Patent Description:
Computing devices often utilize a graphics processing unit (GPU) to accelerate the rendering of graphical data for display. Such computing devices may include, for example, computer workstations, mobile phones such as so-called smartphones, embedded systems, personal computers, tablet computers, and video game consoles. GPUs execute a graphics processing pipeline that includes one or more processing stages that operate together to execute graphics processing commands and output a frame. A central processing unit (CPU) may control the operation of the GPU by issuing one or more graphics processing commands to the GPU. Modem day CPUs are typically capable of concurrently executing multiple applications, each of which may need to utilize the GPU during execution. A device that provides content for visual presentation on a display generally includes a GPU.

Typically, a GPU of a device is configured to perform the processes in a graphics processing pipeline. However, with the advent of wireless communication and smaller, handheld devices, there has developed an increased need for improved graphics processing.

<CIT> relates to graphics processing and particularly to anti-aliasing. It is reported that visibility may be analytically resolved rather than using point-sampling, thereby entirely avoiding geometric aliasing and the need to store multiple samples per pixel. By relying on existing techniques for shading, i.e., by shading once per fragment and focusing on visibility, visual results may be equivalent to multi-sampled anti-aliasing (MSAA) using an infinite sampling rate in some embodiments.

<CIT> describes a method for smooth rasterization of graphics primitives. The method includes receiving a graphics primitive for rasterization in a raster stage of a processor, rasterizing the graphics primitive by generating a plurality of fragments related to the graphics primitive, and determining a coverage value for each of the plurality of fragments. If one edge of the graphics primitive lies within a predetermined inter-pixel distance from a pixel center, the one edge is used to calculate the coverage value by using a distance to the pixel center. If two edges of the graphics primitive lie within the predetermined inter-pixel distance from the pixel center, a distance to the pixel center of each edge is used individually to calculate the coverage value. The resulting coverage values for the plurality of fragments are output to a subsequent stage of the processor for rendering.

<CIT> describes a processor unit that can be used in a handheld device and configured for anti-aliasing of a vector graphics image, and including a counter value calculator configured to calculate, for one edge at a time and pixel-by-pixel, counter values for each pixel in a rasterization direction, a counter value recorder configured to store the calculated counter values in an edge buffer, and a pixel coverage value calculator configured to calculate pixel coverage values based on the stored counter values. The calculated pixel coverage values can be utilized for anti-aliasing the vector graphics image, while rasterizing the vector graphics image.

<CIT> describes a method for anti-aliased rasterization of objects. From a particular viewpoint of an object represented by shapes, a shape is selected having an edge on a silhouette of the object. An edge geometry is created at the edge of the shape that is on the silhouette of the object. The edge geometry is rendered. Either the shape is rendered after the edge geometry is rendered with the depth test set so as to not allow portions of the shape to overlap the edge geometry, or the shape itself is modified to remove any portion that overlaps the edge geometry. This may be repeated for each edge of each shape that lies on the silhouette of the object.

<CIT> describes a graphics engine for receiving vector graphics commands and rendering image data for display pixels in dependence upon the received commands, wherein the graphics includes control circuitry or logic to read in one vector graphics command at a time, convert the command to spatial image information and then discard the original command.

<CIT> describes a method for processing graphics data for an image to be rendered, said method comprising: receiving raw primitive for an image to be rendered; utilizing a geometry processing module in order to process the raw primitive data and generate sort middle traffic data; compressing the sort middle traffic data and then transmitting the compressed sort middle traffic data to a rasterization module; and decompressing the sort middle traffic data and rasterizing the decompressed sort middle traffic data.

<CIT> describes a method for anti-aliasing edges of adjacent primitives. The method operates by determining whether a pixel is an edge pixel of a filled primitive, approximating a coverage area of the pixel, the coverage area being the area of the pixel interior to the primitive edge, determining a direction from the pixel center to an external edge of the primitive, and blending a first color of the primitive with a second color, the second color being a color of a pixel of a second primitive adjacent the external edge.

<CIT> describes a method for antialiasing an edge of an image to be presented in a raster display, the image being formed using a plurality of pixels with each pixel having an area, the method which comprises the steps of: i) establishing a slope for said edge of said image through a pixel intersected by said edge to divide said pixel into a covered portion and an uncovered portion; ii) computing an area factor for said pixel, said computing step being accomplished by addressing said covered portion of said pixel as a polygon, calculating a subarea for said polygon, and ratioing said subarea to said area to obtain said area factor; iii) assigning a plurality of image parameters to said pixel, said plurality of image parameters being characteristic of said image at said pixel and including at least a Z factor indicative of a viewing distance from said image, a T factor indicative of a transparency for said image, an X factor and a Y factor, said X factor and said Y factor each being indicative of a location for said pixel in said image, and said plurality of image parameters further including an R factor, a G factor and a B factor collectively indicative of a color for said pixel; iv) weighing said plurality of image parameters at each said pixel according to said computed area factor and said T factor to create a pixlink having an alpha value; v) inserting said pixlink according to said Z factor thereof into a pixlink list for said pixel; vi) altering respective said alpha values of all pixlinks in said list having a lower Z factor than said inserted pixlink, said altering being done according to said alpha value of said inserted pixlink; vii) adding said respective R, G and B factors of all pixlinks in said pixlink list to establish said R, G and B factors for said pixlink in said list having a lowest said Z factor; and viii) discarding all pixlinks from said pixlink list having a Z factor below said Z factor of said pixlink in said list which causes said alpha value of said pixlink having said lowest Z factor to have a limit value.

<CIT> describes a method for scan converting a triangular polygon where information representative of parameter values at each vertex is provided. The method includes the step of selecting an edge of the triangular polygon which is designated as a major edge and calculating parameter values for a first pixel center adjacent to the major edge, and then moving to a next pixel center adjacent to the major edge and calculating parameter values for that next pixel center adjacent to the major edge. The method continues to find pixel centers adjacent to the major edge until all parameter values for pixel centers adjacent to the major edge have been calculated. Then, for each line parallel to an orthogonal axis of the display device which is intersected by the triangular polygon, the method interpolates parameter values for pixel centers within the triangle which have not been calculated by interpolating from the calculated parameter values for one pixel center for each line. Typically, a line is column or a scan line.

The article titled "<NPL>) reports that antialiasing of edges is often performed with the help of subpixel masks that indicate which parts of the pixel are covered by the object that has to be drawn. For this purpose, subpixel masks have to be generated during the scan conversion of an image. The article introduces an algorithm for creating subpixel masks that avoids some problems of traditional algorithms, like aliasing of high frequencies or blinking of small moving objects. The author states that the algorithms can be implemented by lookup tables that make use of the inherent symmetry of the algorithm. The results are compared with conventional supersampling. A hardware implementation is described.

Features of some embodiments are recited in dependent claims.

A number of anti-aliasing methods can be used to solve pixel display issues, such as rough or jagged edges, by attempting to produce smoother pixels or images. However, some anti-aliasing methods can have increased performance overhead. Further, some anti-aliasing methods can have a large memory footprint due to storing large amounts of data. Also, some anti-aliasing methods may not support deferred shading, which is becoming more common in game engines for complex lighting scenes. Aspects of the present disclosure can utilize anti-aliasing methods that reduce the performance overhead and/or reduce the amount of data to be stored. For instance, aspects of the present disclosure can use anti-aliasing methods to smooth the displayed edges of pixels, while reducing the performance overhead and/or reducing the amount of data to be stored. Aspects of the present disclosure can propose a novel methodology where the GPU hardware computes the pixel-to-edge distance for each primitive based on the primitive geometry information that can also handle sub-pixel primitives, e.g., primitives that do not cover the center of a pixel but can contribute to the final average color of pixel. Aspects of the present disclosure can also allow users to custom blend pixel colors based on an edge distance. Techniques herein can also remove the limitations on deferred shading by preserving the pixel-to-edge distances for each of the geometry edges. The present disclosure can also include lower storage conditions than other anti-aliasing methods and/or reduce the performance overhead due to rendering while maintaining a high quality.

Various aspects of systems, apparatuses, computer program products, and methods are described more fully hereinafter with reference to the accompanying drawings. Rather, these aspects are provided so that this disclosure will be thorough and complete, and will fully convey the scope of this disclosure to those skilled in the art. Based on the teachings herein one skilled in the art should appreciate that the scope of this disclosure is intended to cover any aspect of the systems, apparatuses, computer program products, and methods disclosed herein, whether implemented independently of, or combined with, other aspects of the disclosure. Any aspect disclosed herein may be embodied by one or more elements of a claim.

Although various aspects are described herein, many variations and permutations of these aspects fall within the scope of this disclosure. Although some potential benefits and advantages of aspects of this disclosure are mentioned, the scope of this disclosure is not intended to be limited to particular benefits, uses, or objectives. Rather, aspects of this disclosure are intended to be broadly applicable to different wireless technologies, system configurations, networks, and transmission protocols, some of which are illustrated by way of example in the figures and in the following description. The detailed description and drawings are merely illustrative of this disclosure rather than limiting, the scope of this disclosure being defined by the appended claims.

Several aspects are presented with reference to various apparatus and methods. These apparatus and methods are described in the following detailed description and illustrated in the accompanying drawings by various blocks, components, circuits, processes, algorithms, and the like (collectively referred to as "elements").

