Temporal supersampling for foveated rendering systems
First Claim
1. A method for drawing higher resolution pixels from a low resolution sampling region, comprising:
- processing a fragment of a frame within a graphics pipeline when executing a video game;
applying temporal supersampling to the fragment within the low resolution sampling region over the frame and a plurality of prior frames for obtaining a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames, wherein each of the frame and the plurality of prior frames includes low resolution pixel data for the low resolution sampling region;
reconstituting a plurality of high resolution pixels associated with the low resolution sampling region in a buffer based on the plurality of color values obtained via the temporal supersampling; and
sending, from the buffer, the plurality of high resolution pixels for presentation on a display.
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Abstract
Methods and systems are provided for using temporal supersampling to increase a displayed resolution associated with peripheral region of a foveated rendering view. A method for enabling reconstitution of higher resolution pixels from a low resolution sampling region for fragment data is provided. The method includes an operation for receiving a fragment from a rasterizer of a GPU and for applying temporal supersampling to the fragment with the low resolution sampling region over a plurality of prior frames to obtain a plurality of color values. The method further includes an operation for reconstituting a plurality of high resolution pixels in a buffer that is based on the plurality of color values obtained via the temporal supersampling. Moreover, the method includes an operation for sending the plurality of high resolution pixels for display.
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Citations
18 Claims
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1. A method for drawing higher resolution pixels from a low resolution sampling region, comprising:
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processing a fragment of a frame within a graphics pipeline when executing a video game; applying temporal supersampling to the fragment within the low resolution sampling region over the frame and a plurality of prior frames for obtaining a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames, wherein each of the frame and the plurality of prior frames includes low resolution pixel data for the low resolution sampling region; reconstituting a plurality of high resolution pixels associated with the low resolution sampling region in a buffer based on the plurality of color values obtained via the temporal supersampling; and sending, from the buffer, the plurality of high resolution pixels for presentation on a display. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8)
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9. A graphics system, comprising:
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a graphics processing unit (GPU) for processing a fragment of a frame when executing a video game, the GPU applying temporal supersampling to the fragment within a low resolution sampling region over the frame and a plurality of prior frames to obtain a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames; a frame buffer for storing the plurality of color values generated for the frame and the plurality of prior frames that are rendered by the GPU; and a display buffer for storing color values for a plurality of high resolution pixels in the low resolution sampling region that is reconstituted based on the plurality of color values obtained via the temporal supersampling of prior frames, wherein the plurality of high resolution pixels is configured for presentation of the frame on a display. - View Dependent Claims (10, 11, 12, 13, 14, 15, 16)
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17. A non-transitory computer-readable storage medium storing a computer program executable by a processor-based system, comprising:
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program instructions for processing a fragment of a frame within a graphics pipeline when executing a video game, at least a portion of the fragment being located within a low resolution sampling region; program instructions for applying temporal supersampling to the fragment over the frame and a plurality of prior frames for obtaining a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames, wherein each of the frame and the plurality of prior frames includes low resolution pixel data for the low resolution sampling region; program instructions for reconstituting, in a buffer, a plurality of high resolution pixels associated with the low resolution sampling region, the plurality of high resolution pixels based on the plurality of color values obtained via the temporal supersampling; and program instructions for sending, from the buffer, the plurality of high resolution pixels for presentation on a display. - View Dependent Claims (18)
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Specification