IP Library Granted Patent US 10,713,752
Granted Patent B2
US 10,713,752 · App. 15/905,801 · Granted Jul 14, 2020

Temporal supersampling for foveated rendering systems

Inventors: Andrew Young (San Mateo, CA); Chris Ho (San Mateo, CA); Jeffrey Roger Stafford (Redwood City, CA)
Assignee: Sony Interactive Entertainment Inc.
G06T3/40G06F3/012G06F3/013G06T3/4053G06T11/40
View Patent ↗
Loading inventors, assignments & file history…
Monitor This Case
Get email alerts when status or documents change.
Order Certified Copies
Most orders are placed with the USPTO same day — all within 24 business hours.
Order via The Patent Place →
Pre-filled with this patent's details
Quick Facts
Patent No.
US 10,713,752
App. No.
15/905,801
Granted
Jul 14, 2020
Kind
B2
Abstract

Methods and systems are provided for using temporal supersampling to increase a displayed resolution associated with peripheral region of a foveated rendering view. A method for enabling reconstitution of higher resolution pixels from a low resolution sampling region for fragment data is provided. The method includes an operation for receiving a fragment from a rasterizer of a GPU and for applying temporal supersampling to the fragment with the low resolution sampling region over a plurality of prior frames to obtain a plurality of color values. The method further includes an operation for reconstituting a plurality of high resolution pixels in a buffer that is based on the plurality of color values obtained via the temporal supersampling. Moreover, the method includes an operation for sending the plurality of high resolution pixels for display.

Claims (31)

1. A method for drawing higher resolution pixels from a low resolution sampling region, comprising:

processing a fragment of a frame within a graphics pipeline when executing a video game;

applying temporal supersampling to the fragment within the low resolution sampling region over the frame and a plurality of prior frames for obtaining a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames, wherein each of the frame and the plurality of prior frames includes low resolution pixel data for the low resolution sampling region;

reconstituting a plurality of high resolution pixels associated with the low resolution sampling region in a buffer based on the plurality of color values obtained via the temporal supersampling; and

sending, from the buffer, the plurality of high resolution pixels for presentation on a display.

2. The method of claim 1 , wherein the temporal supersampling includes sampling the different locations for the low resolution sampling region as determined by pixel reprojection.

3. The method of claim 1 , wherein the temporal supersampling includes sampling the different locations for the low resolution sampling region as determined by jitter.

4. The method of claim 1 , wherein the plurality of high resolution pixels is greater in number than the number of the plurality of prior frames.

5. The method of claim 1 , wherein the reconstituting of the plurality of high resolution pixels further includes blending of the plurality of color values.

6. The method of claim 1 , wherein the plurality of high resolution pixels is associated with a native resolution of the display or a resolution that is greater than the native resolution of the display.

7. The method claim 1 , wherein the display is associated with a head mounted display (HMD).

8. The method of claim 1 , wherein the low resolution sampling region is associated with a peripheral region of a foveated rendering view.

9. A graphics system, comprising:

a graphics processing unit (GPU) for processing a fragment of a frame when executing a video game, the GPU applying temporal supersampling to the fragment within a low resolution sampling region over the frame and a plurality of prior frames to obtain a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames;

a frame buffer for storing the plurality of color values generated for the frame and the plurality of prior frames that are rendered by the GPU; and

a display buffer for storing color values for a plurality of high resolution pixels in the low resolution sampling region that is reconstituted based on the plurality of color values obtained via the temporal supersampling of prior frames,

wherein the plurality of high resolution pixels is configured for presentation of the frame on a display.

10. The graphics system of claim 9 , wherein the temporal supersampling defines the different locations for the low resolution sampling region as determined by pixel reprojection.

11. The graphics system of claim 9 , wherein the temporal supersampling defines the different locations for the low resolution sampling region as determined by jitter.

12. The graphics system of claim 9 , wherein the plurality of high resolution pixels is greater in number that the number of the plurality of prior frames.

13. The graphics system of claim 9 , wherein the plurality of high resolution pixels that is reconstituted includes blending of the plurality of color values.

14. The graphics system of claim 9 , wherein the plurality of high resolution pixels is associated with a native resolution of the display or a resolution that is greater than the native resolution of the display.

15. The graphics system of claim 9 , wherein the display is associated with a head mounted display (HMD).

16. The graphics system of claim 9 , wherein the low resolution sampling region is associated with a peripheral region of a foveated rendering view.

17. A non-transitory computer-readable storage medium storing a computer program executable by a processor-based system, comprising:

program instructions for processing a fragment of a frame within a graphics pipeline when executing a video game, at least a portion of the fragment being located within a low resolution sampling region;

program instructions for applying temporal supersampling to the fragment over the frame and a plurality of prior frames for obtaining a plurality of color values, wherein the temporal supersampling includes sampling at different locations within the low resolution sampling region for the frame and the plurality of prior frames, wherein each of the frame and the plurality of prior frames includes low resolution pixel data for the low resolution sampling region;

program instructions for reconstituting, in a buffer, a plurality of high resolution pixels associated with the low resolution sampling region, the plurality of high resolution pixels based on the plurality of color values obtained via the temporal supersampling; and

program instructions for sending, from the buffer, the plurality of high resolution pixels for presentation on a display.

18. The non-transitory computer-readable medium of claim 17 , wherein the temporal supersampling defines the different locations for the low resolution sampling region over the frame and the plurality of prior frames as determined by pixel reprojection or as determined by jitter, and

wherein the plurality of high resolution pixels is associated with a native resolution of the display or a resolution that is greater than the native resolution of the display.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Feb 27, 2018
From: YOUNG, ANDREW; HO, CHRIS; STAFFORD, JEFFREY ROGER
To: SONY INTERACTIVE ENTERTAINMENT INC.
Reel/Frame 045049/0206 →
Continuity (2)
Provisional Application 62517835 · Jun 9, 2017
Related Publication 20180357749A1 · Dec 13, 2018