By way of example, an element, or any portion of an element, or any combination of elements may be implemented as a "processing system" that includes one or more processors (which may also be referred to as processing units). Examples of processors include microprocessors, microcontrollers, graphics processing units (GPUs), general purpose GPUs (GPGPUs), central processing units (CPUs), application processors, digital signal processors (DSPs), reduced instruction set computing (RISC) processors, systems-on-chip (SOC), baseband processors, application specific integrated circuits (ASICs), field programmable gate arrays (FPGAs), programmable logic devices (PLDs), state machines, gated logic, discrete hardware circuits, and other suitable hardware configured to perform the various functionality described throughout this disclosure. Software can be construed broadly to mean instructions, instruction sets, code, code segments, program code, programs, subprograms, software components, applications, software applications, software packages, routines, subroutines, objects, executables, threads of execution, procedures, functions, etc., whether referred to as software, firmware, middleware, microcode, hardware description language, or otherwise. The term application may refer to software. As described herein, one or more techniques may refer to an application, i.e., software, being configured to perform one or more functions. In such examples, the application may be stored on a memory, e.g., on-chip memory of a processor, system memory, or any other memory. Hardware described herein, such as a processor may be configured to execute the application. For example, the application may be described as including code that, when executed by the hardware, causes the hardware to perform one or more techniques described herein. As an example, the hardware may access the code from a memory and execute the code accessed from the memory to perform one or more techniques described herein. In some examples, components are identified in this disclosure. In such examples, the components may be hardware, software, or a combination thereof. The components may be separate components or sub-components of a single component.

Accordingly, in one or more examples described herein, the functions described may be implemented in hardware, software, or any combination thereof. By way of example, and not limitation, such computer-readable media can comprise a random access memory (RAM), a read-only memory (ROM), an electrically erasable programmable ROM (EEPROM), optical disk storage, magnetic disk storage, other magnetic storage devices, combinations of the aforementioned types of computer-readable media, or any other medium that can be used to store computer executable code in the form of instructions or data structures that can be accessed by a computer.

In general, this disclosure describes techniques for having a graphics processing pipeline in a single device or multiple devices, improving the rendering of graphical content, and/or reducing the load of a processing unit, i.e., any processing unit configured to perform one or more techniques described herein, such as a GPU. For example, this disclosure describes techniques for graphics processing in any device that utilizes graphics processing. Other example benefits are described throughout this disclosure.

As used herein, instances of the term "content" may refer to "graphical content," "image," and vice versa. This is true regardless of whether the terms are being used as an adjective, noun, or other parts of speech. In some examples, as used herein, the term "graphical content" may refer to a content produced by one or more processes of a graphics processing pipeline. In some examples, as used herein, the term "graphical content" may refer to a content produced by a processing unit configured to perform graphics processing. In some examples, as used herein, the term "graphical content" may refer to a content produced by a graphics processing unit.

In some examples, as used herein, the term "display content" may refer to content generated by a processing unit configured to perform displaying processing. In some examples, as used herein, the term "display content" may refer to content generated by a display processing unit. Graphical content may be processed to become display content. For example, a graphics processing unit may output graphical content, such as a frame, to a buffer (which may be referred to as a framebuffer). A display processing unit may read the graphical content, such as one or more frames from the buffer, and perform one or more display processing techniques thereon to generate display content. For example, a display processing unit may be configured to perform composition on one or more rendered layers to generate a frame. As another example, a display processing unit may be configured to compose, blend, or otherwise combine two or more layers together into a single frame. A display processing unit may be configured to perform scaling, e.g., upscaling or downscaling, on a frame. In some examples, a frame may refer to a layer. In other examples, a frame may refer to two or more layers that have already been blended together to form the frame, i.e., the frame includes two or more layers, and the frame that includes two or more layers may subsequently be blended.

<FIG> is a block diagram that illustrates an example content generation system <NUM> configured to implement one or more techniques of this disclosure. The content generation system <NUM> includes a device <NUM>. The device <NUM> may include one or more components or circuits for performing various functions described herein. In some examples, one or more components of the device <NUM> may be components of an SOC. The device <NUM> may include one or more components configured to perform one or more techniques of this disclosure. In the example shown, the device <NUM> may include a processing unit <NUM>, a content encoder/decoder <NUM>, and a system memory <NUM>. In some aspects, the device <NUM> can include a number of optional components, e.g., a communication interface <NUM>, a transceiver <NUM>, a receiver <NUM>, a transmitter <NUM>, a display processor <NUM>, and one or more displays <NUM>. Reference to the display <NUM> may refer to the one or more displays <NUM>. For example, the display <NUM> may include a single display or multiple displays. The display <NUM> may include a first display and a second display. The first display may be a left-eye display and the second display may be a right-eye display. In some examples, the first and second display may receive different frames for presentment thereon. In other examples, the first and second display may receive the same frames for presentment thereon. In further examples, the results of the graphics processing may not be displayed on the device, e.g., the first and second display may not receive any frames for presentment thereon. Instead, the frames or graphics processing results may be transferred to another device. In some aspects, this can be referred to as split-rendering.

The processing unit <NUM> may include an internal memory <NUM>. The processing unit <NUM> may be configured to perform graphics processing, such as in a graphics processing pipeline <NUM>. The content encoder/decoder <NUM> may include an internal memory <NUM>. In some examples, the device <NUM> may include a display processor, such as the display processor <NUM>, to perform one or more display processing techniques on one or more frames generated by the processing unit <NUM> before presentment by the one or more displays <NUM>. The display processor <NUM> may be configured to perform display processing. For example, the display processor <NUM> may be configured to perform one or more display processing techniques on one or more frames generated by the processing unit <NUM>. The one or more displays <NUM> may be configured to display or otherwise present frames processed by the display processor <NUM>. In some examples, the one or more displays <NUM> may include one or more of: a liquid crystal display (LCD), a plasma display, an organic light emitting diode (OLED) display, a projection display device, an augmented reality display device, a virtual reality display device, a head-mounted display, or any other type of display device.

Memory external to the processing unit <NUM> and the content encoder/decoder <NUM>, such as system memory <NUM>, may be accessible to the processing unit <NUM> and the content encoder/decoder <NUM>. For example, the processing unit <NUM> and the content encoder/decoder <NUM> may be configured to read from and/or write to external memory, such as the system memory <NUM>. The processing unit <NUM> and the content encoder/decoder <NUM> may be communicatively coupled to the system memory <NUM> over a bus. In some examples, the processing unit <NUM> and the content encoder/decoder <NUM> may be communicatively coupled to each other over the bus or a different connection.

The content encoder/decoder <NUM> may be configured to receive graphical content from any source, such as the system memory <NUM> and/or the communication interface <NUM>. The system memory <NUM> may be configured to store received encoded or decoded graphical content. The content encoder/decoder <NUM> may be configured to receive encoded or decoded graphical content, e.g., from the system memory <NUM> and/or the communication interface <NUM>, in the form of encoded pixel data. The content encoder/decoder <NUM> may be configured to encode or decode any graphical content.

The internal memory <NUM> or the system memory <NUM> may include one or more volatile or non-volatile memories or storage devices. In some examples, internal memory <NUM> or the system memory <NUM> may include RAM, SRAM, DRAM, erasable programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), flash memory, a magnetic data media or an optical storage media, or any other type of memory.

The internal memory <NUM> or the system memory <NUM> may be a non-transitory storage medium according to some examples. The term "non-transitory" may indicate that the storage medium is not embodied in a carrier wave or a propagated signal. However, the term "non-transitory" should not be interpreted to mean that internal memory <NUM> or the system memory <NUM> is non-movable or that its contents are static. As one example, the system memory <NUM> may be removed from the device <NUM> and moved to another device. As another example, the system memory <NUM> may not be removable from the device <NUM>.

The processing unit <NUM> may be a central processing unit (CPU), a graphics processing unit (GPU), a general purpose GPU (GPGPU), or any other processing unit that may be configured to perform graphics processing. In some examples, the processing unit <NUM> may be integrated into a motherboard of the device <NUM>. In some examples, the processing unit <NUM> may be present on a graphics card that is installed in a port in a motherboard of the device <NUM>, or may be otherwise incorporated within a peripheral device configured to interoperate with the device <NUM>. The processing unit <NUM> may include one or more processors, such as one or more microprocessors, GPUs, application specific integrated circuits (ASICs), field programmable gate arrays (FPGAs), arithmetic logic units (ALUs), digital signal processors (DSPs), discrete logic, software, hardware, firmware, other equivalent integrated or discrete logic circuitry, or any combinations thereof. If the techniques are implemented partially in software, the processing unit <NUM> may store instructions for the software in a suitable, non-transitory computer-readable storage medium, e.g., internal memory <NUM>, and may execute the instructions in hardware using one or more processors to perform the techniques of this disclosure. Any of the foregoing, including hardware, software, a combination of hardware and software, etc., may be considered to be one or more processors.

The content encoder/decoder <NUM> may be any processing unit configured to perform content decoding. In some examples, the content encoder/decoder <NUM> may be integrated into a motherboard of the device <NUM>. The content encoder/decoder <NUM> may include one or more processors, such as one or more microprocessors, application specific integrated circuits (ASICs), field programmable gate arrays (FPGAs), arithmetic logic units (ALUs), digital signal processors (DSPs), video processors, discrete logic, software, hardware, firmware, other equivalent integrated or discrete logic circuitry, or any combinations thereof. If the techniques are implemented partially in software, the content encoder/decoder <NUM> may store instructions for the software in a suitable, non-transitory computer-readable storage medium, e.g., internal memory <NUM>, and may execute the instructions in hardware using one or more processors to perform the techniques of this disclosure. Any of the foregoing, including hardware, software, a combination of hardware and software, etc., may be considered to be one or more processors.

In some aspects, the content generation system <NUM> can include an optional communication interface <NUM>. The communication interface <NUM> may include a receiver <NUM> and a transmitter <NUM>. The receiver <NUM> may be configured to perform any receiving function described herein with respect to the device <NUM>. Additionally, the receiver <NUM> may be configured to receive information, e.g., eye or head position information, rendering commands, or location information, from another device. The transmitter <NUM> may be configured to perform any transmitting function described herein with respect to the device <NUM>. For example, the transmitter <NUM> may be configured to transmit information to another device, which may include a request for content. The receiver <NUM> and the transmitter <NUM> may be combined into a transceiver <NUM>. In such examples, the transceiver <NUM> may be configured to perform any receiving function and/or transmitting function described herein with respect to the device <NUM>.

