Globe Map Tile Culling for Frustum-Based Rendering Efficiency

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Solution Overview

Problem

Rendering geography on a sphere in electronic map systems is inefficient in terms of processor and memory usage unless carefully implemented, as traditional planar renderings do not account for the challenges of spherical projections.

Innovation Solution

Implementing globe culling functionality to remove non-visible map tiles from processing and optimizing GPU buffer memory usage by allocating a single buffer for vertices and reducing rendering near the poles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If traditional planar rendering methods are used for globe representations, then implementation simplicity is maintained, but processor usage and memory usage become highly inefficient

Engineering Contradiction:
Improveimplementation simplicityVSAvoidrendering efficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The globe is divided into discrete map tiles that can be independently processed and rendered. This segmentation allows the system to only process and render tiles that are visible in the current view, rather than processing the entire globe surface, thereby improving rendering efficiency while maintaining manageable complexity

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The culling functionality performs preliminary analysis to determine which tiles will be visible before actual rendering occurs. By pre-calculating visible tiles based on viewing frustum and zoom level, the system avoids unnecessary processing of invisible tiles, significantly improving rendering efficiency

Inventive Principle:
Principle #10Preliminary action

2Reliability

If all map tiles are processed for rendering, then complete coverage is ensured, but processing time increases and frame rates decrease

Engineering Contradiction:
Improverendering completenessVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The culling functionality extracts and removes tiles that will not be visible in the final rendering from the processing pipeline. By identifying and excluding invisible tiles based on viewing frustum analysis, the system reduces processing time while ensuring that all visible tiles are still rendered completely

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system performs partial processing by only rendering tiles that are determined to be visible, rather than processing all tiles. This partial action approach maintains rendering completeness for visible areas while avoiding the time cost of processing invisible tiles

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If multiple GPU buffers are allocated for vertex grids, then rendering flexibility is improved, but memory usage increases

Engineering Contradiction:
Improverendering flexibilityVSAvoidmemory usage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

Multiple vertex buffers are merged into a single shared GPU buffer that serves the entire grid of vertices. This consolidation reduces memory usage by eliminating redundant buffer allocations while maintaining rendering flexibility through efficient buffer management and reuse across different tiles

Inventive Principle:
Principle #5Merging (Combining)

4Reliability

If full rendering is performed towards the poles, then complete geographic coverage is achieved, but processing efficiency decreases

Engineering Contradiction:
Improvegeographic coverageVSAvoidrendering efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The rendering approach applies local quality by reducing processing towards the poles where less detail is visually critical, while maintaining full processing quality in equatorial regions. This localized adjustment optimizes rendering efficiency by allocating computational resources based on visual importance rather than uniform processing

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS12548240B2Map tile culling for displaying globe representations in an electronic map system
Publication Date: 2026.02.10 MAPBOX INC
  • US12548240B2 patent drawing
  • US12548240B2 patent drawing

AI summary

Functionality of an electronic map system allows the more efficient rendering of a map on the surface of a globe. The functionality includes culling functionality to more effectively remove from further processing the “tiles” of map data that will not end up being displayed on the globe. The culling functionality analyzes factors such as the present zoom level, a relationship of a tile to a map center, and a relationship of a three-dimensional bounding box of the tile to a present viewing frustrum, culling tiles that will not ultimately need to be rendered due to not being visible. The functionality also includes operations on the GPU buffer memory that better manage that memory, such as allocating only a single buffer for a grid of vertices, and causing less rendering towards the poles of the globe.