18324611. TOPOLOGY SHADER TECHNOLOGY simplified abstract (Intel Corporation)

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TOPOLOGY SHADER TECHNOLOGY

Organization Name

Intel Corporation

Inventor(s)

Hugues Labbe of Folsom CA (US)

Tomer Bar-on of Petah Tikva (IL)

Gabor Liktor of San Francisco CA (US)

Andrew T. Lauritzen of Victoria (CA)

John G. Gierach of Hillsboro OR (US)

TOPOLOGY SHADER TECHNOLOGY - A simplified explanation of the abstract

This abstract first appeared for US patent application 18324611 titled 'TOPOLOGY SHADER TECHNOLOGY

Simplified Explanation

The technology described in the patent application involves a system that receives an object description at a topology shader in a graphics pipeline and generates a set of polygons based on that description. The set of polygons is then sent to a vertex shader for further processing.

  • The technology involves a system that processes object descriptions in a graphics pipeline.
  • The system generates a set of polygons based on the object description.
  • The set of polygons is sent to a vertex shader for additional processing.

Potential Applications

This technology could be applied in various industries such as video game development, computer-aided design (CAD), virtual reality, and augmented reality.

Problems Solved

This technology streamlines the process of generating polygons from object descriptions in a graphics pipeline, improving efficiency and reducing the workload on the system.

Benefits

The benefits of this technology include faster rendering times, improved graphics quality, and enhanced performance in graphics-intensive applications.

Potential Commercial Applications

One potential commercial application of this technology could be in the development of advanced graphics software for industries such as entertainment, architecture, and engineering.

Possible Prior Art

Prior art in this field may include existing graphics rendering techniques and software tools used for polygon generation in graphics pipelines.

Unanswered Questions

How does this technology compare to existing polygon generation methods in graphics pipelines?

This article does not provide a direct comparison between this technology and existing methods for polygon generation in graphics pipelines. Further research or a comparative analysis would be needed to address this question.

What are the specific technical requirements for implementing this technology in a graphics pipeline?

The article does not detail the specific technical requirements for implementing this technology in a graphics pipeline. Additional information on hardware/software compatibility, system specifications, and integration processes would be necessary to answer this question.


Original Abstract Submitted

Systems, apparatuses and methods may provide for technology that receives, at a topology shader in a graphics pipeline, an object description and generates, at the topology shader, a set of polygons based on the object description. Additionally, the set of polygons may be sent to a vertex shader.