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31 results about "Shading language" patented technology

A shading language is a graphics programming language adapted to programming shader effects (characterizing surfaces, volumes, and objects). Such language forms usually consist of special data types, like "vector", "matrix", "color" and "normal". Due to the variety of target markets for 3D computer graphics, different shading languages have been developed.

Method, system, and computer program product for implementing derivative operators with graphics hardware

Method, system, and computer program product for implementing derivative operators at an interactive rate in computer graphics systems. In an embodiment, a data structure representing the operation of one or more computer program statements is received by a compiler and transformed into a tree data structure. Nodes of the tree data structure that determine derivative information are marked, and a transform rule is applied to the marked nodes to transform the tree data structure into a data structure that can be implemented with graphics hardware interface program statements. In one embodiment of the invention, the compiler transforms shading language statements into graphics application programming interface statements that can be implemented with multiple passes through a graphics pipeline. It is a feature of the present invention that it can be implemented on a wide range of computer graphics systems.
Owner:MICROSOFT TECH LICENSING LLC

Three-dimensional terrain model real-time smooth drawing method with combination of GPU technology

InactiveCN105336003ATroubleshoot preprocessing issuesEliminate noise3D modellingVideo memoryEngineering
The invention provides a three-dimensional terrain model real-time smooth drawing method with combination of a GPU technology, and belongs to the technical field of image processing. The objective of the invention is to provide the three-dimensional terrain model real-time smooth drawing method with combination of the GPU technology so that cache reuse in multiple times of drawing can be realized based on the current popular programmable GPU technology with a global digital elevation model acting as a data source, and load of computation space is effectively reduced. The method comprises the steps of construction of a multi-resolution pyramid model, elimination of image noise points, filtering of images, partitioning of planar projection of the earth according to equal latitude and longitude, and construction of different hierarchical levels of pyramid layers according to a mode from the top to the bottom. Acceleration and enhancement of terrain rendering are realized based on the programmable GPU technology, i.e. all phases of a graphical drawing pipeline are controlled by using shader languages, two and textures are respectively generated by vertex information and index information of elevation data to be stored in video memory for scheduling of whole terrain drawing; and vertex interpolation and migration are performed in the geometric phase by utilizing a curved surface subdivision and fractal technology so that procedural details are generated and the phenomenon of edges and corners of the terrain mesh when resolution is insufficient can be compensated.
Owner:PLA AIR FORCE AVIATION UNIVERSITY

Integer-based functionality in a graphics shading language

One embodiment of the present invention sets forth a technique for improving the flexibility and programmability of a graphics pipeline by adding application programming interface (API) extensions to the OpenGL Shading Language (GLSL) that provide native support for integer data types and operations. The integer API extensions span from the API to the hardware execution units within a graphics processing unit (GPU), thereby providing native integer support throughout the graphics pipeline.
Owner:NVIDIA CORP

Map linear symbol drawing method and system based on graphics processing unit (GPU)

The invention relates to a map linear symbol drawing method and a map linear symbol drawing system based on a graphics processing unit (GPU). According to the method, under a three-dimensional rendering programmable assembly line system, a shader language is used for sending a function relation between map linear symbol coloring and linear parameters to the GPU for calculation, so that map linear symbols can be drawn with high efficiency. The method comprises the following steps of establishing a vortex array caching object by taking half-linear width as a buffering region according to a linear center line, recording xyz of the position of a vortex and transverse and longitudinal coordinate relation parameters uv of the vortex on the whole buffering zone; writing a vortex shader, sending the uv parameters into a fragment shader, and performing rasterization interpolation by using the GPU; and building a function of a fragment color and the uv in the fragment shader, and calculating pixel coloring. In an actual drawing process, the vortex caching objects are bound to be property parameters for sending; global parameters required in a shader file are set; and therefore, the linear symbols can be drawn.
Owner:JIANGSU PROVINCE IN HERE DIGITAL TECH

Methods and systems for processing a geometry shader program developed in a high-level shading language

Methods and systems for processing a geometry shader program developed in a high-level shading language are disclosed. Specifically, in one embodiment, after having received the geometry shader program configured to be executed by a first processing unit in a programmable execution environment, the high-level shading language instructions of the geometry shader program is converted into low-level programming language instructions. The low-level programming language instructions are then linked with the low-level programming language instructions of a domain-specific shader program, which is configured to be executed by a second processing unit also residing in the programmable execution environment. The linked instructions of the geometry shader program are directed to the first processing unit, and the linked instructions of the domain-specific shader program are directed to the second processing unit.
Owner:NVIDIA CORP

Color calibration method of large multi-projection screen based on projector-camera system

