Method and apparatus for coding a video into a bitstream carrying region-based post processing parameters into an sei nesting message
US-2019116366-A1 · Apr 18, 2019 · US
US11527035B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-11527035-B2 |
| Application number | US-202117308828-A |
| Country | US |
| Kind code | B2 |
| Filing date | May 5, 2021 |
| Priority date | Dec 28, 2018 |
| Publication date | Dec 13, 2022 |
| Grant date | Dec 13, 2022 |
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Real time ray tracing-based adaptive multi frequency shading. For example, one embodiment of an apparatus comprising: rasterization hardware logic to process input data for an image in a deferred rendering pass and to responsively update one or more graphics buffers with first data to be used in a subsequent rendering pass; ray tracing hardware logic to perform ray tracing operations using the first data to generate reflection ray data and to store the reflection ray data in a reflection buffer; and image rendering circuitry to perform texture sampling in a texture buffer based on the reflection ray data in the reflection buffer to render an output image.
Opening claim text (preview).
What is claimed is: 1. An apparatus comprising: rasterization hardware logic to process input data for an image in a first rendering pass to generate first data and responsively update one or more graphics buffers with the first data to be used in a subsequent rendering pass; ray tracing hardware logic to perform ray tracing operations using the first data to generate reflection ray data and to store the reflection ray data in a reflection buffer; variable-rate shading hardware logic to mark, in a texture buffer, texture data to be accessed to shade ray hit points based on the reflection ray data; shader execution circuitry to perform shading operations on the marked, but not on any of the unmarked, texture data to generate shaded texture data; and image rendering circuitry to perform texture sampling on the shaded texture data at ray hit points indicated by the reflection ray data to render an output image. 2. The apparatus as in claim 1 , wherein the reflection buffer stores corresponding reflection ray data for each reflection ray bounce. 3. The apparatus as in claim 1 , wherein the reflection ray data includes one or more of bidirectional reflectance distribution function (BRDF) weights, procedural texture IDs, material IDs, primitive IDs, level of detail (LOD), and UV coordinates. 4. The apparatus as in claim 1 , wherein the texture data comprises one or more procedure textures and wherein marking texture data comprises marking, in the one or more procedure textures, texel positions that would be accessed to shade the ray hit points. 5. The apparatus of claim 1 , wherein the graphics buffers comprise at least a G-buffer and a Z-buffer. 6. The apparatus of claim 5 , wherein in the first rendering pass the rasterization hardware logic is to render depth values for pixels or groups of pixels to the Z-Buffer and coordinates, normals, and materials for each surface to the G-buffer. 7. The apparatus of claim 6 , wherein the image rendering circuitry is to perform post-processing operations to render the output image including color-grading operations. 8. The apparatus of claim 6 , wherein the image rendering circuitry is to generate a weighted sum using sampled data from the texture sampling. 9. A method comprising: performing a first rendering pass to process input data for an image to generate first data and responsively updating one or more graphics buffers with the first data to be used in a subsequent rendering pass; performing ray tracing operations using the first data to generate reflection ray data; storing the reflection ray data in a reflection buffer; marking, in a texture buffer, texture data to be accessed to shade ray hit points based on the reflection ray data; performing shading operations on the marked, but not on any of the unmarked, texture data to generate shaded texture data; and performing texture sampling on the shaded texture data at ray hit points indicated by the reflection ray data to render an output image. 10. The method as in claim 9 , further comprising storing, in the reflection buffer, corresponding reflection ray data for each reflection ray bounce. 11. The method as in claim 9 , wherein the reflection ray data includes one or more of bidirectional reflectance distribution function (BRDF) weights, procedural texture IDs, material IDs, primitive IDs, level of detail (LOD), and UV coordinates. 12. The method as in claim 9 , wherein the texture data comprises one or more procedure textures and wherein marking texture data comprises marking, in the one or more procedure textures, texel positions that would be accessed to shade the ray hit points. 13. The method of claim 9 , wherein the graphics buffers comprise at least a G-buffer and a Z-buffer. 14. The method of claim 13 , wherein performing the first rendering pass further comprises rendering depth values for pixels or groups of pixels to the Z-Buffer and rendering coordinates, normals, and materials for each surface to the G-buffer. 15. The method of claim 14 , further comprising performing post-processing operations to render the output image including color-grading operations. 16. The method of claim 14 , further comprising generating a weighted sum using sampled data from the texture sampling. 17. A non-transitory machine-readable medium having program code stored thereon which, when executed by a machine, causes the machine to perform operations of: performing a first rendering pass to process input data for an image to generate first data and responsively updating one or more graphics buffers with the first data to be used in a subsequent rendering pass; performing ray tracing operations using the first data to generate reflection ray data; storing the reflection ray data in a reflection buffer; marking, in a texture buffer, texture data to be accessed to shade ray hit points based on the reflection ray data; performing shading operations on the marked, but not on any of the unmarked, texture data to generate shaded texture data; and performing texture sampling on the shaded texture data at ray hit points indicated by the reflection ray data to render an output image. 18. The non-transitory machine-readable medium as in claim 17 , wherein the operations further comprise storing, in the reflection buffer, corresponding reflection ray data for each reflection ray bounce. 19. The non-transitory machine-readable medium as in claim 17 , wherein the reflection ray data includes one or more of bidirectional reflectance distribution function (BRDF) weights, procedural texture IDs, material IDs, primitive IDs, level of detail (LOD), and UV coordinates. 20. The non-transitory machine-readable medium as in claim 17 , wherein the texture data comprises one or more procedure textures and wherein marking the texture data comprises marking, in the one or more procedure textures, texel positions that would be accessed to shade the ray hit points. 21. The non-transitory machine-readable medium of claim 17 , wherein the graphics buffers comprise at least a G-buffer and a Z-buffer. 22. The non-transitory machine-readable medium of claim 21 , wherein performing the first rendering pass further comprises rendering depth values for pixels or groups of pixels to the Z-Buffer and rendering coordinates, normals, and materials for each surface to the G-buffer. 23. The non-transitory machine-readable medium of claim 22 , wherein the operations further comprise performing post-processing operations to render the output image including color-grading operations. 24. The non-transitory machine-readable medium of claim 22 , wherein the operations further comprise generating a weighted sum using sampled data from the texture sampling.
Shading · CPC title
Texture mapping · CPC title
Ray-tracing · CPC title
General purpose rendering architectures · CPC title
Memory management · CPC title
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