Referring again to <FIG>, in certain aspects, the graphics processing pipeline <NUM> may include a determination component <NUM> configured to calculate a center-edge distance of a first pixel of a plurality of pixels, the center-edge distance of the first pixel equal to a distance from a center of the first pixel to one or more edges of a first primitive of a plurality of primitives in a scene, where at least a portion of the first primitive can overlap the center of the first pixel. The determination component <NUM> can also be configured to determine whether the first primitive is visible in the scene. The determination component <NUM> can also be configured to determine whether a portion of the first pixel overlaps with at least one auxiliary primitive of the plurality of primitives. The determination component <NUM> can also be configured to calculate a distance from the center of the first pixel to one or more edges of the at least one auxiliary primitive when a portion of the first pixel overlaps with the at least one auxiliary primitive. The determination component <NUM> can also be configured to store the center-edge distance of the first pixel when the first primitive is visible in the scene. The determination component <NUM> can also be configured to store the distance from the center of the first pixel to the one or more edges of the at least one auxiliary primitive in an auxiliary buffer when a portion of the first pixel overlaps with the at least one auxiliary primitive. The determination component <NUM> can also be configured to determine whether the depth of the first primitive is less than or greater than the depth of the second primitive. The determination component <NUM> can also be configured to determine an amount of overlap between the first pixel and the first primitive. The determination component <NUM> can also be configured to update the amount of overlap between the first pixel and the first primitive when the at least one auxiliary primitive forms a mesh with the first primitive. The determination component <NUM> can also be configured to blend a color of the first pixel with a color of a second pixel based on at least one of the center-edge distance of the first pixel or the amount of overlap between the first pixel and the first primitive.

As described herein, a device, such as the device <NUM>, may refer to any device, apparatus, or system configured to perform one or more techniques described herein. For example, a device may be a server, a base station, user equipment, a client device, a station, an access point, a computer, e.g., a personal computer, a desktop computer, a laptop computer, a tablet computer, a computer workstation, or a mainframe computer, an end product, an apparatus, a phone, a smart phone, a server, a video game platform or console, a handheld device, e.g., a portable video game device or a personal digital assistant (PDA), a wearable computing device, e.g., a smart watch, an augmented reality device, or a virtual reality device, a non-wearable device, a display or display device, a television, a television set-top box, an intermediate network device, a digital media player, a video streaming device, a content streaming device, an in-car computer, any mobile device, any device configured to generate graphical content, or any device configured to perform one or more techniques described herein. Processes herein may be described as performed by a particular component (e.g., a GPU), but, in further embodiments, can be performed using other components (e.g., a CPU), consistent with disclosed embodiments.

GPUs can process multiple types of data or data packets in a GPU pipeline. For instance, in some aspects, a GPU can process two types of data or data packets, e.g., context register packets and draw call data. A context register packet can be a set of global state information, e.g., information regarding a global register, shading program, or constant data, which can regulate how a graphics context will be processed. For example, context register packets can include information regarding a color format. In some aspects of context register packets, there can be a bit that indicates which workload belongs to a context register. Also, there can be multiple functions or programming running at the same time and/or in parallel. For example, functions or programming can describe a certain operation, e.g., the color mode or color format. Accordingly, a context register can define multiple states of a GPU.

Context states can be utilized to determine how an individual processing unit functions, e.g., a vertex fetcher (VFD), a vertex shader (VS), a shader processor, or a geometry processor, and/or in what mode the processing unit functions. In order to do so, GPUs can use context registers and programming data. In some aspects, a GPU can generate a workload, e.g., a vertex or pixel workload, in the pipeline based on the context register definition of a mode or state. Certain processing units, e.g., a VFD, can use these states to determine certain functions, e.g., how a vertex is assembled. As these modes or states can change, GPUs may need to change the corresponding context. Additionally, the workload that corresponds to the mode or state may follow the changing mode or state.

<FIG> illustrates an example GPU <NUM>. As shown in <FIG>, GPU <NUM> includes command processor (CP) <NUM>, draw call packets <NUM>, VFD <NUM>, VS <NUM>, vertex cache (VPC) <NUM>, triangle setup engine (TSE) <NUM>, rasterizer (RAS) <NUM>, Z process engine (ZPE) <NUM>, pixel interpolator (PI) <NUM>, fragment shader (FS) <NUM>, render backend (RB) <NUM>, L2 cache (UCHE) <NUM>, and system memory <NUM>. Although <FIG> displays that GPU <NUM> includes processing units <NUM>-<NUM>, GPU <NUM> can include a number of additional processing units. Additionally, processing units <NUM>-<NUM> are merely an example and any combination or order of processing units can be used by GPUs according to the present disclosure. GPU <NUM> also includes command buffer <NUM>, context register packets <NUM>, and context states <NUM>.

As shown in <FIG>, a GPU can utilize a CP, e.g., CP <NUM>, or hardware accelerator to parse a command buffer into context register packets, e.g., context register packets <NUM>, and/or draw call data packets, e.g., draw call packets <NUM>. The CP <NUM> can then send the context register packets <NUM> or draw call data packets <NUM> through separate paths to the processing units or blocks in the GPU. Further, the command buffer <NUM> can alternate different states of context registers and draw calls. For example, a command buffer can be structured in the following manner: context register of context N, draw call(s) of context N, context register of context N+<NUM>, and draw call(s) of context N+<NUM>.

GPUs can render images in a variety of different ways. In some instances, GPUs can render an image using rendering or tiled rendering. In tiled rendering GPUs, an image can be divided or separated into different sections or tiles. After the division of the image, each section or tile can be rendered separately. Tiled rendering GPUs can divide computer graphics images into a grid format, such that each portion of the grid, i.e., a tile, is separately rendered. In some aspects, during a binning pass, an image can be divided into different bins or tiles. In some aspects, during the binning pass, a visibility stream can be constructed where visible primitives or draw calls can be identified.

In some aspects, GPUs can apply the drawing or rendering process to different bins or tiles. For instance, a GPU can render to one bin, and perform all the draws for the primitives or pixels in the bin. During the process of rendering to a bin, the render targets can be located in the GMEM. In some instances, after rendering to one bin, the content of the render targets can be moved to a system memory and the GMEM can be freed for rendering the next bin. Additionally, a GPU can render to another bin, and perform the draws for the primitives or pixels in that bin. Therefore, in some aspects, there might be a small number of bins, e.g., four bins, that cover all of the draws in one surface. Further, GPUs can cycle through all of the draws in one bin, but perform the draws for the draw calls that are visible, i.e., draw calls that include visible geometry. In some aspects, a visibility stream can be generated, e.g., in a binning pass, to determine the visibility information of each primitive in an image or scene. For instance, this visibility stream can identify whether a certain primitive is visible or not. In some aspects, this information can be used to remove primitives that are not visible, e.g., in the rendering pass. Also, at least some of the primitives that are identified as visible can be rendered in the rendering pass.

In some aspects of tiled rendering, there can be multiple processing phases or passes. For instance, the rendering can be performed in two passes, e.g., a visibility or bin-visibility pass and a rendering or bin-rendering pass. During a visibility pass, a GPU can input a rendering workload, record the positions of the primitives or triangles, and then determine which primitives or triangles fall into which bin or area. In some aspects of a visibility pass, GPUs can also identify or mark the visibility of each primitive or triangle in a visibility stream. During a rendering pass, a GPU can input the visibility stream and process one bin or area at a time. In some aspects, the visibility stream can be analyzed to determine which primitives, or vertices of primitives, are visible or not visible. As such, the primitives, or vertices of primitives, that are visible may be processed. By doing so, GPUs can reduce the unnecessary workload of processing or rendering primitives or triangles that are not visible.

In some aspects, during a visibility pass, certain types of primitive geometry, e.g., position-only geometry, may be processed. Additionally, depending on the position or location of the primitives or triangles, the primitives may be sorted into different bins or areas. In some instances, sorting primitives or triangles into different bins may be performed by determining visibility information for these primitives or triangles. For example, GPUs may determine or write visibility information of each primitives in each bin or area, e.g., in a system memory. This visibility information can be used to determine or generate a visibility stream. In a rendering pass, the primitives in each bin can be rendered separately. In these instances, the visibility stream can be fetched from memory used to drop primitives which are not visible for that bin.

Some aspects of GPUs or GPU architectures can provide a number of different options for rendering, e.g., software rendering and hardware rendering. In software rendering, a driver or CPU can replicate an entire frame geometry by processing each view one time. Additionally, some different states may be changed depending on the view. As such, in software rendering, the software can replicate the entire workload by changing some states that may be utilized to render for each viewpoint in an image. In certain aspects, as GPUs may be submitting the same workload multiple times for each viewpoint in an image, there may be an increased amount of overhead. In hardware rendering, the hardware or GPU may be responsible for replicating or processing the geometry for each viewpoint in an image. Accordingly, the hardware can manage the replication or processing of the primitives or triangles for each viewpoint in an image.

<FIG> illustrates image or surface <NUM>, including multiple primitives divided into multiple bins. As shown in <FIG>, image or surface <NUM> includes area <NUM>, which includes primitives <NUM>, <NUM>, <NUM>, and <NUM>. The primitives <NUM>, <NUM>, <NUM>, and <NUM> are divided or placed into different bins, e.g., bins <NUM>, <NUM>, <NUM>, <NUM>, <NUM>, and <NUM>. <FIG> illustrates an example of tiled rendering using multiple viewpoints for the primitives <NUM>-<NUM>. For instance, primitives <NUM>-<NUM> are in first viewpoint <NUM> and second viewpoint <NUM>. As such, the GPU processing or rendering the image or surface <NUM> including area <NUM> can utilize multiple viewpoints or multi-view rendering.

