3D Object Picking via GPU Color Buffer Without Frame Buffer
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Solution Overview
Problem
Conventional methods for determining the location of a user's trigger operation on a display interface require a frame buffer, which is not compatible with all graphics processing units, leading to compatibility issues.
Innovation Solution
A method that utilizes a graphics processing unit to detect trigger location information, match it with location information of three-dimensional models in a subsequent image frame, store model identifiers in a color buffer, and use a central processing unit to determine the picked object based on these identifiers, without relying on an additional frame buffer.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If a frame buffer is used to determine the location of a user's trigger operation, then the accuracy of detecting which object is triggered is improved, but the compatibility with different graphics processing units deteriorates
Solution Approach 1:
The patent extracts the trigger location detection function from the frame buffer and implements it directly in the vertex shader program. The shader receives trigger location information as input and performs the matching operation during the rendering process, eliminating the need for a separate frame buffer structure. This extraction allows the solution to work on GPUs that do not support frame buffers while maintaining detection accuracy.
Solution Approach 2:
The vertex shader program is designed to perform multiple functions: it processes vertex data for rendering three-dimensional models and simultaneously performs the trigger location detection by matching trigger coordinates with pixel coordinates during the rendering pipeline. This multi-functionality allows a single component to handle both graphics rendering and interaction detection, improving compatibility across different GPU architectures.
2Measurement precision
If a frame buffer is used to store color information for each object, then the ability to determine trigger location is improved, but the device complexity increases
Solution Approach 1:
The patent merges the trigger location detection functionality with the existing graphics rendering pipeline by implementing the detection logic within the vertex shader. The shader combines vertex processing, pixel coordinate calculation, and trigger matching into a single integrated operation, eliminating the need for separate frame buffer hardware and reducing overall device complexity.
Solution Approach 2:
The rendering system performs the trigger detection operation itself during the normal rendering process. The vertex shader automatically compares trigger location information with pixel coordinates while rendering each frame, without requiring additional dedicated hardware or separate processing steps. This self-service approach reduces device complexity while maintaining detection capability.
Data Source
AI summary
This application relates to a method for detecting a picked object performed by a computer device. The method includes: detecting trigger location information of a trigger operation; in a process of rendering a second image frame by using a graphics processing unit, obtaining location information of a pixel associated with each three-dimensional model in the second image frame, and matching the location information of the pixel associated with each three-dimensional model with the trigger location information; storing, by using the graphics processing unit, a model identifier of a three-dimensional model associated with a pixel with location information successfully matched, to a storage location in a color buffer that corresponds to the successfully matched pixel; and obtaining the model identifier in the color buffer by using a central processing unit, and determining, based on the obtained model identifier, the picked object specified by the trigger operation.


