Sampler feedback for texture space shading

By optimizing texture memory allocation through group and element offset calculations, the method addresses inefficiencies in current TSS techniques, particularly in scenarios with varying texture resolutions, enhancing rendering efficiency and reducing memory usage.

WO2025058867A1 Publication Date: 2025-03-20QUALCOMM INC
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Patent Information

Application Number
PCT/US2024/044684
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2023-09-14
Filing Date
2024-08-30
Publication Date
2025-03-20

AI Technical Summary

Technical Problem

Current techniques for texture space shading (TSS) assume a texture resolution similar to screen resolution, leading to inefficiencies and increased texture memory usage, particularly in cases of texture tiling and procedural texture generation.

Method used

The method involves assigning shading elements to groups, identifying visible elements, calculating group and element offset values, and allocating texture memory based on these values to optimize memory usage and adapt to varying texture resolutions.

Benefits of technology

This approach reduces texture memory usage and improves efficiency in TSS, enabling effective rendering in scenarios where texture resolution does not match screen resolution, such as texture tiling and procedural texture generation.

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Abstract

This disclosure provides systems, devices, apparatus, and methods, including computer programs encoded on storage media, for sampler feedback for texture space shading. A processor may assign each shading element in a set of shading elements associated with a geometry unit to a corresponding shading element group in a set of shading element groups. The processor may identify whether each shading element is a visible shading element. The processor may calculate a group offset value for each shading element group in the set of shading element groups based on a number of visible shading elements in the set of shading elements. The processor may calculate an element offset value for each shading element based on a number of visible shading elements. The processor may allocate, based on the element offset value and the group offset value, texture memory to the visible shading elements.
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