the deepest common ancestor node to determine a point of intersection between the ray and one of the one or more object primitives; and updating a digital image of the scene based on the determined point of intersection.
Qualcomm - Orlando, FL since Apr 2013
Staff Engineer
AMD Jan 2013 - Apr 2013
Member of Technical Staff
AMD Jul 2010 - Dec 2012
Senior Software Engineer
University of Central Florida Aug 2007 - Jul 2010
Graduate Research Assistant
Electronic Arts May 2008 - Jan 2009
Software Engineer
Education:
University of Central Florida 2007 - 2010
Doctor of Philosophy (PhD), Computer Science - Computer Graphics
Czech Technical University in Prague 2004 - 2007
Master of Science (MSc), Computer Science - Computer Graphics
Uppsala University 2006 - 2006
Master of Science (MSc), Computer Science - Computer Graphics
Slovak University of Technology 2000 - 2004
Bachelor of Science (BSc), Computer Science - Software Engineering