(19)
(11) EP 2 849 154 A8

(12) CORRECTED EUROPEAN PATENT APPLICATION
Note: Bibliography reflects the latest situation

(15) Correction information:
Corrected version no 1 (W1 A1)

(48) Corrigendum issued on:
13.05.2015 Bulletin 2015/20

(88) Date of publication A3:
18.03.2015 Bulletin 2015/12

(43) Date of publication:
18.03.2015 Bulletin 2015/12

(21) Application number: 14180113.4

(22) Date of filing: 07.08.2014
(51) International Patent Classification (IPC): 
G06T 15/00(2011.01)
G06T 15/80(2011.01)
(84) Designated Contracting States:
AL AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HR HU IE IS IT LI LT LU LV MC MK MT NL NO PL PT RO RS SE SI SK SM TR
Designated Extension States:
BA ME

(30) Priority: 12.09.2013 US 201361876887 P
27.03.2014 US 201414227045

(71) Applicant: Intel Corporation
Santa Clara, CA 95054 (US)

(72) Inventors:
  • Clarberg, Franz P.
    22241 Lund, M (SE)
  • Akenine-Moller, Tomas G.
    22738 Lund, M (SE)
  • Toth, Robert M.
    22647 Lund, M (SE)
  • Munkberg, Carl J.
    21134 Malmö, M (SE)

(74) Representative: Goddar, Heinz J. 
Boehmert & Boehmert Anwaltspartnerschaft mbB Patentanwälte Rechtsanwälte Pettenkoferstrasse 20-22
80336 München
80336 München (DE)

   


(54) Adaptive multi-frequency shading


(57) An architecture for pixel shading, enables flexible control of shading rates and automatic shading reuse between triangles in tessellated primitives in some embodiments. The cost of pixel shading may then be decoupled from the geometric complexity. Wider use of tessellation and fine geometry may be made more feasible, even at very limited power budgets. Shading may be done over small local grids in parametric patch space, with reusing of shading for nearby samples. The decomposition of shaders into multiple parts is supported, which parts are shaded at different frequencies. Shading rates can be locally and adaptively controlled, in order to direct the computations to visually important areas and to provide performance scaling with a a graceful degradation of quality. Another important benefit, in some embodiments, of shading in patch space is that it allows efficient rendering of distribution effects, which further closes the gap between real-time and offline rendering.