As indicated herein, GPUs or graphics processor units can use a tiled rendering architecture to reduce power consumption or save memory bandwidth. As further stated above, this rendering method can divide the scene into multiple bins, as well as include a visibility pass that identifies the triangles that are visible in each bin. Thus, in tiled rendering, a full screen can be divided into multiple bins or tiles. The scene can then be rendered multiple times, e.g., one or more times for each bin.

In aspects of graphics rendering, some graphics applications may render to a single target, i.e., a render target, one or more times. For instance, in graphics rendering, a frame buffer on a system memory may be updated multiple times. The frame buffer can be a portion of memory or random access memory (RAM), e.g., containing a bitmap or storage, to help store display data for a GPU. The frame buffer can also be a memory buffer containing a complete frame of data. Additionally, the frame buffer can be a logic buffer. In some aspects, updating the frame buffer can be performed in bin or tile rendering, wherein, as discussed above, a surface is divided into multiple bins or tiles and then each bin or tile can be separately rendered. Further, in tiled rendering, the frame buffer can be partitioned into multiple bins or tiles.

As indicated herein, in bin or tiled rendering architecture, frame buffers can have data stored or written to them repeatedly, e.g., when rendering from different types of memory. This can be referred to as resolving and unresolving the frame buffer or system memory. For example, when storing or writing to one frame buffer and then switching to another frame buffer, the data or information on the frame buffer can be resolved from the GPU internal memory (GMEM) at the GPU to the system memory, i.e., memory in the double data rate (DDR) RAM or dynamic RAM (DRAM).

In some aspects, the system memory can also be system-on-chip (SoC) memory or another chip-based memory to store data or information, e.g., on a device or smart phone. The system memory can also be physical data storage that is shared by the CPU and/or the GPU. In some aspects, the system memory can be a DRAM chip, e.g., on a device or smart phone. Accordingly, SoC memory can be a chip-based manner in which to store data.

In some aspects, the GMEM can be on-chip memory at the GPU, which can be implemented by static RAM (SRAM). Additionally, GMEM can be stored on a device, e.g., a smart phone. As indicated herein, data or information can be transferred between the system memory or DRAM and the GMEM, e.g., at a device. In some aspects, the system memory or DRAM can be at the CPU or GPU. Additionally, data can be stored at the DDR or DRAM. In bin or tiled rendering, a small portion of the memory can be stored at the GPU, e.g., at the GMEM. In some instances, storing data at the GMEM may utilize a larger processing workload and/or power consumed compared to storing data at the frame buffer or system memory.

In some aspects, GPUs can perform a tessellation or tessellation process. During a tessellation process, larger primitives can be divided into smaller sub-primitives or tessellated primitives. Tessellation can divide an image into more detailed sub-primitives or tessellated primitives, which can lead to a more detailed rendering process and more detailed graphical content. A tessellator can determine or generate the sub-primitives or tessellated primitives. In some aspects, one or more primitives can be grouped into a patch. A tessellator can then determine or generate a geometry-based tessellation of the patch, e.g., using triangles or rectangles, according to one or more tessellation parameters.

The tessellation process can allow for determining or generating a more detailed or smoother image or surface than would otherwise be generated based on the original patch of primitives. Additionally, tessellation can be used for implementing or rendering more detailed surfaces in an image. As mentioned above, the tessellation process can produce sub-primitives or tessellated primitives. These sub-primitives or tessellated primitives are generated as an output from the tessellation, e.g., based on one or more primitives or patches. These primitives can also be referred to as original or regular primitives, which are generated based on the original image or surface value. The determined or generated sub-primitives or tessellated primitives can be a more detailed version of the original primitive or patch. In some instances, each of the sub-primitives can be smaller than each of the primitives or patch. Accordingly, the original primitives may appear to be divided into the sub-primitives or tessellated primitives.

<FIG> illustrates an example image or surface <NUM>. <FIG> illustrates that the image <NUM> is divided into multiple bins, e.g., bin <NUM>, bin <NUM>, bin <NUM>, and bin <NUM>. Also, <FIG> displays patch <NUM> which includes one or more primitives <NUM>. In some aspects, patch <NUM> can be referred to as a group of primitives or one or more primitives. <FIG> also displays a plurality of sub-primitives <NUM> which includes sub-primitive <NUM>, sub-primitive <NUM>, and sub-primitive <NUM>. As shown in <FIG>, the individual sub-primitives in the plurality of sub-primitives <NUM> can be a number of different shapes such as rectangles, e.g., sub-primitive <NUM>, or triangles, e.g., sub-primitives <NUM>, <NUM>.

<FIG> displays an example of the aforementioned tessellation process. For example, the original or input primitives, e.g., one or more primitives <NUM> in patch <NUM>, are displayed as the larger triangles with the dots as vertices. The sub-primitives or tessellated primitives, e.g., sub-primitives <NUM>, that are output from the tessellation process are displayed as the smaller rectangles or triangles on the surface <NUM>, e.g., sub-primitives <NUM>, <NUM>, <NUM>.

GPUs can render polygons by sampling objects at discrete pixel locations, which may cause an aliasing effect on the edges of the object. Anti-aliasing is a method for handling pixel display issues, such as rough or jagged edges, by smoothing the displayed edges of pixels. For example, multi-sample anti-aliasing (MSAA) is one of a number of anti-aliasing techniques used for smoothening pixel edges. This anti-aliasing technique relies on sampling the same pixel at multiple locations, e.g., <NUM>, <NUM>, <NUM>, or <NUM> samples per pixel, and then determining what percentage of the pixel is inside or outside of an object. This information can be used later to blend pixel colors in order to smooth the rough pixel edges.

In order to use the aforementioned anti-aliasing techniques, each pixel may need up to four times more storage, e.g., in the case of MSAA-4x, and more computational overhead, e.g., approximately <NUM>% more overhead. This can lead to a drop, e.g., a <NUM>%-<NUM>% drop, in overall benchmark performance. Also, this technique may limit the user to apply deferred lighting algorithms, which can be used in rendering scenes with multiple light sources, as the sample level information may be lost when resolving the final frame buffer. Additionally, some game developers can provide distance-to-edge based algorithms as an alternative to MSAA, but they may be either software implementations based on post-processing pixels to detect edges or cannot handle sub-pixel primitives.

As mentioned above, several anti-aliasing methods can be used to solve pixel display issues, such as rough or jagged edges, by attempting to produce smoother images. However, these anti-aliasing methods, e.g., MSAA, can have an increased performance overhead. Further, these anti-aliasing methods can have a large memory footprint due to storing large amounts of data. Other use cases may specify higher performance overheads. Also, other anti-aliasing methods may not support deferred shading, which can be used in game engines for complex lighting scenes. Accordingly, there is a present need for anti-aliasing techniques that can reduce the performance overhead and/or reduce the amount of data to be stored.

Aspects of the present disclosure can utilize anti-aliasing methods that reduce the performance overhead and/or reduce the amount of data to be stored. For instance, aspects of the present disclosure can use anti-aliasing methods to smooth the displayed edges of pixels, while reducing the performance overhead and/or reducing the amount of data to be stored. Aspects of the present disclosure can propose a novel methodology where the GPU hardware computes the pixel-to-edge distance for each primitive based on primitive geometry information that can also handle sub-pixel primitives, i.e., primitives that do not cover the center of a pixel but can contribute to the final average color of pixel. Aspects of the present disclosure can also allow users to custom blend pixel colors based on the edge distance. Techniques herein can also removes the limitations on deferred shading by preserving the pixel-to-edge distances for each of the geometry edges. The present disclosure can also include lower storage conditions than other anti-aliasing methods, e.g., MSAA, and/or reduce the performance overhead due to rendering while maintaining a high quality.

As indicated above, aspects of the present disclosure can include an improved hardware accelerated anti-aliasing solution based on a pixel-to-edge distance that allows users to custom blend the pixel information for smoother edges of objects, e.g., including edges of sub-pixel primitives. This method can achieve quality close to other anti-aliasing methods, e.g., MSAA, with significantly lower storage conditions and/or reduced performance overhead. Some aspects of the present disclosure include edge compressed anti-aliasing (ECAA), which is a pixel-to-edge based implementation of anti-aliasing. ECAA algorithms according to the present disclosure can also implement pixel-to-edge based anti-aliasing using sub-pixel primitive distance using auxiliary edge (auxEdge) information, i.e., the distance to a sub-pixel primitive edge. Also, the bytes-per-pixel condition for anti-aliasing algorithms herein can be lower than other anti-aliasing methods, e.g., MSAA.

As indicated herein, the present disclosure can achieve a low overhead alternate solution to other anti-aliasing schemes and/or achieve the a high image quality while keeping the performance overhead low. The present disclosure can also include a novel hardware-accelerated anti-aliasing solution which can allow a user or application to choose between a number of supported anti-aliasing schemes. Upon choosing a distance-to-edge scheme, the driver can setup the hardware to compute the distance information during the render pass, which is stored along with other geometry buffer data. During the resolve operation, the present disclosure can invoke a post-processing shader which is based on an algorithm to blend neighboring pixels in order to alleviate any aliasing artifacts along the geometry edges.

Additionally, the distance-to-edge anti-aliasing solution of the present disclosure can include a number of key innovations which differentiate and improve upon existing approaches. Aspects of the present disclosure can also include anti-aliasing of sub-pixel primitives. For instance, the present disclosure can provide a scheme to handle such sub-pixel primitives by computing auxiliary edge data from such primitives which can be later used to improve the blending factors to handle coverage from sub-pixel primitives. Aspects of the present disclosure can also use geometry information from scenes to generate both a center edge and an auxiliary edge distance.

