Motion biased foveated renderer
US-2018286105-A1 · Oct 4, 2018 · US
US11210807B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11210807-B2 |
| Application number | US-202016872946-A |
| Country | US |
| Kind code | B2 |
| Filing date | May 12, 2020 |
| Priority date | Jun 9, 2017 |
| Publication date | Dec 28, 2021 |
| Grant date | Dec 28, 2021 |
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A method for implementing a graphics pipeline. The method includes building a first shadow map of high resolution, and building a second shadow map based on the first shadow map of lower resolution. The method includes determining a light source affecting a virtual scene, and projecting geometries of objects of an image of the virtual scene onto a plurality of pixels of a display from a first point-of-view. The method includes determining a foveal region when rendering the image, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining a first set of geometries is drawn to a first pixel, determining the first set of geometries is in shadow based on the light source, and determining the first set of geometries is outside of the foveal region. The method includes rendering the first set of geometries using the second shadow map.
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What is claimed is: 1. A method, comprising: determining a foveal region when rendering an image of a virtual scene using a fragment shader of a graphics pipeline, wherein the foveal region corresponds to where an attention of a user is directed; determining a first set of fragments of objects is drawn to a first pixel; determining that the first set of fragments is in shadow; determining that the first pixel is outside of the foveal region using the fragment shader; and rendering shadowing for the first set of fragments using a low resolution shadow map, wherein shadowing for fragments drawn to pixels in the foveal region is rendered using a high resolution shadow map. 2. The method of claim 1 , further comprising: building the low resolution shadow map based on the high resolution shadow map. 3. The method of claim 1 , further comprising: tracking gaze of the user, wherein the gaze indicates a direction in the virtual scene towards which the attention of the user is directed; and centering the foveal region in the image of the virtual scene based on the direction. 4. The method of claim 1 , further comprising: centering the foveal region to a center of the image, wherein the foveal region is static. 5. The method of claim 1 , further comprising: projecting a plurality of fragments of a plurality of objects of the image of the virtual scene onto a plurality of pixels of a display. 6. The method of claim 5 , wherein the display comprises a head mounted display. 7. The method of claim 1 , further comprising: building a series of shadow maps based on distances from the foveal region, wherein resolutions of shadow maps in the series of shadow maps decrease as corresponding distances from the foveal region increases, wherein the series of shadow maps includes the low resolution shadow map and the high resolution shadow map. 8. A non-transitory computer-readable medium storing a computer program for performing a method, the computer-readable medium comprising: program instructions for determining a foveal region when rendering an image of a virtual scene using a fragment shader of a graphics pipeline, wherein the foveal region corresponds to where an attention of a user is directed; program instructions for determining a first set of fragments of objects is drawn to a first pixel; program instructions for determining that the first set of fragments is in shadow; program instructions for determining that the first pixel is outside of the foveal region using the fragment shader; and program instructions for rendering shadowing for the first set of fragments using a low resolution shadow map, wherein shadowing for fragments drawn to pixels in the foveal region is rendered using a high resolution shadow map. 9. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for building the low resolution shadow map based on the high resolution shadow map. 10. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for tracking gaze of the user, wherein the gaze indicates a direction in the virtual scene towards which the attention of the user is directed; and program instructions for centering the foveal region in the image of the virtual scene based on the direction. 11. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for centering the foveal region to a center of the image, wherein the foveal region is static. 12. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for projecting a plurality of fragments of a plurality of objects of the image of the virtual scene onto a plurality of pixels of a display. 13. The non-transitory computer-readable medium of claim 12 , wherein in the method the display comprises a head mounted display. 14. The non-transitory computer-readable medium of claim 8 , further comprising: program instructions for building a series of shadow maps based on distances from the foveal region, wherein resolutions of shadow maps in the series of shadow maps decrease as corresponding distances from the foveal region increases, wherein the series of shadow maps includes the low resolution shadow map and the high resolution shadow map. 15. A computer system comprising: a processor; memory coupled to the processor and having stored therein instructions that, if executed by the computer system, cause the computer system to execute a method, comprising: determining a foveal region when rendering an image of a virtual scene using a fragment shader of a graphics pipeline, wherein the foveal region corresponds to where an attention of a user is directed; determining a first set of fragments of objects is drawn to a first pixel; determining that the first set of fragments is in shadow; determining that the first pixel is outside of the foveal region using the fragment shader; and rendering shadowing for the first set of fragments using a low resolution shadow map, wherein shadowing for fragments drawn to pixels in the foveal region is rendered using a high resolution shadow map. 16. The computer system of claim 15 , the method further comprising: building the low resolution shadow map based on the high resolution shadow map. 17. The computer system of claim 15 , the method further comprising: tracking gaze of the user, wherein the gaze indicates a direction in the virtual scene towards which the attention of the user is directed; and centering the foveal region in the image of the virtual scene based on the direction. 18. The computer system of claim 15 , the method further comprising: centering the foveal region to a center of the image, wherein the foveal region is static. 19. The computer system of claim 15 , the method further comprising: projecting a plurality of fragments of a plurality of objects of the image of the virtual scene onto a plurality of pixels of a display. 20. The computer system of claim 15 , the method further comprising: building a series of shadow maps based on distances from the foveal region, wherein resolutions of shadow maps in the series of shadow maps decrease as corresponding distances from the foveal region increases, wherein the series of shadow maps includes the low resolution shadow map and the high resolution shadow map.
Filling planar surfaces by adding surface attributes, e.g. adding colours or textures · CPC title
Level of detail · CPC title
Head tracking input arrangements · CPC title
Shadow map, environment map · CPC title
Drawing from basic elements · CPC title
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