Searched refs:geometry (Results 1 – 25 of 63) sorted by relevance
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5 [[geometry]] anchor8 The geometry shader operates on a group of vertices and their associated12 Geometry shading is enabled when a geometry shader is included in the16 [[geometry-input]]19 Each geometry shader invocation has access to all vertices in the primitive23 The input primitive type expected by the geometry shader is specified with24 an code:OpExecutionMode instruction in the geometry shader, and must: match80 [[geometry-output]]83 A geometry shader generates primitives in one of three output modes: points,88 Each geometry shader must: include exactly one output primitive mode.[all …]
13 efficiently manage scene geometry as it is <<ray-traversal, traversed during38 [[acceleration-structure-geometry]]67 from geometry:87 * Change the index or vertex formats of triangle geometry.88 * Change triangle geometry transform pointers from null to non-null or91 * Change the geometry flags for any geometry in the structure.92 * Change the number of vertices or primitives for any geometry in the108 geometry which previously had them, or vice versa.231 are greater than or equal to the build size and each geometry in313 the geometry used to build each acceleration structure.[all …]
55 geometry transformed into a space determined by that viewport.356 front-facing geometry, and code:HitKindBackFacingTriangleKHR if the357 intersection is with back-facing geometry, for shader stages considering382 which the intersected geometry belongs to.385 0#) are unconditionally culled, irrespective of ray flags and geometry394 Each geometry in the acceleration structure may: be considered either opaque404 slink:VkAccelerationStructureGeometryKHR::pname:flags when the geometry it408 If the geometry includes an opacity micromap, the opacity of the444 a ray, an intersection with a geometry that is considered opaque is dropped,448 tracing a ray, an intersection with a geometry that is considered non-opaque[all …]
17 acceleration structure referenced by the pname:geometry.instances.data43 * [[VUID-{refpage}-geometry-03673]]45 pname:geometry.triangles.vertexData, pname:geometry.triangles.indexData,46 pname:geometry.triangles.transformData, pname:geometry.aabbs.data, and47 pname:geometry.instances.data members of all72 pname:geometry.triangles.vertexData.deviceAddress must: be a valid78 pname:geometry.triangles.vertexData.deviceAddress is the address of a85 pname:geometry.triangles.vertexData.deviceAddress must: be aligned to92 pname:geometry.triangles.indexType is not ename:VK_INDEX_TYPE_NONE_KHR,93 pname:geometry.triangles.indexData.deviceAddress must: be a valid device[all …]
58 must: not be referenced by the pname:geometry.instances.data member of96 pname:geometry.instances.data member of any element of pname:pGeometries149 pname:geometry.triangles.vertexFormat member must: have the same value157 pname:geometry.triangles.maxVertex member must: have the same value165 pname:geometry.triangles.indexType member must: have the same value173 pname:geometry.triangles.transformData address was `NULL` when181 pname:geometry.triangles.transformData address was not `NULL` when190 pname:geometry.triangles.indexType is not ename:VK_INDEX_TYPE_NONE_KHR,200 this command, if the corresponding geometry uses indices, its
109 {hitShaderBindingTableAddress} accessed by this call from a geometry115 {hitShaderBindingTableAddress} accessed by this call from a geometry
30 In this use case, the bulk of the geometry shader code simply copies inputs39 Adding this to a geometry shader input variable specifies that the values of54 * <<geometry-passthrough-passthrough,code:PassthroughNV>> in55 <<geometry-passthrough,Geometry Shader Passthrough>>64 1) Should we require or allow a passthrough geometry shader to specify the83 2) How does interface matching work with passthrough geometry shaders?85 *RESOLVED*: This is described in <<geometry-passthrough-interface,87 In GL when using passthough geometry shaders in separable mode, all inputs99 Consider the following simple geometry shader in unextended GLSL:132 The only "`interesting`" work done by the geometry shader is computing and[all …]
23 rays against static geometry, but rendering algorithms often want to support26 geometry:30 * Support for time-varying vertex positions in a geometry36 normalized range to be used when intersecting that ray with geometry.37 The geometry can be provided with motion by a combination of adding a second
19 Ray tracing can very efficiently render from geometry which has very fine26 internal geometry representations into the compressed format ahead of time.35 displacement micromap to the geometry of the acceleration structure,
25 choose between further tessellating the geometry or using an any hit shader26 to allow the ray through specific parts of the geometry.31 This extension adds the ability to add an _opacity micromap_ to geometry36 internal geometry and surface representations into the compressed format51 micromap to the geometry of the acceleration structure.