Moreover, the present disclosure can handle all types of primitives, e.g., regular and sub-pixel, by using conservative rasterization and/or storing auxiliary edge information from subpixels which cover any part of a pixel (and not covering a center sample) along with regular edges from primitives which cover the center of pixel. Aspects of the present disclosure can also include a hardware acceleration technique, where computing the edge distance in software can introduce an additional rendering pass to render the complete geometry and/or calculate the distance to edges before it is consumed by a post-processing pass. For instance, the present disclosure can compute the distance-to-edge information during the rendering pass with minimal hardware overhead and provide the edge data to the post-processing pass. As such, the performance impact to compute the edge distance in the hardware can be minimal.

Aspects of the present disclosure can also include a novel scheme to compress the edge data. Based on an observation that two edges per pixel may be sufficient to cover a majority, e.g., more than <NUM>%, of geometry edge information for blending, the present disclosure can compress the edge data for improved hardware efficiency while maintaining quality levels. In some aspects, blend algorithms herein can blend neighboring pixel colors depending on the coverage of a pixel by a visible primitive, as well as use a z-value of neighboring pixels to fine tune blend factors. This novel blend algorithm herein can provide smooth blending across neighboring pixel colors and account for aliased edges. Aspects of the present disclosure can also be applicable to silhouette edges or all primitive edges. Also, aspects of the present disclosure can include a number of enhancements to the binning architecture to accommodate the algorithm. For instance, the hardware solution herein can enhance the existing underlying binning architecture using an expanded bin concept and/or utilize an on-chip geometry buffer for storing edge data.

In some aspects, when a pixel is partially covered by a primitive, the color of the pixel can be determined by the sample coverage. In some anti-aliasing methods, e.g., MSAA-1x, the sample position is the center of the pixel which can determine the color for entire pixel. In other anti-aliasing methods, e.g., MSAA-4x, four sample positions are evaluated for coverage and a blend of these colors can be the final pixel color. Also, in a distance based approach, the pixel area covered by the primitive can be used as blend factor with neighboring pixels. As such, in MSAA-1x, the pixel color (pixColor) is the color of primitive covering the center of pixel. In MSAA-4x, the pixel color is a blend of colors based on coverage of four samples. In ECAA methods herein, the pixel color can be a blend of neighboring pixel colors based on area coverage, where the blend factor is the percentage of area covered. In some aspects, a pixel edge can be measured either horizontally or vertically.

<FIG> illustrates scene <NUM> including pixels and a primitive. As shown in <FIG>, scene <NUM> includes primitive <NUM>, pixel <NUM>, pixel center <NUM>, pixel <NUM>, and pixel center <NUM>. Scene <NUM> also includes distance <NUM> and distance <NUM>. As shown in <FIG>, distance <NUM> is the width of pixel <NUM> that includes a light gray spotted pattern, e.g., <NUM>% of pixel <NUM>. Distance <NUM> is the width of pixel <NUM> that includes a slanted gray line pattern, e.g., <NUM>% of pixel <NUM>.

As shown in <FIG>, pixel <NUM> is partially covered by primitive <NUM>. Also, the center of pixel <NUM> is covered by the primitive <NUM>. In ECAA methods herein, the distance from the pixel center to the edge of the primitive is evaluated to obtain blend factors. According to ECAA methods herein, the pixel center to primitive edge distance indicates a <NUM>% coverage. As such, the color of pixel <NUM> can be blended as <NUM>% light gray spotted pattern with <NUM>% slanted gray line pattern.

In some aspects, upon choosing the pixel-to-edge distance scheme, the driver can setup the additional GPU hardware state to compute and/or store the additional edge distance information during the render pass. This additional edge information can be stored by the GPU along with other render target data, e.g., depth information and color information. Additionally, when the hardware rasterizer encounters a sub-pixel primitive, the pixel-to-edge distance can be updated to account for the new edge, i.e., an auxiliary edge, from the sub-pixel primitive. During the resolve operation, a custom post-processing shader can be invoked which uses the edge, depth, and/or color information to blend neighboring pixels to alleviate the aliasing artifacts.

<FIG> illustrates diagram <NUM> including an anti-aliasing approach. As shown in <FIG>, diagram <NUM> includes vertex processing unit <NUM>, primitive processing unit <NUM>, rasterization unit <NUM>, fragment processing unit <NUM>, Z-test or blend unit <NUM>, on-chip buffer <NUM>, which can include depth or color buffer <NUM>, and pixel resolve unit <NUM>, which can include a post-processing pass. Diagram <NUM> also includes an edge compute flow <NUM>, which can include pixel-to-edge compute unit <NUM>, edge information unit <NUM>, and on-chip buffer <NUM>, which can include auxiliary unit <NUM> and center unit <NUM>.

As shown in <FIG>, on-chip buffer <NUM> can send depth or color information <NUM> to pixel resolve unit <NUM>. Also, pixel-to-edge compute unit <NUM> can send updated auxiliary edges <NUM> to on-chip buffer <NUM>, and vice versa. Edge information unit <NUM> can send write visible edges <NUM> to on-chip buffer <NUM>, and vice versa. Further, on-chip buffer <NUM> can set auxiliary information and center edge information <NUM> to pixel resolve unit <NUM>. Based on the above, pixel resolve unit <NUM> can output the final pixel color <NUM>. As shown in <FIG>, this technique can estimate the pixel coverage using the distance of the pixel center to the primitive edge computation. In the present disclosure, the distance of the edge from the pixel center along the x-axis and the y-axis can be used for blending with the horizontal or vertical neighboring pixels, so the axial distances from the pixel center can also be computed.

<FIG> illustrates diagram <NUM> including an axial distance calculation. As shown in <FIG>, diagram <NUM> includes an axial distance calculation for primitive edge <NUM> and pixel center <NUM>. As displays in <FIG>, the equation (ax + by + c) can be used for primitive edge <NUM>. Also, pixel center <NUM> can be (x0, y0). The x-distance (dx) and y-distance (dy) from the pixel center <NUM> to the edge <NUM> are evaluated as follows. For example, evaluating (x0, y0) with respect to edge <NUM> (ax + by + c) can produce the distance d. Also, the sign of d can indicate whether the point is to the left or right of edge <NUM>. Accordingly, the equation can be ax0 + by0 + c = d (Eq1).

Additionally, if (x1, y0) and (x0, y1) are horizontal and vertical projections on the edge <NUM>, these can be points on the line on the edge equation. Hence, the present disclosure can evaluate to zero: ax1 + by0 + c = <NUM> (Eq2) and ax0 + by1 + c = <NUM> (Eq3). Also, the present disclosure can compute the x, y axial distances to the line equation: (Eq1-Eq2) => dx = |x0-x1| = d/a and (Eq1-Eq3) => dy = |y0-y1| = d/b.

Additionally, in the present disclosure, a <NUM>-bit distance metric can be used. As such, the edges that are within a pixel distance, i.e., a distance between two adjacent pixel centers, can be used for blending. Any value beyond the pixel distance can be ignored and such distances can be represented by 0xF. Therefore, dx, dy in the interval of [<NUM>, <NUM>] indicated as [0x0, 0xE] may be in equal or uniform steps. Further, dx, dy in the interval of [<NUM>, inf] can be indicated as 0xF.

In some aspects, for each pixel, additional edge storage information can be needed for storing distance information along four directions, e.g., top, left, bottom, and right directions. So the present disclosure can store the edge data for a pixel along four directions, e.g., top, left, bottom, and right directions. In the final visibility information, all the edge data for visible primitives can be stored. Additionally, the pixel to edge distance values are stored from the visible primitive (which pass a z-test) at the pixel. Thus, the final edge information stored at a pixel can be from the visible primitive covering the pixel center. This information can be stored in a buffer, e.g., an edge buffer.

Aspects of the present disclosure can also include a blend algorithm that works on the final color buffer after the render pass is complete. To compute the blend color of a pixel, the blend algorithm uses the color, edge and depth information available at each pixel and its four neighboring pixels. For example, the input can be a color buffer, a Z buffer, and an edge buffer. Also, the output can be a new color buffer. To blend colors between two adjacent pixels, blend factors can be calculated based on edge information available and their depth value. Depending on the distance, this algorithm can have multiple different scenarios, e.g., <NUM> scenarios, for blending, and in some cases z-information can be used to determine blend factors.

<FIG> illustrates scene <NUM> including pixels and primitives. As shown in <FIG>, scene <NUM> includes pixel <NUM>, pixel center <NUM>, pixel <NUM>, pixel center <NUM>, primitive <NUM>, and primitive <NUM>. Scene <NUM> also includes distance <NUM> and distance <NUM>. As shown in <FIG>, distance <NUM> is the distance from pixel center <NUM> to the edge of primitive <NUM> toward pixel <NUM>. Also, distance <NUM> is the distance from pixel center <NUM> to the edge of primitive <NUM> toward pixel <NUM>.

As shown in <FIG>, pixel <NUM> is partially covered by primitive <NUM>. Also, the center of pixel <NUM>, e.g., pixel center <NUM>, is covered by the primitive <NUM>. As further shown in <FIG>, pixel <NUM> is partially covered by primitive <NUM>. Also, the center of pixel <NUM>, e.g., pixel center <NUM>, is covered by the primitive <NUM>. In some aspects, the distance between pixel center <NUM> and pixel center <NUM> can be considered as a value of <NUM>. Further, the Z-value of pixel <NUM> and pixel <NUM> can determine which primitive is in front of the other. As such, when blending two different pixels, e.g., pixel <NUM> and pixel <NUM>, the present disclosure can determine the coverage area for a pixel based on the visible primitive. This can be done for each of the multiple pixels.

In some rasterization algorithms, the pixel centers which are part of the primitive can be rasterized. If a primitive covers one of the pixel center of adjacent pixels, the edge value is recorded as part of pixel edge information. However, there may be primitives which cover part of a single pixel or two adjacent pixels but do not cover the center of either pixel. Such primitives, whose width is less than a pixel distance and/or not recorded by either of the pixels, may lead to artifacts during the blend with neighboring pixels.

