Dynamic Graphics Rendering Using Visibility Information

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Solution Overview

Problem

Traditional graphics processing unit (GPU) architectures face inefficiencies in rendering graphics due to high data transfer requirements, particularly in mobile architectures with limited bandwidth, where tile-based rendering can introduce computational costs and latencies, and are often locked into either tile-based or direct rendering methods without dynamic adaptation based on visibility information.

Innovation Solution

The technique dynamically determines the rendering method (tile-based or direct) using visibility information, such as visibility streams and heuristic data, to optimize rendering by switching between methods based on the complexity and overdraw of image areas, allowing for dynamic binning configuration adjustments and mixed rendering approaches.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If tile-based rendering is used to reduce data transfer requirements, then memory bandwidth consumption is reduced, but computational overhead and rendering time increase due to visibility processing

Engineering Contradiction:
Improvedata transfer volumeVSAvoidrendering time
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The system dynamically switches between tile-based rendering and direct rendering modes based on real-time analysis of visibility information and scene characteristics. This dynamic adaptation allows the renderer to optimize for data transfer efficiency in complex scenes while minimizing computational overhead in simple scenes, resolving the contradiction between reduced data transfer and increased rendering time.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system applies different rendering strategies to different regions of the image based on local visibility characteristics. Areas with high overdraw are rendered using tile-based rendering to reduce data transfer, while areas with minimal overdraw use direct rendering to avoid computational overhead. This localized approach resolves the contradiction by applying the appropriate method to each specific region.

Inventive Principle:
Principle #3Local quality

2Quantity of substance

If tile-based rendering is used to optimize mobile architectures with limited bandwidth, then memory bandwidth requirements are reduced, but device complexity increases due to binning configuration management

Engineering Contradiction:
Improvememory bandwidthVSAvoidbinning configuration complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The system automatically analyzes visibility information and determines the optimal binning configuration without requiring manual intervention or complex external control. The renderer self-adjusts its tile-based rendering parameters based on the scene's visibility characteristics, reducing device complexity while maintaining memory bandwidth optimization for mobile architectures.

Inventive Principle:
Principle #25Self-service

3Productivity

If visibility information processing is implemented to skip occluded primitives, then rendering efficiency is improved, but computational overhead increases

Engineering Contradiction:
Improverendering efficiencyVSAvoidcomputational power
Core Design Contradiction:
ProductivityVSPower

Solution Approach 1:

The system changes the parameter of rendering mode selection based on visibility information analysis. By processing visibility data to identify occluded primitives and switching to tile-based rendering only when beneficial, the system improves rendering efficiency while controlling computational overhead through conditional parameter adjustment rather than universal application.

Inventive Principle:
Principle #35Parameter changes

4Power

If direct rendering is used for areas with minimal overdraw, then computational costs are reduced, but data transfer requirements increase

Engineering Contradiction:
Improvecomputational powerVSAvoiddata transfer volume
Core Design Contradiction:
PowerVSQuantity of substance

Solution Approach 1:

The system applies direct rendering selectively to specific regions of the image where visibility analysis shows minimal overdraw and few occluded primitives. This localized application reduces computational power requirements in those areas while the tile-based rendering handles other regions, optimizing the balance between computational cost and data transfer requirements on a region-by-region basis.

Inventive Principle:
Principle #3Local quality

Data Source

PatentEP2946364B1Rendering graphics data using visibility information
Publication Date: 2021.10.20 QUALCOMM INC
  • EP2946364B1 patent drawingFigure 1
  • EP2946364B1 patent drawingFigure 2
  • EP2946364B1 patent drawingFigure 3

AI summary

In some examples, aspects of this disclosure relate to a method for rendering an image. For example, the method includes generating visibility information indicating visible primitives of the image. The method also includes rendering the image using a binning configuration, wherein the binning configuration is based on the visibility information.