Elimination of minimal use threads via quad merging
US-2015379764-A1 · Dec 31, 2015 · US
US2016267701A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2016267701-A1 |
| Application number | US-201415028277-A |
| Country | US |
| Kind code | A1 |
| Filing date | Oct 8, 2014 |
| Priority date | Oct 10, 2013 |
| Publication date | Sep 15, 2016 |
| Grant date | — |
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Provided are methods and apparatuses for adjusting the processing sequence of draw commands for rendering images. The rendering method including determining, at a processing sequence determiner, previous draw commands that are identical to current draw commands; determining a processing sequence of the current draw commands based on depth information of the determined previous draw commands; and performing a Z-test on the current draw commands based on the processing sequence, and performing shading based on a result of the Z-test.
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1 . A rendering method comprising: determining, at a processing sequence determiner, previous draw commands that are identical to current draw commands; determining a processing sequence of the current draw commands based on depth information of the determined previous draw commands; and performing a Z-test on the current draw commands based on the processing sequence, and performing shading based on a result of the Z-test. 2 . The rendering method of claim 1 , wherein the determining of the processing sequence comprises comparing depth values of the determined previous draw commands, and determining the processing sequence of the current draw commands in an ascending order of the depth values. 3 . The rendering method of claim 1 , wherein the determining of the processing sequence comprises comparing depth values of objects included in the determined previous draw commands, and determining the processing sequence of the current draw commands in an ascending order of the depth values. 4 . The rendering method of claim 1 , further comprising generating primitive lists for the current draw commands, wherein the determining of the processing sequence comprises comparing depth values of the primitive lists, and determining the processing sequence of the current draw commands in an ascending order of the depth values. 5 . The rendering method of claim 1 , further comprising obtaining a depth value by performing geometry processing on a current draw command that has no identical previous draw command from among the current draw commands, wherein the determining of the processing sequence comprises determining a processing sequence of the current draw commands based on the obtained depth value. 6 . The rendering method of claim 1 , wherein the determining of the previous draw commands that are identical to the current draw commands comprises: comparing binding information of the current draw commands with binding information of the previous draw commands; and determining the previous draw commands that are identical to the current draw commands based on a result of the comparison. 7 . The rendering method of claim 1 , further comprising storing, in a draw command history buffer, information of a current draw command that has no identical previous draw command. 8 . The rendering method of claim 7 , wherein the information of a current draw command comprises at least one of draw command ID, binding information, or depth information of the current draw command. 9 . The rendering method of claim 1 , further comprising generating fragments based on the current draw commands, wherein the performing of the Z-test comprises comparing a depth value of the fragments at a position with depth values of fragments that have been input at the position, and outputting a fragment for shading in response to the depth value of the fragment being the smallest. 10 . A rendering apparatus comprising: a processing sequence determiner configured to determine previous draw commands that are identical to current draw commands, and to determine a processing sequence of the current draw commands by using depth information of the determined previous draw commands; a Z-tester configured to perform a Z-test on the current draw commands according to the processing sequence; and a shader configured to perform shading based on a result of the Z-test. 11 . The rendering apparatus of claim 10 , wherein the processing sequence determiner is further configured to compare depth values of the determined previous draw commands, and to determine the processing sequence of the current draw commands in an ascending order of the depth values. 12 . The rendering apparatus of claim 10 , wherein the processing sequence determiner is further configured to compare depth values of objects included in the determined previous draw commands, and to determine the processing sequence of the current draw commands in an ascending order of the depth values. 13 . The rendering apparatus of claim 10 , further comprising a geometry processor configured to generate primitive lists for the current draw commands, wherein the processing sequence determiner is further configured to compare depth values of the primitive lists, and to determine the processing sequence of the current draw commands in an ascending order of the depth values. 14 . The rendering apparatus of claim 10 , further comprising a geometry processor configured to obtain a depth value by performing geometry processing on a current draw command that has no identical previous draw command from among the current draw commands, wherein the processing sequence determiner is further configured to determine a processing sequence of the current draw command that has no identical previous draw command based on the obtained depth value. 15 . The rendering apparatus of claim 10 , wherein the processing sequence determiner is further configured to compare binding information of the current draw commands with binding information of the previous draw commands, and to determine the previous draw commands that are identical to the current draw commands based on a result of the comparison. 16 . The rendering apparatus of claim 10 , wherein the processing sequence determiner is further configured to store, in a draw command history buffer, information of a current draw command that has no identical previous draw command. 17 . A computer-readable recording medium having embodied thereon a program for executing the rendering method of claim 1 . 18 . A rendering method comprising: receiving draw commands; determining, at a processing sequence determiner, the processing sequence of the received draw commands; generating fragments based on the current draw commands; and comparing a depth value of all fragments that have been input at a position, and outputting, for shading, a fragment with a smallest depth value at the position. 19 . The rendering method of claim 18 , wherein the processing sequence of the received draw commands are based on the depth values of previous draw commands that are identical to the received draw commands. 20 . The rendering method of claim 18 , wherein in response to any received draw commands not being identical to previous draw commands, determining a processing sequence of the distinct current draw command based on the obtained depth value of the distinct current draw command.
using Z-buffer · CPC title
Memory management · CPC title
Shading · CPC title
Physics · mapped topic
General purpose rendering architectures · CPC title
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