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Optimized shadows and adaptive mesh skinning in foveated rendering system

A shadow map and subsystem technology, applied in the field of foveated rendering, can solve the problem of not acknowledging that the game experience has higher resolution graphics

Pending Publication Date: 2020-02-21
SONY COMPUTER ENTERTAINMENT INC
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In some cases, video game processing can be throttled to match the lower bandwidth of the wireless connection to the display so that video frames can be rendered at a lower resolution to push video data over the wireless connection without interruption; however, due to Throttle said processing, the user does not recognize the overall game experience with higher resolution graphics

Method used

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  • Optimized shadows and adaptive mesh skinning in foveated rendering system
  • Optimized shadows and adaptive mesh skinning in foveated rendering system
  • Optimized shadows and adaptive mesh skinning in foveated rendering system

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Embodiment Construction

[0030] While the following detailed description contains many specific details for purposes of illustration, those of ordinary skill in the art will appreciate that many variations and modifications to the following details are within the scope of the disclosure. Accordingly, aspects of the disclosure described below are set forth without loss of generality and without imposing limitations on the claims that follow this description.

[0031] In general, various embodiments of the present disclosure describe a graphics processor of a video rendering system configured to perform foveated rendering, wherein portions of the image in the foveal region may be rendered using a high resolution and using a lower resolution The rate renders the parts outside the fovea area. Specifically, the higher resolution shadow map is used to render shadows of objects displayed within the fovea region, and the lower resolution shadow map is used to render shadows of objects displayed outside the fo...

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PUM

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Abstract

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 determininga 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.

Description

Background technique [0001] Video games have grown in popularity with the advancement of video game technology. For example, high-performance graphics processors provide an incredible viewing and interactive experience when playing video games. Additionally, displays are being designed with higher and higher resolutions. For example, current technology includes displays with a 2K resolution (eg, 2.2 megapixels (2048x1080 pixels)) with an aspect ratio of about 19:10. Other displays with 4K UHD (Ultra High Definition) resolution (eg, 8.2 megapixels (3840x2160 pixels)) with an aspect ratio of 16:9 are now coming to market and are expected to gain traction. The increased graphics processing capabilities and high resolution displays provide users with a heretofore incredible viewing experience, especially when playing video games and game engines designed to take advantage of higher resolution displays. [0002] Pushing rendered images / frames to a high resolution display also re...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F3/01G06T15/60G06T15/04
CPCG06F3/013G06T15/04G06T15/506G06T15/60G06T2215/12
Inventor A.扬C.霍J.R.斯塔福德
Owner SONY COMPUTER ENTERTAINMENT INC
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