EP2033166B1

Parameter compaction in tile based rendering device

Abstract

This record has no abstract on file.

EP2033166B1, drawing sheet 1
Sheet 1 of 6

Term

0.7 yearsleft in the term

Expires 12 June 2027.

  1. Priority and filed
  2. Granted
  3. Today
  4. Expires

8 claims: 2 independent, 6 dependent

  1. 1
    A method for managing memory usage in a three-dimensional computer graphics system comprising the steps of:dividing a scene to be textured and shaded into a plurality of rectangular areas (4), each comprising a plurality of picture elements in the scene;deriving a list (6) of objects for each rectangular area, each list comprising objects which may be visible in the scene;removing (8) from each list all objects that do not contribute to the final textured and shaded scene;texturing and shading (16) each rectangular area using the thus reduced lists of objects for each rectangular area;and characterised in that the step of removing from each list objects that do not contribute to the final textured and shaded scene comprises performing a rasterisation pass on depth and stencil data for each rectangular area in the scene to derive a buffer of tags for the frontmost visible object for each pixel end regenerating the object list for each tile for only those objects required to correctly render the scene.
  2. 7
    Apparatus for managing memory usage in a three-dimensional computer graphics system comprising:means (4) for dividing a scene to be textured and shaded into a plurality of rectangular areas, each comprising a plurality of picture elements in the scene;means (6) for deriving a list of objects for each rectangular area, each list comprising objects which may be visible in the scene;means (8) for removing from each list all objects that do not contribute to the final textured and shaded scene, and means (16) for texturing and shading each rectangular area using the thus reduced lists of objects for each rectangular area;characterised in that the means for removing from each list objects that do not contribute to the final textured and shaded scene comprises means for performing a rasterisation pass on depth and stencil data for each rectangular area in the scene to derive a buffer of tags for the frontmost visible object for each pixel and regenerating the object list for each tile for only those objects required to correctly render the scene.