The invention provides a color calibration optimization algorithm based on a projector-camera system, which is used for eliminating influence on immersion and reality sense of an observer caused by color difference of a display system of a large multi-projection screen. In the invention, for the problem of neglecting influence of a camera in the previous algorithm, a high dynamic range image (HDRI) synthesis algorithm based on Pedro image segmentation is proposed so as to establish a mapping relation between an input pixel and an output pixel of the camera; brightness and chrominance of a projector are calibrated at the same time by virtue of a combined function approximation method for a YUV (luminance and chrominance) color space transformation model so as to generate a color lookup table (CLUT); graphic processing unit (GPU) rendering for color calibration is realized based on shading language; and finally the three-channel annular multi-projection screen is taken as an experimental platform to verify effectiveness of the algorithm.
Owner:BEIJING UNIV OF POSTS & TELECOMM

Video frame rendering method and device

The embodiment of the invention discloses a video frame rendering method and a video frame rendering device. The video frame rendering method comprises the following steps: receiving a rendering instruction of a user and a to-be-rendered video frame; analyzing the rendering instruction, and determining special effects corresponding to the video frame and an action time interval of each special effect; extracting the identifier information of the determined special effects, and determining GLSL (open graphics library shading language) programs corresponding to the special effects, wherein each special effect corresponds to one GLSL program; respectively judging whether each special effect corresponding to the video frame meets a preset rule according to the action time interval of each special effect and the extracted identifier information of each special effect; combining the GLSL programs corresponding to the special effects which meet the preset rule to obtain a combined GLSL program; executing the combined GLSL program and the GLSL programs corresponding to the special effects which do not meet the preset rule to obtain a rendered special-effect frame. According to the technical scheme, the execution frequency of the GLSL programs is reduced, and the transfer frequency of repeating data is reduced, so that the rendering efficiency is improved.
Owner:BEIJING QIYI CENTURY SCI & TECH CO LTD

Developer controlled layout

A method for processing graphics for a GPU program, translating instructions from a shading language into an intermediate language with a front end of a GPU compiler; translating the instructions from the intermediate language into a GPU object language with a back end of the GPU compiler; wherein the instructions in the shading language include instructions defining a layout of resources for the GPU program.
Owner:SONY COMPUTER ENTERTAINMENT INC

Spacecraft solar panel three-dimensional dynamic simulation method taking shielding effect into consideration

The invention discloses a spacecraft solar panel three-dimensional dynamic simulation method taking a shielding effect into consideration, belongs to the technical field of computer simulation, and solves the problems that the power generating efficiency is estimated inaccurately caused by complex analyzing tasks of the existing shielding situations generated by a satellite orbit and a large-scale mechanism. According to the technical main points, the method comprises the following steps: building a realization environment; performing three-dimensional virtual modeling on a spacecraft; displaying a spacecraft body, a solar panel and an antenna in real time; calculating a sheltering matrix through a shadow shielding algorithm; performing visual rendering based on solar panel shadow of shading language; performing multi-view-angle interactive three-dimensional roaming; displaying the power and a temperature curve of the solar panel in real time. According to the method, the analyzing tasks of the shielding situations generated by the satellite orbit and the large-scale mechanism are realized, the power generating power of solar batteries is calculated according to a shielding analysis result, and the number of the solar batteries is designed reasonably.
Owner:HARBIN INST OF TECH

Methods and systems for processing a geometry shader program developed in a high-level shading language

Methods and systems for processing a geometry shader program developed in a high-level shading language are disclosed. Specifically, in one embodiment, after having received the geometry shader program configured to be executed by a first processing unit in a programmable execution environment, the high-level shading language instructions of the geometry shader program is converted into low-level programming language instructions. The low-level programming language instructions are then linked with the low-level programming language instructions of a domain-specific shader program, which is configured to be executed by a second processing unit also residing in the programmable execution environment. The linked instructions of the geometry shader program are directed to the first processing unit, and the linked instructions of the domain-specific shader program are directed to the second processing unit.
Owner:NVIDIA CORP

Screen-based three-dimensional linear symbol rendering method

The invention discloses a screen-based three-dimensional linear symbol rendering method, which utilizes a shader language to realize high-efficiency high-quality rendering of linear map symbols in a three-dimensional map. The method includes the steps of establishing a mapping relation between vector line segments and a terrain unit, and encoding vector nodes and indexes, thereby forming node texture and index texture; in a fragment shader, searching and reestablishing vector line segments associated with a current fragment; performing grouping and ranking on vector line segment indexes, solving texture coordinates of line segment nodes in the node texture, and reading node attributes from the node texture; and selecting corresponding rendering functions according to symbol types of the associated line segments, and arranging a calculation sequence according to priority. Through direct calculation of screen fragments, the screen-based three-dimensional linear symbol rendering method provided by the invention can realize lamination rendering of linear symbols in a terrain rendering process. In addition, precise spatial position relation calculation and flexible fragment operation meet rendering of different types of linear symbols, and ensure efficiency of real-time rendering.
Owner:NANJING UNIV

