Clamped Z Value Interpolation in Graphics Raster Stage

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Solution Overview

Problem

Traditional deep pipeline architectures for graphics processing units (GPUs) consume significant power and resources, making them unsuitable for portable handheld devices due to redundant precision calculations and increased data throughput, which is costly and power-intensive.

Innovation Solution

Implementing clamped z-value interpolation in the graphics pipeline, reducing computational precision for z-values outside the view volume, and using multi-bit indicators to record when z-values are not to be rendered, allowing for reduced precision calculations and smaller processor logic, thereby reducing power and size requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If traditional deep pipeline architecture with high precision calculations is used, then rendering quality is maintained, but power consumption and device size increase significantly

Engineering Contradiction:
Improvez-value precisionVSAvoidpower consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent applies different precision levels to different z-value ranges: high precision is used only for z-values within the view volume (near plane to far plane), while low precision is used for z-values outside this range. This local differentiation maintains rendering quality where needed while reducing power consumption where high precision is unnecessary.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent dynamically changes the precision parameter of z-value calculations based on the z-value's position relative to the view volume. When z-values are determined to be outside the near/far planes, the system switches from high precision to low precision calculations, thereby reducing power consumption without affecting visible rendering quality.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If traditional deep pipeline architecture with standardized high precision functions is used, then rendering throughput is maintained, but chip area and device cost increase

Engineering Contradiction:
Improverendering throughputVSAvoidchip area
Core Design Contradiction:
ProductivityVSArea of stationary object

Solution Approach 1:

The patent implements a dual-precision calculation system where high precision interpolators and low precision interpolators are selectively used based on the rendering needs. This allows the chip to handle complex high precision rendering when necessary while switching to simpler low precision operations for background or out-of-view calculations, optimizing chip area utilization.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent introduces dynamic switching between high precision and low precision calculation modes based on the z-value range. The system adaptively adjusts the computational precision required for different rendering scenarios, allowing the graphics processor to optimize between throughput and chip area requirements in real-time.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If high precision z-value calculations are performed for all pixels, then depth accuracy is maintained, but data throughput and processing complexity increase

Engineering Contradiction:
Improvedepth accuracyVSAvoidprocessor logic complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies high depth accuracy only to pixels within the view volume where correct depth buffering is critical for proper rendering. For pixels outside the view volume (before near plane or after far plane), low precision calculations are sufficient since these pixels will be clipped anyway. This local application of precision reduces processor logic complexity while maintaining necessary depth accuracy.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS8432394B1Method and system for implementing clamped z value interpolation in a raster stage of a graphics pipeline
Publication Date: 2013.04.30 NVIDIA CORP
  • US8432394B1 patent drawing
  • US8432394B1 patent drawing
  • US8432394B1 patent drawing

AI summary

A method of computing z parameters for pixels of a geometric primitive. The method includes the step of accessing the geometric primitive comprising a plurality of vertices, wherein each vertex comprises a plurality of associated parameters including a depth parameter, z. During rasterization of the geometric primitive, respective z values are interpolated for each pixel of the geometric primitive. Each z value is represented within a predefined numerical range which substantially corresponds to a depth range between a near plane and a far plane related to pixel rendering. During the interpolating, the z values are allowed to exceed the predefined numerical range and roll over within the predefined numerical range. A multi-bit indicator is used to indicate when a z value for a pixel is outside of the depth range.