US 11,704,856 B2
Topology shader technology
Hugues Labbe, Folsom, CA (US); Tomer Bar-On, Petach Tikva (IL); Gabor Liktor, San Francisco, CA (US); Andrew T. Lauritzen, Victoria (CA); and John G. Gierach, Hillsboro, OR (US)
Assigned to Intel Corporation, Santa Clara, CA (US)
Filed by Intel Corporation, Santa Clara, CA (US)
Filed on Nov. 18, 2021, as Appl. No. 17/529,938.
Application 17/529,938 is a continuation of application No. 17/127,740, filed on Dec. 18, 2020, granted, now 11,182,948.
Application 17/127,740 is a continuation of application No. 16/447,397, filed on Jun. 20, 2019, granted, now 10,957,096, issued on Mar. 23, 2021.
Application 16/447,397 is a continuation of application No. 15/483,409, filed on Apr. 10, 2017, granted, now 10,373,365, issued on Aug. 6, 2019.
Prior Publication US 2022/0222884 A1, Jul. 14, 2022
This patent is subject to a terminal disclaimer.
Int. Cl. G06T 15/00 (2011.01); G06T 15/30 (2011.01); G06T 15/40 (2011.01)
CPC G06T 15/005 (2013.01) [G06T 15/30 (2013.01); G06T 15/40 (2013.01)] 12 Claims
OG exemplary drawing
 
1. A method comprising:
generating, at a graphics processor, a set of polygons to create a topology for a scene instead of generation of topology primitive data at a host processor, wherein the generation of the set of polygons comprises operations of:
detecting a lack of visibility of one or more polygons,
excluding the one or more polygons from the set of polygons in response to the lack of visibility, and
determining a level of detail associated with one or more objects in the scene, wherein the set of polygons contains a first amount of polygons at a first level of detail and a different second amount of polygons at a second level of detail; and
providing the scene for display based on the set of polygons generated at the graphics processor.