For example, consider triangles T1 and T2 along with the pixels (<NUM>,<NUM>), (<NUM>,<NUM>), (<NUM>,<NUM>) and (<NUM>,<NUM>). T2 partially covers the pixels (<NUM>,<NUM>) and (<NUM>,<NUM>). Hence in an ideal blend case, the color of T2 should be blended (partially) into the colors of these pixels. ECAA methods herein can also handle the blending based on a number of distances. For instance, the left and right distances measured as follows (0xF, <NUM> = pixel distance). For Pix (<NUM>,<NUM>) and Pix (<NUM>,<NUM>), there may be no edges recorded and L=<NUM>, R=<NUM> (default value). Also, for Pix (<NUM>,<NUM>), R=<NUM> and L=<NUM>. For Pix (<NUM>,<NUM>), R=<NUM> and L=<NUM>. Based on the blend algorithm, ECAA can blend the following cases: Pix (<NUM>,<NUM>) = blend with a right pixel, Pix (<NUM>,<NUM>) = blend with a left pixel, Pix [(<NUM>,<NUM>),(<NUM>,<NUM>)] = no blend. In some instances, this can lead to an inversion of blend colors.

To handle such cases in ECAA, there may be a need to consider coverage from sub-pixel primitives for computing blend factors. This can result in rasterization that is conservative, i.e., a pixel may need to be rasterized if a primitive covers it partially irrespective of whether its pixel center is covered. This can allow the processing of partial pixels. Additionally, the edge distance computation logic may need to be updated to handle sub-pixel primitives. This algorithm is further explained in detail herein.

In some aspects, for a given pixel, an auxiliary edge can be defined as a pair of edges of a primitive which may not cover the pixel center of a current pixel or its adjacent pixel. Such cases may occur when primitives are sub-pixel width and not covering the center of two adjacent pixels. An auxiliary primitive can be defined as a primitive which does not cover the center of two adjacent pixels and lies between the two pixel centers. This can be a part of one pixel or both pixels. For example, if d1 and d2 are distances to two edges from a pixel, then the primitive is an auxiliary primitive (auxPrimitive) if: auxPrimitive = (d1 < pixDist) and (d2 < pixDist). In some aspects, the present disclosure can store the two edges at distance d1 and d2 as an auxiliary pair in pixel P1. They can also be qualified as auxiliary edges of pixel P2, but in this algorithm they can be stored as part of a left (or top) pixel. Also, the present disclosure can store the two edges as auxiliary edges of pixel P2. Further, the edges may not be an auxiliary pair of edges for pixel P2, as it covers the pixel center for pixel P1.

In some aspects, for each pixel, additional storage can be allocated for storing the auxiliary edge information (auxEdge) along with edge information of primitives covering the center of pixel (centerEdge). The auxiliary edge distance can be used to update the center edge distance value if the auxiliary primitive forms a mesh (or common edge) with a primitive covering the pixel center. This can ensure coverage from the sub-pixel primitives is also accounted for while computing blend factors with neighboring pixel colors.

<FIG> illustrates scene <NUM> including pixels and primitives. As shown in <FIG>, scene <NUM> includes pixel <NUM>, pixel center <NUM>, pixel <NUM>, pixel center <NUM>, primitive <NUM>, and primitive <NUM>. Scene <NUM> also includes distance <NUM>, distance <NUM>, distance <NUM>, and distance <NUM>. These distances can be referred to as pixel distances (pixDist). As shown in <FIG>, distance <NUM> is the distance from pixel center <NUM> to the edge of primitive <NUM> toward pixel <NUM>. Also, distance <NUM> is the distance from pixel center <NUM> to the edge of primitive <NUM> toward pixel <NUM>. Distance <NUM> is the distance from pixel center <NUM> to the edge of primitive <NUM> toward pixel <NUM>. Also, distance <NUM> is the distance from pixel center <NUM> to the edge of primitive <NUM> toward pixel <NUM>.

As shown in <FIG>, pixel <NUM> is partially covered by primitive <NUM>. Also, the center of pixel <NUM>, e.g., pixel center <NUM>, is not covered by the primitive <NUM>. As further shown in <FIG>, pixel <NUM> is partially covered by primitive <NUM>. Also, the center of pixel <NUM>, e.g., pixel center <NUM>, is covered by the primitive <NUM>.

In <FIG>, primitives <NUM> and <NUM> may be rendered in a conservative way, which means any partially covered pixel is processed for edge computation even if its center is not covered by primitive. If primitives <NUM> and <NUM> are processed in that order, while rendering primitive <NUM>, both pixels <NUM> and <NUM> are processed, since primitive <NUM> partially covers both pixels <NUM> and <NUM>. In such a case, the present disclosure can choose to store the auxiliary edges as part of the auxiliary storage for pixel <NUM>. While rendering primitive <NUM>, pixel <NUM> can be processed for a computing center-edge distance as primitive <NUM> covers pixel center <NUM>.

Rendering primitives <NUM> and <NUM> can result in the following distances for the pixel center, e.g., pixel center-to-edge (centerEdge) distance, auxiliary edge (auxEdge) distance, and/or auxiliary storages. After rendering primitive <NUM>, pixel <NUM> can include auxEdge[P1][right] = (d1,d2) and centerEdge = NULL. Also, pixel <NUM> can include auxEdge = NULL and centerEdge = NULL. After rendering primitive <NUM>, pixel <NUM> can include no changes to the previous state, auxEdge[P1][right] = (d1,d2) and centerEdge = NULL. Also, pixel <NUM> can include centerEdge[P2][left] = d3 and auxEdge = NULL.

In some aspects, during the post-processing of edges, mesh detection can be performed by comparing the auxiliary edge and center edge information between neighboring pixels. In this case, the present disclosure can check the following conditions to form a mesh (isMesh): isMesh = if (centerEdge[P2] [left] + auxEdge[P1][right] == pixDist). If this condition evaluates to true, the center edge of pixel <NUM> can be updated by including the sub-primitive coverage centerEdge[P2][left] = pixDist - d1 = d4.

In some aspects, the present disclosure can assume that the color of an auxiliary primitive is same as the primitive with which it forms a mesh. This can be a common case if the primitives or triangles belong to the same object. Also, it can be assumed that primitives or triangles from different objects rarely form a mesh, so clubbing auxiliary primitives from different objects may seldom happen. Also, multiple auxiliary primitives may not be common and empirical data may suggest that not more than one is present per pixel in a majority of pixels. Hence, the approach of storing one auxiliary edge per direction may be able to handle most of the practical scenarios and be a trade-off between hardware complexity and quality. Additionally, the current proposal can utilize one auxiliary storage per direction per pixel. Hence, ECAA with auxEdge storage herein can handle sub-pixel primitives and thereby alleviate any artifacts. Also, the bytes-per-pixel condition for ECAA techniques herein with auxiliary edges can be lower than other techniques, e.g., MSAA-4x.

<FIG> illustrates diagram <NUM> including an anti-aliasing approach. As shown in <FIG>, at <NUM>, the present disclosure determines whether a primitive covers a pixel center. If yes, at <NUM>, the present disclosure computes the distance to the edges of the primitive in all directions. If no, at <NUM>, the present disclosure computes the minimum and maximum distance in each direction.

At <NUM>, the present disclosure determines if an auxiliary edge (d0,d1) is less than <NUM>. If no, at <NUM>, the present disclosure drops this edge information. If yes, at <NUM>, the present disclosure determines if the isMesh d0 is equal to dmax. If no, at <NUM>, the present disclosure stores (d0,d1) in an auxiliary edge for the pixel and direction. If yes, at <NUM>, the present disclosure updates the distance, stores (dmin,d1) in the auxiliary edge for the pixel and direction. Next, the present disclosure can send the auxiliary edge <NUM> to the on-chip storage <NUM>.

At <NUM>, the present disclosure can determine if a Z-test is passed. If no, at <NUM>, the present disclosure drops this edge information. If yes, at <NUM>, the present disclosure stores the pixel distances in a centerEdge with both pixel and direction. The present disclosure can then send the centerEdge information <NUM>, the Z <NUM>, and the color <NUM> to the on-chip storage <NUM>. The on-chip storage <NUM> can store the color, depth, and/or edge data.

<FIG> displays the overall flow of edge computation described herein. For each pixel, the present disclosure can reserve additional storage in a geometry buffer which resides in on-chip storage <NUM>. In some aspects, <NUM>-bit data per pixel may be needed to store centerEdge information and a <NUM>-bit distance to primitive edge may be needed in each direction. This can also be computed for pixels whose centers are covered by the primitive. Also, <NUM>-bit data per pixel may be needed to store auxEdge information. A pair of <NUM>-bit edge distances may be needed in each direction. This can also be computed for pixels which are partially covered by primitives but their center is not covered.

As indicated above, conservative rasterization in a rasterizer block can process the pixels even if their pixel center is not covered by the primitive. In some aspects, if the pixel center is covered by the primitive, the centerEdge can be computed. If the pixel is partially covered by a primitive without covering its center, the auxEdge can be computed. Also, to compute the centerEdge value at a pixel for a given primitive, the axial distance is evaluated in x and y directions to the three edges from the pixel center. If there is more than one edge in one direction, the minimum among the distances can be stored. This center distance can be passed to downstream units, and if the primitive passes the Z-test for that pixel location, the centerEdge value can be written to an on-chip buffer, otherwise it may be dropped.

To compute the auxEdge value at a pixel for a given primitive, the x-y axial distance can be computed to edges from a pixel center. For an auxiliary primitive, there may be a pair of edges which are within a pixel distance (sub-pixel primitive). So the (min, max) edge distance pair in each direction can be stored when such edges are found. If an auxEdge is valid for a pixel, it can be compared with any existing auxEdge to check for a mesh formation. In such cases, the auxEdge distances can be updated for that direction. For example, if a pixel has (<NUM>, <NUM>) as auxEdge in a left direction and a new auxEdge (<NUM>, <NUM>) is encountered from the next primitive in same direction, then the auxEdge in the left direction can be updated to (<NUM>, <NUM>). If it does not form a mesh, the latest value can be written to the auxEdge value. This updated auxEdge value can be stored in an on-chip buffer. Once all render passes are completed, the edgeBuffer in on-chip buffer can include updated distances (centerEdge, auxEdge) for each pixel. This can then be used by the post-processing shader to update the color buffer by blending with neighboring pixels based on the edge data.

