Distributed Graphics Processing via Shaded Texture Atlases

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Solution Overview

Problem

Current communication systems face challenges in efficiently distributing graphics processing across multiple devices, particularly in wireless communication and content streaming, where the load on graphics processing units (GPUs) is not optimally managed, leading to inefficiencies in bit rate control and graphical content rendering.

Innovation Solution

A method involving a processing unit that determines and controls the bit rate of a content encoder to generate and transmit shaded texture atlases, allowing for adaptive shading and mip-map biasing to optimize graphical content encoding and decoding across devices, thereby reducing the load on GPUs and improving rendering efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If graphics processing is performed locally on each device, then rendering quality is maintained, but device load and energy consumption increase

Engineering Contradiction:
Improverendering qualityVSAvoiddevice load
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The graphics processing pipeline is segmented into multiple stages distributed across different devices. The first device performs geometry processing and generates shaded texture atlases, while the second device performs rendering using these atlases. This segmentation allows rendering quality to be maintained through proper distribution of computationally intensive tasks, reducing the load on any single device while preserving overall system performance.

Inventive Principle:
Principle #1Segmentation

2Use of energy by moving object

If distributed graphics processing is implemented, then device load is reduced, but communication overhead and bit rate control complexity increase

Engineering Contradiction:
Improvedevice loadVSAvoidbit rate control
Core Design Contradiction:
Use of energy by moving objectVSDevice complexity

Solution Approach 1:

The system implements feedback mechanisms where the first device monitors the capabilities and state of the second device, then dynamically adjusts the generation and transmission of shaded texture atlases accordingly. This feedback loop enables automatic optimization of bit rate and processing distribution, reducing communication overhead while maintaining rendering quality without requiring manual configuration or complex control algorithms.

Inventive Principle:
Principle #23Feedback

3Productivity

If more graphical content is processed and transmitted, then rendering capability is enhanced, but transmission bandwidth and bit rate increase

Engineering Contradiction:
Improverendering capabilityVSAvoidbit rate
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The first device performs preliminary processing to generate shaded texture atlases before transmission to the second device. By pre-computing geometry processing and shading operations, the system enables the second device to perform rendering more efficiently with reduced computational load. This preliminary action allows enhanced rendering capability to be achieved while controlling bit rate, as the processed atlases are more compact and require less bandwidth than raw graphical data.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10593097B2Distributed graphics processing
Publication Date: 2020.03.17 QUALCOMM TECHNOLOGIES INC
  • US10593097B2 patent drawing
  • US10593097B2 patent drawing
  • US10593097B2 patent drawing

AI summary

A method, an apparatus, and a computer-readable medium for wireless communication are provided. In one aspect, an example method may include determining to control a bit rate of a content encoder. The method may include generating a first number of shaded texture atlases for use in rendering a second number of frames by a second device based on the determination to control the bit rate of the content encoder. Each respective shaded texture atlas may include a respective plurality of shaded primitives. The method may include encoding, by the content encoder of the first device, a first shaded texture atlas of the first number of shaded texture atlases. The method may include transmitting, by the first device, the encoded first shaded texture atlas to the second device.