Methods and systems for dual channel transfer of game
AssigneePixelworks Semiconductor Technology (Shanghai) Co. Ltd.
InventorsMiao Sima, Chaohui Lin, Baochen Liu, Zongming Han, Gongxian Liu, Yu Zhao
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Abstract
Various methods are provided for generating motion vectors in the context of 3D computer-generated images. An example method includes generating, based on a current frame to be rendered, a block-level motion vector with depth (MVD) texture comprising a set of block-level motion vectors each having an associated depth value, outputting the block-level MVD texture for image processing on a first channel, and outputting at least a portion of the current frame on a second channel.
Claims17
A method, comprising:
- generating, based on a current frame to be rendered, a block-level motion vector with depth (MVD) texture that comprises a set of block-level motion vectors each having an associated depth value;
- and
- outputting the block-level MVD texture for image processing on a first channel and outputting at least a portion of the current frame on a second channel, wherein the set of block-level motion vectors includes a first set of block-level 0-phase motion vectors with depth (MVD0s) and a second set of block-level 1-phase motion vectors with depth (MVD1s), each block-level MVD0 and MVD1 having an associated depth value, wherein each block-level MVD1 is generated from a respective group of pixel-level MVD1s, each pixel-level MVD1 representing a change in a position of an object at that pixel from the current frame to a previous frame, and wherein each block-level MVD0 is generated from a respective group of pixel-level MVD0s, each pixel-level MVD0 representing a change in a position of the object at that pixel from the previous frame to the current frame.
A method for sending motion vectors (MVs) to be used in frame rate conversion, comprising:
- receiving, from a game engine configured to output a current frame of a video game to be rendered on a display device, a pixel-level 1-phase motion vector (MV1) texture comprising, for each pixel, a change in a position of an object at that pixel from the current frame to a previous frame, a pixel-level 0-phase motion vector (MV0) texture comprising, for each pixel, a change in a position of the object at that pixel from the previous frame to the current frame, and a depth texture of one or more objects of the current frame;
- generating, based on the pixel-level MV1 texture, the pixel-level MV0 texture, and the depth texture, a block-level motion vector with depth (MVD) texture comprising a set of block-level motion vectors each having an associated depth value;
- and
- outputting the block-level MVD texture, the one or more objects of the current frame, and additional objects not having motion vectors of the current frame for image processing across two or more physically and/or logically separated channels, including outputting the block-level MVD texture along with the one or more objects of the current frame on a first channel and outputting the additional objects on a second channel.
A system for motion vectors (MVs) to be used in frame rate conversion, comprising:
- one or more processors;
- and
- memory storing instructions executable by the one or more processors to:
- receive, from a game engine configured to output a current frame of a video game to be rendered on a display device, a pixel-level 1-phase motion vector (MV1) texture comprising, for each pixel, a change in a position of an object at that pixel from the current frame to a previous frame, a pixel-level 0-phase motion vector (MV0) texture comprising, for each pixel, a change in a position of the object at that pixel from the previous frame to the current frame, and a depth texture of one or more objects of the current frame;
- generate, a block-level motion vector with depth (MVD) texture comprising a set of block-level motion vectors each having an associated depth value based on the pixel-level MV1 texture, the pixel-level MV0 texture, and the depth texture;
- and
- output the block-level MVD texture, the one or more objects of the current frame, and additional objects not having motion vectors of the current frame for image processing across two or more physically and/or logically separated channels, including outputting the one or more objects of the current frame and the additional objects on a first physical channel and outputting the block-level MVD texture on a second physical channel.
Dependencies are inferred from the claim text.