US 12,186,658 B2
Asset aware data for using minimum level of detail for assets for image frame generation
Mark E. Cerny, Los Angeles, CA (US)
Assigned to Sony Interactive Entertainment Inc., Tokyo (JP)
Filed by Sony Interactive Entertainment Inc., Tokyo (JP)
Filed on Aug. 21, 2023, as Appl. No. 18/453,227.
Application 18/453,227 is a continuation of application No. 17/235,357, filed on Apr. 20, 2021, granted, now 11,731,050.
Application 17/235,357 is a continuation of application No. 16/503,378, filed on Jul. 3, 2019, granted, now 10,981,059, issued on Apr. 20, 2021.
Prior Publication US 2023/0390638 A1, Dec. 7, 2023
Int. Cl. A63F 13/52 (2014.01); G06T 1/20 (2006.01); G06T 1/60 (2006.01)
CPC A63F 13/52 (2014.09) [G06T 1/20 (2013.01); G06T 1/60 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method, comprising:
executing a video game on a central processing unit (CPU) to generate a draw call for rendering an image frame;
binding a plurality of assets to the draw call at a bind time, wherein the plurality of assets includes asset aware data;
passing the asset aware data to an asset store controller, wherein the asset aware data includes at least one of a corresponding asset identifier (ID), a corresponding minimum level of detail (LOD), and a corresponding loading priority for each of the plurality of assets;
constructing a command buffer for executing the draw call by a graphics processing unit (GPU);
beginning at the bind time loading a plurality of minimum LOD for the plurality of assets to a system memory from an asset store, based on a plurality of loading priorities for the plurality of assets, when the plurality of assets is bound to the draw call at the bind time; and
executing the command buffer by the GPU using at least the plurality of minimum LOD for the plurality of assets.