Foveated Rendering Light Source Aggregation

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Solution Overview

Problem

High-resolution video gaming experiences are hindered by bandwidth limitations, particularly in wireless connections, which can result in throttled processing and reduced graphics quality due to the inability of current systems to efficiently handle the increased bandwidth requirements of high-resolution displays.

Innovation Solution

Implementing a foveated rendering system that renders images with high resolution in a foveal region and lower resolution in peripheral areas by aggregating light sources, reducing computational complexity and bandwidth demands, allowing for real-time video frame delivery without latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-resolution rendering is implemented across the entire display, then image quality is improved, but bandwidth requirements increase beyond what wireless connections can handle

Engineering Contradiction:
Improveimage qualityVSAvoidbandwidth requirements
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent applies different rendering resolutions to different regions of the display based on human visual perception characteristics. The foveal region (center of vision) is rendered at high resolution while peripheral regions are rendered at lower resolution, optimizing bandwidth usage while maintaining perceived image quality.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The display is divided into multiple regions (foveal and peripheral) with different rendering qualities. This segmentation allows the system to allocate computational resources and bandwidth differently across regions, reducing overall bandwidth requirements while maintaining quality where it matters most to human perception.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If individual light source effects are computed for each light source in a cluster, then lighting accuracy is improved, but computational complexity increases

Engineering Contradiction:
Improvelighting accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

Multiple light sources that are spatially close to each other are merged into a single aggregated light source representation. This combining reduces the number of individual light source calculations required while maintaining acceptable lighting accuracy, significantly reducing computational complexity for peripheral rendering.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The system applies full individual light source computation only to the foveal region where high accuracy is necessary, while using aggregated light sources for peripheral regions where lower accuracy is acceptable. This partial application of the computationally intensive method optimizes the balance between accuracy and complexity.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11222444B2Optimized deferred lighting in a foveated rendering system
Publication Date: 2022.01.11 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11222444B2 patent drawing
  • US11222444B2 patent drawing
  • US11222444B2 patent drawing

AI summary

A method for implementing a graphics pipeline. The method includes determining a plurality of light sources affecting a virtual scene. Geometries of objects of an image of the scene is projected onto a plurality of pixels of a display from a first point-of-view. The pixels are partitioned into a plurality of tiles. A foveal region of highest resolution is defined for the image as displayed, wherein a first subset of pixels is assigned to the foveal region, and wherein a second subset of pixels is assigned to a peripheral region that is outside of the foveal region. A first set of light sources is determined from the plurality of light sources that affect one or more objects displayed in a first tile that is in the peripheral region. At least two light sources from the first set is clustered into a first aggregated light source affecting the first tile when rendering the image in pixels of the first tile.