SYSTEMS AND METHODS FOR SUBDIVIDING AND STORING VERTEX DATA
First Claim
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1. A method for storing vertex data in a graphics processor, comprising:
- receiving a patch to be tessellated;
subdividing the patch into a plurality of triangles;
identifying vertices of each of the plurality of triangles;
assigning an identifier to each of the vertices; and
selectively storing only a portion of the vertices and their corresponding identifiers in a memory.
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Abstract
Systems and methods for subdividing patches and storing control points are described. At least one embodiment is a method for storing vertex data in a graphics processor. The method comprises receiving a patch to be tessellated, subdividing the patch into a plurality of triangles, and identifying control points of each of the plurality of triangles. The method further comprises assigning an identifier to each of the vertices, and selectively storing only a portion of the vertices in a memory.
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20 Claims
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1. A method for storing vertex data in a graphics processor, comprising:
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receiving a patch to be tessellated; subdividing the patch into a plurality of triangles; identifying vertices of each of the plurality of triangles; assigning an identifier to each of the vertices; and selectively storing only a portion of the vertices and their corresponding identifiers in a memory. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. A graphics processing unit (GPU) having a tessellator in a graphics pipeline configured to subdivide and store a patch, comprising:
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triangulation logic configured to receive tessellation factors from a hull shader within the graphics pipeline, wherein the triangulation logic is further configured to subdivide the patch into triangles primitives defined by a plurality of vertices according to the tessellation factors; vertex generation logic configured to assign vertex identifiers to each of the vertices of the triangle primitives generated by the triangulation logic; and a topology module configured to derive topological information associated with the patch and forward the information to a primitive assembly block. - View Dependent Claims (12, 13, 14, 15, 16)
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17. A tessellator in a graphics processing unit (GPU), comprising:
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logic configured to receive tessellation factors from a hull shader, wherein the logic is further configured to subdivide a patch into triangles defined by a plurality of vertices according to the tessellation factors, wherein the patch comprises one of;
a quad and a triangle;logic configured to assign an index to each of the vertices; and logic configured to store only a portion of the vertices in a vertex buffer based on symmetric attributes of the subdivided patch. - View Dependent Claims (18, 19, 20)
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Specification