Geometry Shader Clipping for 3D Object Edge Rendering
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Solution Overview
Problem
Existing methods for truncating 3D objects in see-through display devices to avoid overlapping with real-world objects and other holograms are inefficient, either requiring costly CPU processing or excessive pixel shader operations, leading to high power consumption and visual inaccuracies.
Innovation Solution
Utilizing a geometry shader to clip 3D objects based on intersections with clipping boundaries, generating new object edges and reducing the workload for the pixel shader, thereby enhancing power efficiency and visual appeal.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If CPU is used to truncate objects before graphics pipeline, then object boundaries can be controlled, but processing cost increases and visual quality deteriorates due to shearing effects
Solution Approach 1:
The patent replaces CPU-based mechanical truncation with GPU-based geometry shader processing. The geometry shader uses hardware-accelerated clipping algorithms to truncate objects at display boundaries, eliminating the need for CPU intervention and avoiding the shearing artifacts introduced by CPU-based methods.
Solution Approach 2:
The geometry shader acts as an intermediary between the object data and the pixel shader. It performs clipping operations on geometry primitives before they reach the pixel shader, reducing the workload downstream while maintaining visual quality through hardware-accelerated processing.
2Reliability
If pixel shader processes every pixel of non-truncated object, then complete rendering is achieved, but power consumption increases significantly
Solution Approach 1:
The geometry shader performs clipping operations before the pixel shader processes pixels. By truncating objects early in the pipeline at the geometry stage, the pixel shader only needs to process pixels within the clipped boundaries, significantly reducing the total number of pixel operations and power consumption.
Solution Approach 2:
The geometry shader extracts and removes portions of objects that lie outside display boundaries before pixel processing. This extraction of unnecessary geometry reduces the workload for subsequent pixel shader operations, achieving power efficiency without compromising the rendering of visible portions.
3Quantity of substance
If entire object data is transferred to GPU for rendering, then complete object is available for processing, but system bus pressure increases
Solution Approach 1:
The geometry shader performs clipping operations on object data before it is fully transferred to the pixel shader. This preliminary clipping reduces the amount of data that needs to be processed and transferred through the system bus, reducing bus pressure while maintaining availability of necessary object portions.
Data Source
AI summary
A three-dimensional (3D) object is configured for presentation on a display screen. Object data representing a model of a 3D object is received at a graphics processing unit. The object data includes a plurality of interrelated polygons. Coordinates for one or more clipping boundaries are also received at the graphics processing unit. The clipping boundaries definer a presentation region that overlaps at least in part with visible portions of the display screen. Using a geometry shader, per-polygon clipping is performed on each polygon of the object data that intersects with at least one clipping boundary. Only portions of the 3D object that lie within the presentation region are then presented on the display screen.