In some aspects, post-processing shaders herein can involve multiple steps, such as updating the center edge distance based on auxiliary edge data by checking the formation of a mesh between the primitives. This can also be blended with neighboring pixels along four directions. The blend factors can be independently computed with respect to each direction and the average pixel color can be computed.

As indicated above, anti-aliasing methods of the present disclosure can achieve high quality with reduced performance overheads and storage conditions. Compared to other anti-aliasing methods, the present disclosure can significantly reduce storage overhead. In some aspects, data from two directions (one from the horizontal axis and the other from the vertical axis) can be stored. So the amount of data storage can be reduced. This technique can also produce images of similar visual quality and fewer artifacts.

In some aspects, the present disclosure can detect sub-pixel primitives. The present disclosure can also update the pixel-to-edge distance buffers to account for the new edge information. Aspects of the present disclosure can also propose a new hardware architecture that computes the pixel-to-edge information based on the input geometry information, stores the same in an additional buffer, e.g., an edge buffer, by compressing the edge data, and updates the same when the GPU encounters a sub-pixel primitive.

As indicated above, some anti-aliasing schemes can blend a neighboring pixel color based on a coverage of pixels by visible primitives. Aspects of the present disclosure can utilize the depth value of neighboring pixels to fine tune blend factors and achieve better quality. This solution can be configurable to blend silhouette edge pixels or all primitive edge pixels. In the present disclosure, the blend algorithm can work on the final color buffer after the render pass is complete. In order to compute the blend color of a pixel, the present disclosure can use the color, edge, and/or depth information available at each pixel and its four neighboring pixels. As such, the input can be a color Buffer, a Z buffer, and an edge buffer. Additionally, the output can be a new color buffer.

To blend colors between two adjacent pixels, blend factors can be calculated based on edge information available and their depth value. Depending on the distance, the present algorithm can have <NUM> different scenarios for blending, and in some cases z-information can be used to determine blend factors. For example, blending of pixel A with pixel B can include: vector AB (the distance from pixel A to an edge which is towards the pixel B), vector BA (the distance from pixel B to an edge which is towards the pixel A), the distance between center of pixel A to center of pixel B can be considered as a value of <NUM>, and the Z-value of pixel A and pixel B can determine which is in front for other. So the edge data for each of a plurality of pixels compared to adjacent primitives can be stored. Then this edge data can be utilized in a blending pass where the colors between two adjacent pixels are blended. As such, the blending pass can look at the coverage of neighboring pixels, and then blend the colors of the pixels and/or smooth the edges of the pixels based on the pixel coverage information.

Algorithms of the present disclosure can be implemented on tile-based GPU architectures with the additional advantages where the entire process is done on a per-tile basis. The present disclosure may choose to drop the edge information which can further enable bandwidth savings. Binning can be used with an algorithm when expanded bins are enabled. Expanded bins can extend further into adjacent bins, e.g., by <NUM> pixels. This adjacent pixel data can be used for blending. While binning, the present disclosure may need to know the pixel at boundary of bins to accurately blend along a boundary of the bins.

As indicated above, aspects of the present disclosure can achieve a high rendering quality with significantly lower storage conditions, e.g., a reduction of storage by <NUM>%, and a reduced performance overhead, e.g., by over <NUM>-<NUM>%. Aspects of the present disclosure can also detect the sub-pixel primitives and update the pixel-to-edge distance buffers to account for an auxiliary edge. Aspects of the present disclosure can also use depth information in a blend pass to achieve better anti-aliasing effects. Aspects of the present disclosure can also use edge buffers to develop custom post-processing algorithms for better visual quality.

Aspects of the present disclosure can handle sub-pixel primitives by a novel scheme of detecting such cases and updating the edge distance when mesh-formations are detected with sub-pixel primitives. This can ensure that the coverage due to small or thin triangles is not lost and hence artifacts due to these triangles may not be encountered. Aspects of the present disclosure can also include advanced post-processing algorithms, e.g., by detecting the edges before performing any anti-aliasing operations. Exposing the edge data in a geometry buffer to such resolve algorithms can improve the efficiency by quickly inferring the geometry edge information and may enable more sophisticated schemes.

<FIG> illustrate examples of the aforementioned methods and processes for edge compression anti-aliasing (ECAA). As shown in <FIG>, aspects of the present disclosure, e.g., GPUs and CPUs herein, can perform a number of different steps or processes for ECAA in order to lower storage conditions and/or reduce performance overhead. For instance, GPUs herein can calculate a center-edge distance, e.g., distance <NUM>, of a first pixel, e.g., pixel <NUM>, of a plurality of pixels, the center-edge distance of the first pixel equal to a distance from a center of the first pixel, e.g., pixel center <NUM>, to one or more edges of a first primitive, e.g., primitive <NUM>, of a plurality of primitives in a scene, where at least a portion of the first primitive, e.g., primitive <NUM>, can overlap the center of the first pixel, e.g., pixel center <NUM>.

GPUs herein can also determine whether the first primitive, e.g., primitive <NUM>, is visible in the scene. GPUs herein can also determine whether a portion of the first pixel, e.g., pixel <NUM>, overlaps with at least one auxiliary primitive, e.g., primitive <NUM>, of the plurality of primitives. Additionally, GPUs herein can calculate a distance from the center of the first pixel to one or more edges of the at least one auxiliary primitive, e.g., distance <NUM>, when a portion of the first pixel, e.g., pixel <NUM>, overlaps with the at least one auxiliary primitive, e.g., primitive <NUM>.

GPUs herein can also store the center-edge distance, e.g., distance <NUM>, of the first pixel, e.g., pixel <NUM>, when the first primitive, e.g., primitive <NUM>, is visible in the scene. In some aspects, the center-edge distance, e.g., distance <NUM>, of the first pixel, e.g., pixel <NUM>, can be stored in an edge buffer when the first primitive, e.g., primitive <NUM>, is visible in the scene. Also, the center-edge distance, e.g., distance <NUM>, of the first pixel, e.g., pixel <NUM>, can be compressed when stored in the edge buffer.

Moreover, GPUs herein can store the distance from the center of the first pixel to the one or more edges of the at least one auxiliary primitive, e.g., distance <NUM>, in an auxiliary buffer when a portion of the first pixel, e.g., pixel <NUM>, overlaps with the at least one auxiliary primitive, e.g., primitive <NUM>. GPUs herein can also determine whether the depth of the first primitive, e.g., primitive <NUM>, is less than or greater than the depth of the second primitive, e.g., primitive <NUM>.

GPUs herein can also determine an amount of overlap between the first pixel, e.g., pixel <NUM>, and the first primitive, e.g., primitive <NUM>. In some aspects, the amount of overlap between the first pixel, e.g., pixel <NUM>, and the first primitive, e.g., primitive <NUM>, may be determined based on at least one of the center-edge distance of the first pixel or a center-edge distance of the second pixel, e.g., pixel <NUM>, where the center-edge distance of the second pixel may be equal to a distance from a center of the second pixel to one or more edges of a second primitive, e.g., primitive <NUM>, of the plurality of primitives. In some instances, the amount of overlap between the first pixel, e.g., pixel <NUM>, and the first primitive, e.g., primitive <NUM>, may be determined based on a depth of the first primitive, e.g., primitive <NUM>, and a depth of a second primitive, e.g., primitive <NUM>, of the plurality of primitives. In some aspects, the amount of overlap between the first pixel, e.g., pixel <NUM>, and the first primitive, e.g., primitive <NUM>, can be equal to a portion of an area of the first pixel that overlaps with the first primitive. Further, GPUs herein can update the amount of overlap between the first pixel, e.g., pixel <NUM>, and the first primitive, e.g., primitive <NUM>, when the at least one auxiliary primitive, e.g., primitive <NUM>, forms a mesh with the first primitive, e.g., primitive <NUM>.

GPUs herein can also blend a color of the first pixel, e.g., pixel <NUM>, with a color of a second pixel, e.g., pixel <NUM>, based on at least one of the center-edge distance of the first pixel, e.g., distance <NUM>, or the amount of overlap between the first pixel and the first primitive, e.g., primitive <NUM>. In some aspects, the color of the first pixel, e.g., pixel <NUM>, can be blended with the color of the second pixel, e.g., pixel <NUM>, for a portion of the first pixel that does not overlap with the first primitive, e.g., primitive <NUM>. Also, the first pixel, e.g., pixel <NUM>, can be adjacent to the second pixel, e.g., pixel <NUM>. In some instances, the color of the first pixel, e.g., pixel <NUM>, can be equal to a color of the first primitive, e.g., primitive <NUM>, and the color of the second pixel, e.g., pixel <NUM> can be equal to a color of the second primitive, e.g., primitive <NUM>.

In some aspects, the center-edge distance, e.g., distance <NUM>, can be calculated for each of the plurality of pixels, e.g., pixel <NUM>, when one of the plurality of primitives, e.g., primitive <NUM>, overlaps with the center of the pixel, e.g., pixel center <NUM>. Additionally, the one or more edges of the first primitive, e.g., primitive <NUM>, can include at least one of a top edge, a bottom edge, a left edge, and a right edge. The center-edge distance, e.g., distance <NUM>, of the first pixel, e.g., pixel <NUM>, can also be calculated in a rendering pass. Further, the plurality of primitives can include a plurality of sub-pixel primitives.

