Rendering Detailed Animated Three Dimensional Characters with Coarse Mesh Instancing and Determining Tesselation Levels for Varying Character Crowd Density
First Claim
1. A method carried out by graphics processing circuitry comprising:
- generating animated coarse mesh vertex information based on instanced coarse mesh data; and
tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display.
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Abstract
A method carried out by graphics processing circuitry includes generating animated coarse mesh vertex information based on instanced coarse mesh data; and tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. A graphics processing circuitry includes programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to generate animated coarse mesh vertex information based on instanced coarse mesh data; and tessellate instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. Another method carried out by graphics processing circuitry includes determining density of a plurality of three dimensional objects in a current view on a display; setting a tessellation level based on said density; and tessellating said plurality of three dimensional objects.
56 Citations
23 Claims
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1. A method carried out by graphics processing circuitry comprising:
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generating animated coarse mesh vertex information based on instanced coarse mesh data; and tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. - View Dependent Claims (2)
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3. A method carried out by graphics processing circuitry comprising:
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in a first processing pass, generating animated coarse mesh vertex information based on instanced coarse mesh data and compressing said vertex information; and in a second processing pass, tessellating instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. - View Dependent Claims (4, 5, 6, 7, 8, 9, 10)
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11. Graphics processing circuitry comprising:
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programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to generate animated coarse mesh vertex information based on instanced coarse mesh data; and tessellate instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display.
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12. Graphics processing circuitry comprising:
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programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to generate, in a first processing pass, animated coarse mesh vertex information based on instanced coarse mesh data and compressing said vertex information; and in a second processing pass, tessellate instanced coarse mesh data based on the animated coarse mesh vertex information to produce instances of a three dimensional object for display. - View Dependent Claims (13, 14, 15, 16, 17, 18)
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19. A method carried out by graphics processing circuitry comprising;
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determining density of a plurality of three dimensional objects in a current view on a display; and setting a tessellation level based on said density; and tessellating said plurality of three dimensional objects. - View Dependent Claims (20, 21)
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22. Graphics processing circuitry comprising:
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programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to determine density of a plurality of three dimensional objects in a current view on a display; set a tessellation level based on said density; and tessellate said plurality of three dimensional objects.
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23. Graphics processing circuitry comprising:
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programmable shader logic operative to execute programmable instructions that when executed cause the programmable shader logic to perform level of detail (LOD) filtering of said plurality of three dimensional objects; query a number of instances in each LOD; specify a tessellation bound for each frame based on said number of instances; and distribute said tessellation bound for all instances of said plurality of three dimensional objects.
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Specification