Graphics Rendering with Adaptive Shader Simplification Under GPU Load
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Solution Overview
Problem
Complex scenes in applications consume excessive computing resources of the GPU, leading to frame rendering delays and device freezing due to high shader workload, which existing technologies have not adequately addressed.
Innovation Solution
A graphics rendering method that simplifies shaders in real-time or based on learned correspondences to reduce GPU workload, using a simplification platform with modules for shader simplification and replacement, adapting to different hardware and scene complexities.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If a complex shader is used to improve image quality, then the image quality is improved, but the computing resources of the GPU are excessively consumed
Solution Approach 1:
The patent implements dynamic shader simplification by monitoring GPU occupancy in real-time and automatically adjusting shader complexity based on current system conditions. When GPU occupancy exceeds thresholds, the system dynamically replaces complex shaders with simplified versions, enabling adaptive resource management that balances image quality with computational efficiency
Solution Approach 2:
The system changes shader parameters by generating multiple versions of shaders with different complexity levels (e.g., different LOD settings, different effect intensities). The GPU occupancy monitoring mechanism selects appropriate shader parameter configurations based on current workload, transforming a static shader into a multi-configuration system that adapts to resource availability
2Manufacturing precision
If a complex shader is used to draw a realistic scene, then the scene realism is improved, but the rendering time exceeds the frame time
Solution Approach 1:
The patent implements dynamic shader simplification by monitoring GPU occupancy in real-time and automatically adjusting shader complexity based on current system conditions. When GPU occupancy exceeds thresholds, the system dynamically replaces complex shaders with simplified versions, enabling adaptive resource management that balances image quality with computational efficiency
Solution Approach 2:
The system performs preliminary actions by pre-compiling multiple shader versions with different complexity levels before runtime. When GPU occupancy indicates potential frame time violations, the system has already prepared simplified shader alternatives that can be immediately activated, avoiding runtime compilation delays and ensuring frame rate maintenance
3Manufacturing precision
If the GPU workload is increased to improve rendering quality, then the rendering quality is improved, but device freezing occurs
Solution Approach 1:
The patent implements a feedback mechanism by continuously monitoring GPU occupancy metrics and using this information to control shader complexity selection. The system establishes occupancy thresholds that trigger automatic shader simplification, creating a closed-loop control system that prevents GPU overload and maintains device stability through real-time adaptive response
Solution Approach 2:
The system applies beforehand cushioning by setting up preventive measures through occupancy thresholds and pre-compiled shader alternatives. Before GPU overload occurs, the monitoring mechanism detects approaching capacity limits and proactively switches to simplified shaders, cushioning against potential device freezing by preventing resource exhaustion rather than reacting after failure occurs
Data Source
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AI summary
Embodiments of this application relate to the field of image processing technologies, and provide a graphics rendering method, an apparatus, and a storage medium. The method includes: A terminal device performs graphics rendering for an application by using a target shader. The terminal device obtains a target simplified shader when the terminal device determines that the application is run in a complex scene, where the complex scene is a scene in which a quantity of instructions for running the application is greater than a first preset threshold, and computing resources of the terminal device that are occupied by the target simplified shader are fewer than computing resources of the terminal device that are occupied by the target shader. The terminal device performs graphics rendering for the application in the complex scene by using the target simplified shader. Because the computing resources of the terminal device that are occupied by the target simplified shader are fewer than the computing resources of the terminal device that are occupied by the target shader, it is ensured that the application of the terminal device can still be run smoothly in the complex scene.