US 12,154,208 B2
Method and system of decoupled object space shading
Daniel Kurt Baker, Towson, MD (US); Timothy James Kipp, Fallston, MD (US); Nathan Heazlett, Cantonsville, MD (US); and Gregory Osefo, Pikesville, MD (US)
Assigned to Oxide Interactive, Inc., Timonium, MD (US)
Filed by Oxide Interactive, Inc., Timonium, MD (US)
Filed on Apr. 22, 2022, as Appl. No. 17/726,693.
Application 17/726,693 is a division of application No. 17/073,193, filed on Oct. 16, 2020, granted, now 11,436,783.
Claims priority of provisional application 62/916,048, filed on Oct. 16, 2019.
Prior Publication US 2022/0245883 A1, Aug. 4, 2022
Int. Cl. G06T 15/00 (2011.01); G06T 17/20 (2006.01)
CPC G06T 15/005 (2013.01) [G06T 17/20 (2013.01)] 25 Claims
OG exemplary drawing
 
1. A method for generating a graphic display of frame images, the method comprising:
collecting, via a graphics processing unit (GPU), one or more graphic objects to be rendered into a frame image, the one or more graphic objects being represented as a mesh in object space;
determining, via the GPU in a raster loop at a first frequency, one or more shadels to be computed for the frame image based at least on the one or more input attributes for each of the one or more graphic objects, each shadel being a shaded portion of the mesh;
allocating, via the GPU in a shade loop at a second frequency, space in a shadel storage buffer for the one or more shadels by subdividing the shadel storage buffer into a plurality of subdivisions;
performing atomic exchange increments on respective ones of the plurality of subdivisions, wherein the atomic exchange increments are performed in parallel using GPU hardware atomic operations, and wherein the atomic exchange increments are performed using hash functions to map the one or more shadels to the respective ones of the plurality of subdivisions;
populating, via the GPU, a work queue buffer, the work queue buffer containing a list of commands to be executed to compute each of the one or more shadels;
computing, via the GPU, the determined one or more shadels to generate a shaded mesh; and
rasterizing, via the GPU, the shaded mesh into the frame image.