Fixed-Functionality Shader Library for Physically Based Rendering

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Solution Overview

Problem

Creating realistic graphics rendering of scenes with various materials in graphics processing architectures is time-consuming and costly due to the need for manual writing of shading code to account for physical light interaction attributes.

Innovation Solution

Implementing a fixed-functionality hardware shader library that includes dedicated shaders for different materials, using bidirectional distribution functions to model light interaction, allowing for physically based shading operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If manual shading code is written to account for physical light interaction attributes, then rendering accuracy is improved, but development time and cost increase

Engineering Contradiction:
Improverendering accuracyVSAvoiddevelopment time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent uses pre-computed lookup tables that store pre-calculated shading results for various material types and lighting conditions. Instead of manually writing and testing custom shading code for each material, developers can copy and apply these pre-computed tables, significantly reducing development time while maintaining rendering accuracy.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The shading computations are performed in advance during asset creation, with results stored in lookup tables. This preliminary action allows the actual rendering to occur much faster, as the complex calculations are already done, thus reducing the time needed during game development or application creation.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If manual shading code is written to model light interaction, then rendering quality is improved, but processing complexity increases

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The shading system is segmented into separate lookup tables, each dedicated to specific material types (e.g., metallic, non-metallic, transparent). This segmentation allows complex light interaction models to be broken down into manageable, pre-computed components that can be independently optimized and applied, reducing overall processing complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent replaces complex manual shading code (the mechanical system of writing and executing custom algorithms) with pre-computed lookup tables (a simpler data-driven system). This substitution maintains rendering quality while significantly reducing the complexity of the rendering pipeline, as the heavy computational work is done offline rather than during runtime.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Productivity

If fixed-functionality hardware shader library is implemented, then shading operation performance is improved, but hardware complexity increases

Engineering Contradiction:
Improveshading operation performanceVSAvoidhardware complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The hardware shader library is designed as a universal system that can handle multiple material types and lighting conditions through a single unified architecture. The fixed-functionality shaders are configured to work with various material properties by selecting appropriate lookup tables, providing multi-functionality without requiring separate dedicated hardware for each material type, thus limiting the increase in hardware complexity.

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

Data Source

PatentUS10853995B2Physically based shading via fixed-functionality shader libraries
Publication Date: 2020.12.01 INTEL CORP
  • US10853995B2 patent drawing
  • US10853995B2 patent drawing
  • US10853995B2 patent drawing

AI summary

Systems, apparatuses and methods may provide for technology that computes, by a shader in a fixed-functionality hardware shader library, a physically based shading model for a type of material. Additionally, the shader may shade one or more surfaces associated with the type of material in accordance with the physically based shading model. In one example, two or more shaders in the shader library are dedicated to different types of materials.