<FIG> illustrates a flowchart <NUM> of an example method in accordance with the invention defined by the independent claims. The method may be performed by an apparatus such as a CPU, a GPU, or an apparatus for graphics processing. At <NUM>, in accordance with the invention defined by the independent claims, the apparatus calculates a center-edge distance of a first pixel of a plurality of pixels, the center-edge distance of the first pixel equal to a distance from a center of the first pixel to one or more edges of a first primitive of a plurality of primitives in a scene, where at least a portion of the first primitive can overlap the center of the first pixel, as described in connection with the examples in <FIG>.

At <NUM>, the apparatus can determine whether the first primitive is visible in the scene, as described in connection with the examples in <FIG>. At <NUM>, in accordance with the invention defined by the independent claims, the apparatus determines whether a portion of the first pixel overlaps with at least one auxiliary primitive of the plurality of primitives, as described in connection with the examples in <FIG>. In accordance with the invention defined by the independent claims, the auxiliary primitive lies between the center of the first pixel and the center of a second pixel of the plurality of pixels that is adjacent the first pixel, wherein the auxiliary primitive does not cover the center of the first pixel or the center of the second pixel. At <NUM>, in accordance with the invention defined by the independent claims, the apparatus calculates a distance from the center of the first pixel to one or more edges of the at least one auxiliary primitive when a portion of the first pixel overlaps with the at least one auxiliary primitive, as described in connection with the examples in <FIG>.

At <NUM>, in accordance with the invention defined by the independent claims, the apparatus stores the center-edge distance of the first pixel when the first primitive is visible in the scene, as described in connection with the examples in <FIG>. In accordance with the invention defined by the independent claims, the center-edge distance is stored in a first buffer. In some aspects, the center-edge distance of the first pixel can be stored in an edge buffer when the first primitive is visible in the scene, as described in connection with the examples in <FIG>. Also, the center-edge distance of the first pixel can be compressed when stored in the edge buffer, as described in connection with the examples in <FIG>. At <NUM>, the apparatus can store the distance from the center of the first pixel to the one or more edges of the at least one auxiliary primitive in an auxiliary buffer when a portion of the first pixel overlaps with the at least one auxiliary primitive, as described in connection with the examples in <FIG>.

At <NUM>, the apparatus can determine whether the depth of the first primitive is less than or greater than the depth of the second primitive, as described in connection with the examples in <FIG>. At <NUM>, in accordance with the invention defined by the independent claims, the apparatus determines an amount of overlap between the first pixel and the first primitive, as described in connection with the examples in <FIG>. In some aspects, the amount of overlap between the first pixel and the first primitive may be determined based on at least one of the center-edge distance of the first pixel or a center-edge distance of the second pixel, where the center-edge distance of the second pixel may be equal to a distance from a center of the second pixel to one or more edges of a second primitive of the plurality of primitives, as described in connection with the examples in <FIG>. In some instances, the amount of overlap between the first pixel and the first primitive may be determined based on a depth of the first primitive and a depth of a second primitive of the plurality of primitives, as described in connection with the examples in <FIG>. In some aspects, the amount of overlap between the first pixel and the first primitive can be equal to a portion of an area of the first pixel that overlaps with the first primitive, as described in connection with the examples in <FIG>. At <NUM>, the apparatus can update the amount of overlap between the first pixel and the first primitive when the at least one auxiliary primitive forms a mesh with the first primitive, as described in connection with the examples in <FIG>.

At <NUM>, in accordance with the invention defined by the independent claims, the apparatus blends a color of the first pixel with a color of the second pixel based on at least one of the center-edge distance of the first pixel or the amount of overlap between the first pixel and the first primitive, as described in connection with the examples in <FIG>. In accordance with the invention defined by the independent claims, the blending is further based on the stored distance from the center of the first pixel to the one or more edges of the at least one auxiliary primitive. In some aspects, the color of the first pixel can be blended with the color of the second pixel for a portion of the first pixel that does not overlap with the first primitive, as described in connection with the examples in <FIG>. Also, the first pixel can be adjacent to the second pixel, as described in connection with the examples in <FIG>. In some instances, the color of the first pixel can be equal to a color of the first primitive, and the color of the second pixel can be equal to a color of the second primitive, as described in connection with the examples in <FIG>.

In some aspects, the center-edge distance can be calculated for each of the plurality of pixels when one of the plurality of primitives overlaps with the center of the pixel, as described in connection with the examples in <FIG>. Additionally, the one or more edges of the first primitive can include at least one of a top edge, a bottom edge, a left edge, and a right edge, as described in connection with the examples in <FIG>. The center-edge distance of the first pixel can also be calculated in a rendering pass, as described in connection with the examples in <FIG>. Further, the plurality of primitives can include a plurality of sub-pixel primitives, as described in connection with the examples in <FIG>.

In one configuration, a method or apparatus for graphics processing is provided. The apparatus may be a CPU, a GPU, or some other processor that can perform graphics processing. In one aspect, the apparatus may be the processing unit <NUM> within the device <NUM>, or may be some other hardware within device <NUM> or another device. The apparatus may include means for calculating a center-edge distance of a first pixel of a plurality of pixels, the center-edge distance of the first pixel equal to a distance from a center of the first pixel to one or more edges of a first primitive of a plurality of primitives in a scene, where at least a portion of the first primitive can overlap the center of the first pixel. The apparatus may also include means for storing the center-edge distance of the first pixel when the first primitive is visible in the scene. The apparatus may also include means for determining an amount of overlap between the first pixel and the first primitive based on a depth of the first primitive and a depth of a second primitive of the plurality of primitives. The apparatus may also include means for blending a color of the first pixel with a color of a second pixel based on at least one of the center-edge distance of the first pixel or the amount of overlap between the first pixel and the first primitive. The apparatus may also include means for determining whether a portion of the first pixel overlaps with at least one auxiliary primitive of the plurality of primitives. The apparatus may also include means for updating the amount of overlap between the first pixel and the first primitive when the at least one auxiliary primitive forms a mesh with the first primitive. The apparatus may also include means for calculating a distance from the center of the first pixel to one or more edges of the at least one auxiliary primitive when a portion of the first pixel overlaps with the at least one auxiliary primitive. The apparatus may also include means for storing the distance from the center of the first pixel to the one or more edges of the at least one auxiliary primitive in an auxiliary buffer when a portion of the first pixel overlaps with the at least one auxiliary primitive. The apparatus may also include means for determining whether the depth of the first primitive is less than or greater than the depth of the second primitive. The apparatus may also include means for determining whether the first primitive is visible in the scene.

The subject matter described herein can be implemented to realize one or more benefits or advantages. For instance, the described graphics processing techniques can be used by a GPU, a CPU, or some other processor that can perform graphics processing to implement the multi-pass tessellation techniques described herein. This can also be accomplished at a low cost compared to other graphics processing techniques. Moreover, the graphics processing techniques herein can improve or speed up data processing or execution. Further, the graphics processing techniques herein can improve resource or data utilization and/or resource efficiency. Additionally, aspects of the present disclosure can utilize ECAA techniques in order to lower storage conditions and/or reduce performance overhead.

In accordance with this disclosure, the term "or" may be interrupted as "and/or" where context does not dictate otherwise. Additionally, while phrases such as "one or more" or "at least one" or the like may have been used for some features disclosed herein but not others, the features for which such language was not used may be interpreted to have such a meaning implied where context does not dictate otherwise.

In one or more examples, the functions described herein may be implemented in hardware, software, firmware, or any combination thereof. For example, although the term "processing unit" has been used throughout this disclosure, such processing units may be implemented in hardware, software, firmware, or any combination thereof. If any function, processing unit, technique described herein, or other module is implemented in software, the function, processing unit, technique described herein, or other module may be stored on or transmitted over as one or more instructions or code on a computer-readable medium. Computer-readable media may include computer data storage media or communication media including any medium that facilitates transfer of a computer program from one place to another. In this manner, computer-readable media generally may correspond to (<NUM>) tangible computer-readable storage media, which is non-transitory or (<NUM>) a communication medium such as a signal or carrier wave. By way of example, and not limitation, such computer-readable media can comprise RAM, ROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices. Disk and disc, as used herein, includes compact disc (CD), laser disc, optical disc, digital versatile disc (DVD), floppy disk and Blu-ray disc where disks usually reproduce data magnetically, while discs reproduce data optically with lasers.

The code may be executed by one or more processors, such as one or more digital signal processors (DSPs), general purpose microprocessors, application specific integrated circuits (ASICs), arithmetic logic units (ALUs), field programmable logic arrays (FPGAs), or other equivalent integrated or discrete logic circuitry.

Claim 1:
A method of graphics processing, the method executed by a computer and comprising:
calculating (<NUM>) a center-edge distance of a first pixel of a plurality of pixels, the center-edge distance of the first pixel equal to a distance from a center of the first pixel to one or more edges of a first primitive of a plurality of primitives in a scene, wherein at least a portion of the first primitive overlaps the center of the first pixel;
determining (<NUM>) whether a portion of the first pixel overlaps with at least one auxiliary primitive of the plurality of primitives, wherein the auxiliary primitive lies between the center of the first pixel and the center of a second pixel of the plurality of pixels that is adjacent the first pixel, wherein the auxiliary primitive does not cover the center of the first pixel or the center of the second pixel;
calculating (<NUM>) a distance from the center of the first pixel to one or more edges of the at least one auxiliary primitive when a portion of the first pixel overlaps with the at least one auxiliary primitive;
storing (<NUM>), in a first buffer, the center-edge distance of the first pixel when the first primitive is visible in the scene;
determining (<NUM>) an amount of overlap between the first pixel and the first primitive; and
blending (<NUM>) a color of the first pixel with a color of the second pixel based on at least one of the center-edge distance of the first pixel or the amount of overlap between the first pixel and the first primitive and further based on the stored distance from the center of the first pixel to the one or more edges of the at least one auxiliary primitive.