Dynamic Foveated Rendering via Framebuffer Binning

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current graphics processing technologies face inefficiencies in rendering graphical content, particularly in managing eye gaze regions, as they often require high computational resources and memory access overhead, especially when dealing with foveated rendering and spatial anti-aliasing.

Innovation Solution

The method involves dividing a framebuffer into bins based on an eye gaze region, using tile-based rendering for high-resolution areas and direct rendering for low-resolution areas, and dynamically selecting bin layouts and sample counts to optimize rendering efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If tile-based rendering is used for high-resolution areas (eye gaze region), then rendering precision is improved, but memory access overhead increases

Engineering Contradiction:
Improverendering precisionVSAvoidmemory access overhead
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The framebuffer is divided into multiple bins, with different rendering modes assigned to different bins. The eye gaze region is segmented from the peripheral region, allowing high-resolution tile-based rendering only for the foveal area while using lower-resolution direct rendering for peripheral areas, thus reducing overall memory access overhead.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different rendering quality and modes are applied to different spatial regions of the framebuffer. The eye gaze region receives high-resolution tile-based rendering with higher sample counts, while peripheral regions use lower-resolution direct rendering with reduced sample counts, optimizing the balance between rendering precision and memory access overhead.

Inventive Principle:
Principle #3Local quality

2Loss of energy

If direct rendering is used for low-resolution areas (peripheral region), then memory access overhead is reduced, but rendering precision deteriorates

Engineering Contradiction:
Improvememory access overheadVSAvoidrendering precision
Core Design Contradiction:
Loss of energyVSManufacturing precision

Solution Approach 1:

The system applies different rendering qualities locally: direct rendering with lower sample counts for peripheral regions where human vision is less sensitive, and tile-based rendering with higher sample counts for the eye gaze region. This local differentiation maintains acceptable rendering precision in peripheral areas while reducing memory access overhead.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The rendering mode and sample count for each bin are dynamically determined based on the eye gaze region information. Bins overlapping with the eye gaze region are dynamically assigned tile-based rendering with higher samples, while non-overlapping bins use direct rendering with fewer samples, adapting rendering precision to visual importance.

Inventive Principle:
Principle #15Dynamics

3Manufacturing precision

If high sample counts are used for spatial anti-aliasing in the eye gaze region, then rendering precision is improved, but computational load increases

Engineering Contradiction:
Improverendering precisionVSAvoidcomputational load
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

High sample counts for spatial anti-aliasing are applied only to pixels in the eye gaze region where human vision is most sensitive, while peripheral regions use lower sample counts. This local differentiation maintains rendering precision in critical areas while reducing overall computational load.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of applying high sample counts uniformly across the entire framebuffer, the system applies excessive sampling (high sample counts) only partially to the eye gaze region, and uses adequate but lower sampling for peripheral regions, optimizing the balance between rendering precision and computational load.

Inventive Principle:
Principle #16Partial or excessive action

4Manufacturing precision

If the entire framebuffer is rendered using tile-based rendering, then rendering precision is improved, but device complexity increases

Engineering Contradiction:
Improverendering precisionVSAvoidrendering pipeline complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The framebuffer is segmented into multiple bins with different rendering modes. By dividing the rendering task into segments (some bins use tile-based rendering, others use direct rendering), the system achieves high precision where needed while avoiding the complexity of applying tile-based rendering uniformly across the entire framebuffer.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The rendering system is designed to support multiple rendering modes (tile-based and direct rendering) within the same pipeline, allowing it to adaptively select the appropriate mode for each bin based on its overlap with the eye gaze region. This multi-functionality enables the system to achieve high rendering precision without committing to the complexity of a single universal rendering approach.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS10565689B1Dynamic rendering for foveated rendering
Publication Date: 2020.02.18 QUALCOMM INC
  • US10565689B1 patent drawing
  • US10565689B1 patent drawing
  • US10565689B1 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 receiving information indicative of an eye gaze region. The method may include improving a graphics processing pipeline by based on the information indicative of the eye gaze region.