Decoupled Graphics Shading and Rasterization for Rendering Efficiency

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current graphics rendering methods, such as forward and deferred rendering, suffer from computational inefficiencies, shader aliasing, and limitations in anti-aliasing and material handling, leading to undesirable artifacts and inefficiencies in processing resources.

Innovation Solution

A method that decouples shading from rasterization, using precalculated shading parameters and asynchronous processing to efficiently render graphic objects, allowing for temporal and spatial filtering, and minimizing aliasing through motion blur and anti-aliasing techniques.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If forward rendering is used to render each object one by one with pixel programs evaluating color for each pixel, then the rendering process is straightforward and easy to implement, but the computational cost increases significantly for localized shading effects applied to large areas

Engineering Contradiction:
ImproveEase of implementationVSAvoidComputational efficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The patent segments the rendering process into distinct phases: geometry processing, rasterization, and shading. By separating shading from rasterization, the system can process geometry and perform rasterization independently, then apply shading operations to the resulting fragments. This segmentation allows computational tasks to be distributed and optimized independently, reducing the computational burden of applying localized shading effects to large areas while maintaining implementation feasibility.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary actions by pre-calculating geometry processing and rasterization results before applying shading. The geometry processing phase prepares vertex data and performs transformations in advance, and rasterization generates fragment data that is then shaded in a separate pass. This preliminary processing allows the shading stage to operate on pre-prepared data structures, improving computational efficiency without sacrificing implementation ease.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If deferred rendering is used to render shading parameters into a deep image and then transform it into a final image, then the ability to handle multiple materials is improved, but the system suffers from intrinsic limitations in anti-aliasing and produces shader aliasing artifacts

Engineering Contradiction:
ImproveMaterial handling capabilityVSAvoidAnti-aliasing quality
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent implements feedback mechanisms that allow the shading process to incorporate anti-aliasing considerations. By using a hybrid approach that combines elements of both forward and deferred rendering, the system can feed back information about fragment coverage and shading variations to improve anti-aliasing quality. The decoupled shading architecture enables multiple rendering passes that refine the final image quality while maintaining versatile material handling capabilities.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent employs a composite rendering approach that combines techniques from both forward and deferred rendering methods. The system integrates the material handling versatility of deferred rendering with the anti-aliasing capabilities of forward rendering by compositing results from multiple rendering passes. This composite approach allows the system to overcome the intrinsic limitations of pure deferred rendering while preserving its material versatility.

Inventive Principle:
Principle #40Composite materials

3Speed

If shading parameters are calculated every frame via rasterizing with interpolated barycentric coordinates, then the rendering adapts to each frame's geometry, but the parameters vary slightly between frames causing shader aliasing effects and undesirable artifacts

Engineering Contradiction:
ImproveReal-time adaptationVSAvoidParameter consistency
Core Design Contradiction:
SpeedVSStability of the object's composition

Solution Approach 1:

The patent performs preliminary geometry processing and vertex attribute calculation in advance, storing these results for reuse across multiple frames. By pre-calculating vertex positions, normals, and other geometric attributes, the system maintains real-time adaptation capability while ensuring parameter consistency between frames. This preliminary processing eliminates the frame-to-frame variations in barycentric coordinates that cause shader aliasing, as the same vertex data is used consistently across frames.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of recalculating shading parameters from scratch each frame with interpolated barycentric coordinates, the patent inverts the approach by maintaining stable vertex data and only updating the necessary transformation matrices and view parameters. This inversion of the traditional per-frame parameter calculation approach preserves real-time adaptation while ensuring parameter stability, as the core geometric data remains consistent across frames.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS10198788B2Method and system of temporally asynchronous shading decoupled from rasterization
Publication Date: 2019.02.05 OXIDE INTERACTIVE INC
  • US10198788B2 patent drawing
  • US10198788B2 patent drawing
  • US10198788B2 patent drawing

AI summary

A method and system for rendering a graphic object that decouples shading from rasterization is disclosed. The method includes selecting a set of points of a graphic object for shading. At least one shading parameter is determined for application to the selected set of points of the graphic object. The selected points are shaded using the shading parameter image to produce a shaded graphic object image via a graphic processor at a first frequency relative to the frame rate. The shaded graphic object image is rasterized into a frame image in parallel at a second frequency relative to the frame rate. Multiple processors may be used for the shading and rasterization.