Dynamic Render Pipeline Effect Units for Flexible GPU Access

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Solution Overview

Problem

Existing real-time render engines, such as Unity, only support static render pipelines, limiting user flexibility and freedom in designing rendering processes and restricting access to GPU features and data types.

Innovation Solution

A computer-implemented method and system that allows users to dynamically add and configure effect units within a render pipeline, enabling flexible rendering processes and access to a wider range of GPU features and data types.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a static render pipeline is used, then the rendering process is stable and manageable, but user flexibility and freedom in designing rendering processes are limited

Engineering Contradiction:
Improveuser flexibilityVSAvoidpipeline complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements a dynamic render pipeline where effect units can be added, removed, and reordered at runtime based on user requirements. The pipeline transitions from a static, pre-defined structure to a flexible, configurable architecture that adapts to different rendering needs while maintaining manageable complexity through automated optimization.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The render pipeline is divided into independent effect units that can be individually configured, added, or removed. Each effect unit represents a discrete rendering operation that can be independently managed, allowing users to build customized pipelines without overwhelming complexity.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If more GPU features and data types are accessed, then rendering capability is improved, but system complexity and difficulty of management increase

Engineering Contradiction:
Improverendering capabilityVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The effect unit architecture provides a universal interface that can access various GPU features and data types through a standardized mechanism. This allows the system to leverage diverse GPU capabilities without increasing management complexity, as all access points follow the same effect unit pattern.

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

3Adaptability or versatility

If the render pipeline is modified dynamically, then user freedom is improved, but the stability and reliability of the rendering process may deteriorate

Engineering Contradiction:
Improveuser freedomVSAvoidrendering stability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system automatically detects changes in the render pipeline configuration and adjusts internal state accordingly. This feedback mechanism ensures that dynamic modifications maintain rendering stability by keeping the system aware of and adapted to pipeline changes.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The render pipeline automatically optimizes and manages itself when modifications are made, reducing the burden on users to manually ensure stability. The system self-adjusts to maintain reliability while allowing user freedom.

Inventive Principle:
Principle #25Self-service

4Ease of manufacture

If automatic detection of data changes is implemented, then development process is improved, but computational overhead increases

Engineering Contradiction:
Improvedevelopment processVSAvoidcomputational overhead
Core Design Contradiction:
Ease of manufactureVSUse of energy by moving object

Solution Approach 1:

The system implements selective change detection that monitors only relevant data changes rather than all possible changes. This partial monitoring approach improves the development process while minimizing unnecessary computational overhead by focusing detection resources on critical variables.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12229863B2Computer implemented method and programmable system for rendering a 2D/3D model
Publication Date: 2025.02.18 GRITWORLD GMBH
  • US12229863B2 patent drawing
  • US12229863B2 patent drawing

AI summary

The invention relates to a computer implemented method for rendering a 2D/3D model. The method comprises the step of providing a memory unit and a first effect unit, the memory unit configured to store data regarding the model and send the data into at least the first effect unit, the first effect unit configured to receive the sent data, render the model based on the received data and generate a first rendering result; generating a second effect unit for performing a rendering process; arranging the second effect unit such that the second effect unit is configured to receive at least one of the first rendering result and the data from the memory unit; detecting a change of the data stored in the memory unit; and rendering, by the first and second effect units, the 2D/3D model.