Video monitoring image display method based on three-dimensional images

The invention relates to the technical field of camera monitoring, and relates to a video monitoring image display method based on three-dimensional images. A decoded YUV image is input to a graphics card through a multiple texture interface of an OpenGL, a GPU of the graphics card is programmed by using a shading language, and the GPU of the graphics card uses a conversion rate to convert the texture of the YUV image into an RGB image to be displayed on a display. The time of a CPU is not occupied greatly, and the display performance is improved.
Owner:广东本致数码科技有限公司

Vector data types with swizzling and write masking for C++

One embodiment of the invention includes a method for extending an object-oriented programming language to include support for a shading language vector data type. The method generally includes defining a template class for a shading language vector, defining a template class for a swizzled vector, and partially specializing the vector template class for vectors of one, two, three, and four elements. The partial specialization includes a union of instances of the vector swizzle template, where each instance represents a desired vector swizzle. In addition to defining the vector and vector swizzle data types, the templates classes may overload operators provided by the object-oriented programming language to perform operations corresponding to operations of the operators in the shading language.
Owner:NVIDIA CORP

Video monitoring image display method based on three-dimensional image

The invention provides a video monitoring image display method based on a three-dimensional image. A decoded YUV image is input into a graphics card through an OpenGL multiple-texture interface. The GPU of the graphics card is programmed by means of a shading language. The GPU of the graphics card converts the texture of the YUV image to an RGB image by means of a transformation rate and displays on a display device. Compared with the prior art, the video monitoring image display method has advantages of no occupation of a large amount of GPU time and effective display performance improvement.
Owner:广州市三川田文化科技股份有限公司

Vector data types with swizzling and write masking for C++

One embodiment of the invention includes a method for extending an object-oriented programming language to include support for a shading language vector data type. The method generally includes defining a template class for a shading language vector, defining a template class for a swizzled vector, and partially specializing the vector template class for vectors of one, two, three, and four elements. The partial specialization includes a union of instances of the vector swizzle template, where each instance represents a desired vector swizzle. In addition to defining the vector and vector swizzle data types, the templates classes may overload operators provided by the object-oriented programming language to perform operations corresponding to operations of the operators in the shading language.
Owner:NVIDIA CORP

Cross-platform shader language configuration method

PendingCN112612459ASolve the problem of inconsistent rendering effectConsistent renderingProgramming languages/paradigmsProcessor architectures/configurationComputer graphics (images)Parallel computing
The invention discloses a cross-platform shader language configuration method, and relates to the technical field of computers. The method comprises the steps of converting a rendering algorithm of a Unity engine from a GLSL language to an HLSL language according to the rendering algorithm of a Realibox engine at a Unity engine end; adding a pre-compiling head in the Unity engine according to a macro branch for controlling a shader language in the Realibox engine; and at the Unity engine end, improving the illumination model of the Realibox engine according to the GPU architectures of different platforms, so that the illumination model of the Realibox engine is matched with the illumination model of the Unity engine. According to the method, the problem of inconsistent rendering effects between the Unity engine and the Realibox engine is solved, and the consistency of the rendering effects under GPU architectures of different platforms can be ensured.
Owner:广州引力波信息科技有限公司

Texture image binding method and device and readable storage medium

ActiveCN108958718ACorrectly boundBinding is simple and efficientVisual/graphical programmingCode compilationPattern recognitionHuman language
The invention provides a texture image binding method and device and a readable storage medium. The method for providing simple and accurate binding of a texture image, applied to a Direct3D11 software platform, includes determining a first texture of Texture2D type in shader script based on high-order shader language HLSL, obtaining a name of the first texture, and determining a first register index corresponding to the first texture based on a correspondence relationship between the texture name and the register index; creating a second texture of type ID3D11Texture2D corresponding to the first texture and creating a texture view corresponding to the second texture based on an object-oriented programming language C + +; binding the first texture and the second texture based on a registerindex of the first texture and the texture view.
Owner:WUHAN DOUYU NETWORK TECH CO LTD

Three-dimensional dynamic simulation method of spacecraft solar panel considering shading effect

