3D Graphics Rendering Power Optimization via Dynamic Voltage Scaling

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Solution Overview

Problem

Existing 3D graphics rendering technologies consume excessive power, particularly in portable devices, due to unnecessary high rendering speeds and frequent operations, which are not optimized for reduced operations and varying object dynamics.

Innovation Solution

A method and system that selectively render only dynamic objects based on viewpoint changes, using dynamic voltage scaling to adjust operational voltage and frequency, minimizing operations and power consumption by reusing rendering results for static objects and optimizing voltage and frequency settings based on rendering regions and object changes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If all objects are rendered at high speed using maximum rendering voltage and frequency, then rendering quality and completeness are improved, but power consumption increases excessively

Engineering Contradiction:
Improverendering completenessVSAvoidpower consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent segments the rendering workload by dividing objects into static and dynamic categories. Static objects that remain unchanged between frames are excluded from rendering operations, while only dynamic objects are rendered. This segmentation allows the system to maintain rendering completeness for visible objects while significantly reducing the total number of rendering operations and associated power consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies partial action by rendering only the necessary subset of objects (dynamic objects) rather than all objects in the scene. By performing partial rendering operations focused solely on objects that have changed, the system achieves adequate rendering quality for visible content while avoiding the excessive power consumption that would result from rendering all objects at maximum capacity.

Inventive Principle:
Principle #16Partial or excessive action

2Use of energy by moving object

If rendering operations are reduced to save power, then power consumption decreases, but rendering speed and frame rate may be compromised

Engineering Contradiction:
Improvepower consumptionVSAvoidrendering speed
Core Design Contradiction:
Use of energy by moving objectVSProductivity

Solution Approach 1:

The patent implements dynamic voltage and frequency adjustment based on the actual rendering workload. When fewer dynamic objects need rendering, the system automatically reduces the operational voltage and frequency of the rendering engine to match the reduced computational requirements. This dynamic adaptation maintains adequate rendering speed for the actual workload while significantly reducing power consumption compared to operating at fixed maximum capacity.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes operational parameters (voltage and frequency) based on the number of dynamic objects to be rendered. By adjusting these parameters dynamically according to scene complexity and object changes, the system optimizes the balance between rendering speed and power consumption, ensuring adequate performance for the actual rendering requirements without wasting energy on unnecessary high-speed operations.

Inventive Principle:
Principle #35Parameter changes

3Use of energy by moving object

If voltage and frequency are continuously adjusted to match rendering needs, then power consumption is minimized, but system complexity increases

Engineering Contradiction:
Improvepower consumptionVSAvoidcontrol system complexity
Core Design Contradiction:
Use of energy by moving objectVSDevice complexity

Solution Approach 1:

The patent implements a feedback mechanism where the rendering engine monitors the number of dynamic objects to be rendered and uses this information to adjust voltage and frequency settings. This feedback loop allows the system to automatically adapt power consumption to actual rendering requirements without complex manual intervention, minimizing power usage while maintaining adequate rendering performance through automated parameter adjustment.

Inventive Principle:
Principle #23Feedback

4Reliability

If all objects are rendered every frame, then rendering completeness is maintained, but redundant operations increase power consumption

Engineering Contradiction:
Improverendering completenessVSAvoidenergy waste
Core Design Contradiction:
ReliabilityVSLoss of energy

Solution Approach 1:

The patent extracts and identifies static objects from the scene that remain unchanged between frames and excludes them from rendering operations. By taking out these redundant rendering tasks, the system maintains rendering completeness for all visible objects while eliminating energy waste associated with re-rendering unchanged content, significantly reducing overall power consumption.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent discards the rendering operations for static objects that do not change between frames, recognizing that these operations would be redundant. By discarding unnecessary rendering tasks for unchanged objects, the system recovers significant amounts of energy that would otherwise be wasted, while maintaining complete and accurate rendering of all visible dynamic content.

Inventive Principle:
Principle #34Discarding and recovering

Data Source

PatentUS8253722B2Method, medium, and system rendering 3D graphics data to minimize power consumption
Publication Date: 2012.08.28 SAMSUNG ELECTRONICS CO LTD
  • US8253722B2 patent drawing
  • US8253722B2 patent drawing
  • US8253722B2 patent drawing

AI summary

A method, medium, and system rendering 3D graphics data. The method includes selecting objects to render from graphic data that have rendering results of a current frame that are different from rendering results of a previous frame, setting an operational voltage and an operational frequency based on the selected objects to render, and rendering the selected objects according to the set operational voltage and operational frequency with reference to the rendering results of the previous frame.