Centroid Sampling for Decoupled Rendering Pipelines

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Decoupled sampling in graphics processing often results in shading points being outside the primitive, leading to rendering artifacts and reduced image quality due to extrapolation of shading parameters.

Innovation Solution

Implementing centroid sampling, where the shading points are computed to be inside the primitive by determining an approximate centroid using a bounding box that bounds all mapped samples, ensuring accurate texture filtering and reduced artifacts.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Use of energy by moving object

If decoupled sampling is used to reduce shading rate, then power consumption is reduced, but shading points may fall outside the primitive causing rendering artifacts

Engineering Contradiction:
Improvepower consumptionVSAvoidrendering accuracy
Core Design Contradiction:
Use of energy by moving objectVSReliability

Solution Approach 1:

The patent pre-calculates the centroid of the primitive and uses it to determine the shaded point location before performing the actual shading operation. This preliminary positioning ensures that the shaded point remains within the primitive boundaries while still enabling decoupled sampling benefits, thus preventing rendering artifacts before they occur.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces a centroid calculation mechanism as an intermediary between the sample position and the shaded point determination. This intermediary computes the primitive centroid and uses it to guide the selection of shaded points, ensuring they remain within the primitive while maintaining the decoupled sampling architecture's power efficiency.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If decoupled sampling with regular grid is used, then shading rate is reduced, but texture coordinates may be extrapolated outside the primitive causing artifacts

Engineering Contradiction:
Improveshading rateVSAvoidtexture filtering accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies different positioning strategies for different regions: for samples that would map outside the primitive, it uses the centroid-based approach to keep shaded points inside, while for samples already inside, it maintains the regular grid positioning. This local differentiation ensures texture filtering accuracy is maintained where needed while preserving shading rate reduction benefits.

Inventive Principle:
Principle #3Local quality

3Reliability

If centroid sampling is implemented to ensure shading points are inside the primitive, then rendering artifacts are reduced, but additional calculations are required

Engineering Contradiction:
Improverendering accuracyVSAvoidcalculation complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent uses a computationally inexpensive approximation method for centroid calculation that provides sufficient accuracy for most cases. Rather than implementing complex exact centroid algorithms, it employs a simplified calculation that is fast and lightweight, accepting minor approximations in exchange for significantly reduced computational overhead.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

Data Source

PatentEP2831837B1Low power centroid determination and texture footprint optimization for decoupled sampling based rendering pipelines
Publication Date: 2018.03.14 INTEL CORP
  • EP2831837B1 patent drawingFigure 1
  • EP2831837B1 patent drawingFigure 1A~2
  • EP2831837B1 patent drawingFigure 3

AI summary

The problem of generating high quality images with a rendering pipeline based on decoupled sampling may be addressed by generating non-extrapolated shading locations and by determining improved texture filtering footprints. This may be accomplished by performing shading at the center of a bounding box that bounds mapped shading samples.