Qualcomm incorporated (20240104684). VISIBILITY GENERATION IN TILE BASED GPU ARCHITECTURES simplified abstract

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VISIBILITY GENERATION IN TILE BASED GPU ARCHITECTURES

Organization Name

qualcomm incorporated

Inventor(s)

Kalyan Kumar Bhiravabhatla of Bengaluru (IN)

Andrew Evan Gruber of Arlington MA (US)

Rahul Sunil Kukreja of Bangalore (IN)

Vishwanath Shashikant Nikam of Bangalore (IN)

Tao Wang of Sunnyvale CA (US)

Jian Liang of San Diego CA (US)

VISIBILITY GENERATION IN TILE BASED GPU ARCHITECTURES - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240104684 titled 'VISIBILITY GENERATION IN TILE BASED GPU ARCHITECTURES

Simplified Explanation

The patent application describes a system for improving visibility generation in tile-based GPU architectures. Here are some key points from the abstract:

  • Graphics processor performs binning passes for visibility information of primitives in a frame.
  • Visibility information can indicate visible or invisible status of primitives.
  • Depth buffer is updated based on visibility information.
  • Second binning pass is performed for visible primitives based on updated depth buffer.
  • Updated visibility information and position data are stored for visible primitives.

Potential Applications

This technology could be applied in various fields such as:

  • Video game development
  • Virtual reality applications
  • Computer-aided design (CAD) software

Problems Solved

  • Improved visibility generation in tile-based GPU architectures
  • Efficient rendering of graphics
  • Enhanced performance in processing visibility information

Benefits

  • Higher quality graphics rendering
  • Faster processing of visibility information
  • Improved user experience in graphics-intensive applications

Potential Commercial Applications

  • Gaming industry for developing realistic graphics
  • VR companies for immersive experiences
  • CAD software companies for enhanced visualization tools

Possible Prior Art

One possible prior art could be the use of occlusion culling techniques in computer graphics to optimize rendering performance. Another could be the use of depth buffers in GPU architectures for managing visibility information.

Unanswered Questions

How does this technology compare to existing visibility generation methods in GPU architectures?

This article does not provide a direct comparison with existing methods, so it is unclear how this technology improves upon current practices.

What specific types of primitives are most affected by this visibility generation improvement?

The article does not specify whether certain types of primitives benefit more from this technology, leaving room for further exploration into its impact on different types of graphics elements.


Original Abstract Submitted

this disclosure provides systems, devices, apparatus, and methods, including computer programs encoded on storage media, for improving visibility generation in tile-based gpu architectures. a graphics processor may perform a first binning pass associated with visibility information for each of a plurality of primitives in at least one frame. the visibility information for each of the plurality of primitives may correspond to a visible indication or an invisible indication. the graphics processor may update a depth buffer based on the visibility information for all of the plurality of primitives in the at least one frame. the graphics processor may perform a second binning pass for each of the visible set of primitives based on the updated depth buffer. the graphics processor may store at least one of the updated visibility information or updated position data for all primitives in the visible set of primitives from the second binning pass.