175 Create unlinked vertex, geometry, and fragment shaders.186 // SPIR-V shader code for a geometry shader, along with its size in bytes270 // either a geometry shader or fragment shader:302 // Vertex, geometry, and fragment shader objects created above
22 allows maintaining geometry and coverage information at a higher sample rate
60 Acceleration structures are the most common way to represent the geometry66 * Structures to describe geometry inputs to acceleration structure builds94 * reworked geometry structures so they could be better shared between151 type of geometry)153 slink:VkAccelerationStructureCreateInfoKHR (reshuffle geometry168 geometry layout/information)252 * Re-unify geometry description between build and create463 ** Add geometry flags to acceleration structure creation (!3672)485 ** Re-unify geometry description between build and create (!3754)
30 allows application code to re-orient three-dimensional geometry with a view65 With unextended Vulkan, one could have a conventional instanced geometry115 With passthrough geometry shaders, this can be done using a much simpler170 Note that while the code:rotate() operation in the regular geometry shader
40 Then, if the hit is a triangle geometry, the shader (any-hit or closest hit
27 position their geometry for when the presentable image will be presented to
31 perform coarse-level geometry culling and LOD selection more efficiently on48 Note that CCS do not work with geometry or tessellation shaders, but both IA
44 tessellation, geometry, and fragment shaders.
10 …opacity_micromap adds a micromap object to associate micro-geometry information with geometry in a…17 bounds for custom geometry. There are some applications where having a more compact representation …23 The mapping of the data onto the mesh is one design choice. Traditionally, texturing onto geometry …39 structure geometry triangle. The build information contains usage information to compute the size i…45 mapping information from each triangle in the geometry to a specified triangle index in the microma…
13 …geometry, it is necessary to remove the invisible geometry to decrease redundant drawing, a common…24 … a new programmable shader type -- Cluster Culling Shader -- to execute geometry culling on GPU. T…
16 … for the vertex shader, data optionally passes through tessellation and geometry stages, then fixe…19 With compute shaders processing geometry, the role of the vertex shader is also somewhat redundant …21 This proposal aims to find a way to make the geometry pipeline more flexible, removing the unnecess…26 …geometry pipeline more flexible requires rethinking how data is transmitted from buffers to device…29 …. Skipping the vertex shader and using geometry or tessellation shaders at the start of the pipeli…36 Skipping vertex shading and jumping straight to geometry or tessellation stages would provide a lev…57 Unlike vertex shaders, they do not use the vertex input interface, and geometry and indices must: b…82 …oarse culling of entire meshlets or dynamically generating more or less geometry depending on the …102 … now be created using mesh and task shaders in place of vertex, tessellation, and geometry shaders.
15 Stuttering occurs when the geometry for each presentable image is not17 The geometry may appear to move too little some RCs, and too much for23 their geometry for when the presentable image will be displayed to the user.92 It will therefore position the geometry of a new image 16.67ms later than101 This will allow the geometry to be correctly positioned for each presentable105 an application's geometry can take different amounts of time to render.
399 Atom geometry; member539 char * geometry; member559 XkbComponentNamePtr geometry; member
33 * xref:chapters/geometry.adoc[]
83 layerSettings.geometry.boundaries = FloatRect( in toRenderEngineLayerSettings()94 layerSettings.geometry.positionTransform = scale * translation; in toRenderEngineLayerSettings()