The invention discloses a spacecraft solar panel three-dimensional dynamic simulation method taking a shielding effect into consideration, belongs to the technical field of computer simulation, and solves the problems that the power generating efficiency is estimated inaccurately caused by complex analyzing tasks of the existing shielding situations generated by a satellite orbit and a large-scale mechanism. According to the technical main points, the method comprises the following steps: building a realization environment; performing three-dimensional virtual modeling on a spacecraft; displaying a spacecraft body, a solar panel and an antenna in real time; calculating a sheltering matrix through a shadow shielding algorithm; performing visual rendering based on solar panel shadow of shading language; performing multi-view-angle interactive three-dimensional roaming; displaying the power and a temperature curve of the solar panel in real time. According to the method, the analyzing tasks of the shielding situations generated by the satellite orbit and the large-scale mechanism are realized, the power generating power of solar batteries is calculated according to a shielding analysis result, and the number of the solar batteries is designed reasonably.
Owner:HARBIN INST OF TECH

A method for smooth real-time rendering of 3D terrain models combined with GPU technology

InactiveCN105336003BTroubleshoot preprocessing issuesEliminate noise3D modellingVideo memoryLongitude
The invention provides a three-dimensional terrain model real-time smooth drawing method with combination of a GPU technology, and belongs to the technical field of image processing. The objective of the invention is to provide the three-dimensional terrain model real-time smooth drawing method with combination of the GPU technology so that cache reuse in multiple times of drawing can be realized based on the current popular programmable GPU technology with a global digital elevation model acting as a data source, and load of computation space is effectively reduced. The method comprises the steps of construction of a multi-resolution pyramid model, elimination of image noise points, filtering of images, partitioning of planar projection of the earth according to equal latitude and longitude, and construction of different hierarchical levels of pyramid layers according to a mode from the top to the bottom. Acceleration and enhancement of terrain rendering are realized based on the programmable GPU technology, i.e. all phases of a graphical drawing pipeline are controlled by using shader languages, two and textures are respectively generated by vertex information and index information of elevation data to be stored in video memory for scheduling of whole terrain drawing; and vertex interpolation and migration are performed in the geometric phase by utilizing a curved surface subdivision and fractal technology so that procedural details are generated and the phenomenon of edges and corners of the terrain mesh when resolution is insufficient can be compensated.
Owner:PLA AIR FORCE AVIATION UNIVERSITY

Method, apparatus and system for performing texture sampling

Use a shading language to implement texture samplers. The shader compiler is used to compile texture samplers to the target machine based on the sampler state, sampler operations, and other static element input values ​​provided to the texture sampler. Shaders such as vertex shaders, geometry shaders, pixel shaders, hull shaders, domain shaders, and compute shaders can call one or more texture samplers when calling shaders. One or more texture samplers, which are a piece of software code, can generate texture samples from texture data and provide such texture samples to a shader. Shaders use texture sampling to generate shading effects on graphics elements. Then, the graphic elements are rendered on the display device along with the shading effects.
Owner:INTEL CORP

Cross-platform modularized shader language general integration method

The invention discloses a cross-platform modularized shader language general integration method which comprises the following steps: defining the format and grammar of a macro definition analysis file, and creating the macro definition analysis file; creating a grammar parser Shader-X, and pre-compiling a shader file by using the Shader-X parser; analyzing the macro definition analysis file, generating a macro definition result set, and generating a macro definition result ordered list according to the macro definition result set; respectively calculating hash values of the ordered list of the macro definition results, generating shader files of the platforms corresponding to the macro definition results respectively according to the macro definition results, pre-compiling the shader files into binary files through a Shader-X analyzer, and marking the binary files through the Hash values of the macro definition results and the platforms; and locating and executing the binary file by the rendering program according to the hash value of the macro definition result ordered list and the platform. The same shader code can be used on different platforms, online compiling is not needed, a modular programming scheme is supported, and the shader programming efficiency is improved.
Owner:DALIAN NEUSOFT UNIV OF INFORMATION

A video frame rendering method and device

The embodiment of the invention discloses a video frame rendering method and a video frame rendering device. The video frame rendering method comprises the following steps: receiving a rendering instruction of a user and a to-be-rendered video frame; analyzing the rendering instruction, and determining special effects corresponding to the video frame and an action time interval of each special effect; extracting the identifier information of the determined special effects, and determining GLSL (open graphics library shading language) programs corresponding to the special effects, wherein each special effect corresponds to one GLSL program; respectively judging whether each special effect corresponding to the video frame meets a preset rule according to the action time interval of each special effect and the extracted identifier information of each special effect; combining the GLSL programs corresponding to the special effects which meet the preset rule to obtain a combined GLSL program; executing the combined GLSL program and the GLSL programs corresponding to the special effects which do not meet the preset rule to obtain a rendered special-effect frame. According to the technical scheme, the execution frequency of the GLSL programs is reduced, and the transfer frequency of repeating data is reduced, so that the rendering efficiency is improved.
Owner:BEIJING QIYI CENTURY SCI & TECH CO LTD
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