Dynamic Procedural Texture Generation Management

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Solution Overview

Problem

Conventional multimedia systems face challenges in reducing latency and memory usage when composing images from disparate media sources, particularly in dynamic scenarios where textures need to be recomputed and stored at multiple resolutions, leading to increased memory constraints and performance costs.

Innovation Solution

Implementing a dynamic procedural texture generation management system that analyzes texture requirements, schedules generation, and stores only necessary portions of textures based on screen size and importance, using a buffer management system to optimize memory usage and reduce latency by generating and storing textures only when needed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If multiple resolutions of textures are kept on server or attached media for dynamic textures, then pixel-perfect definition is achieved at any zoom level, but memory utilization increases significantly

Engineering Contradiction:
Improvepixel-perfect definitionVSAvoidmemory utilization
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The system pre-computes and stores texture representations at multiple resolutions in advance, so that when a texture is needed at a specific resolution, it can be retrieved immediately without on-demand computation. This preliminary preparation allows the system to achieve pixel-perfect definition at any zoom level while managing memory through selective storage of pre-computed textures rather than computing them dynamically.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of storing the complete high-resolution texture at all times, the system creates and stores copies of the texture at multiple predetermined resolutions. When a texture is needed, the appropriate resolution copy is selected and used. This copying approach enables pixel-perfect display at any zoom level while reducing memory usage compared to storing all resolutions simultaneously.

Inventive Principle:
Principle #26Copying

2Measurement precision

If textures are recomputed at appropriate resolution when user zooms in, then pixel-perfect display is maintained, but processing time and latency increase

Engineering Contradiction:
Improvepixel-perfect displayVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system pre-computes texture representations at multiple resolutions in advance and stores them in a texture cache. When a texture is needed at a specific resolution, the pre-computed result is retrieved immediately rather than computing it on-demand. This eliminates the processing time delay associated with real-time recomputation while maintaining pixel-perfect display quality.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system maintains copies of textures at multiple predetermined resolutions in a cache memory structure. When a texture is requested, the appropriate resolution copy is selected and displayed immediately without requiring recomputation. This copying strategy provides instant access to pixel-perfect texture data at any zoom level, eliminating processing time delays.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If all resolutions of each texture are computed and stored, then any zoom level can be displayed at pixel-perfect quality, but memory constraints are exceeded

Engineering Contradiction:
Improvezoom capabilityVSAvoidmemory consumption
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The system pre-computes and stores texture representations at a limited set of predetermined resolutions that cover the expected zoom range. This preliminary preparation enables the system to handle various zoom levels adaptively while managing memory by storing only the necessary pre-computed resolutions rather than all possible resolutions.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system changes the resolution parameter of textures dynamically by selecting from pre-computed representations at different resolutions. When a texture is needed at a specific zoom level, the system retrieves the pre-computed representation that matches or best approximates the required resolution. This parameter change approach provides adaptability across zoom levels while controlling memory consumption through selective resolution storage.

Inventive Principle:
Principle #35Parameter changes

4Quantity of substance

If textures are generated and stored only when needed based on screen size and importance, then memory usage is reduced, but latency may increase due to conditional generation

Engineering Contradiction:
Improvememory usageVSAvoidlatency
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The system pre-computes and stores texture representations in advance in a cache, so that when textures are needed, they can be retrieved immediately without on-demand generation. This preliminary action eliminates the latency that would otherwise result from conditional generation at the moment of need, while still managing memory by storing only pre-computed textures rather than all possible textures indefinitely.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system maintains copies of textures at multiple predetermined resolutions in a cache memory structure. When a texture is requested, the appropriate resolution copy is selected and displayed immediately without requiring regeneration. This copying strategy provides instant access to texture data, eliminating the latency associated with conditional generation, while memory usage is managed through selective caching of only the necessary texture copies.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS8593475B2Systems and methods for dynamic procedural texture generation management
Publication Date: 2013.11.26 QUALCOMM INC
  • US8593475B2 patent drawing
  • US8593475B2 patent drawing
  • US8593475B2 patent drawing

AI summary

Methods and apparatuses for scheduling and storing media creation are described. Methods and apparatuses for rendering a plurality of vector graphic objects on a display are also described.