GPU Primitive Visibility Determination for Rendering Latency
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Solution Overview
Problem
Modern graphics processing units (GPUs) face challenges in efficiently rendering graphical content, particularly when camera viewpoints change, leading to issues like geometric aliasing, incorrect primitive identification, and increased latency due to the need for high pixel density and low latency rendering.
Innovation Solution
The proposed solution involves a GPU that determines two subsets of primitives based on different viewpoints, with a threshold depth difference, and marks them as visible, allowing for efficient generation of graphical content by distributing the graphics processing pipeline across multiple devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the GPU renders graphical content with high pixel density to maintain image quality during viewpoint changes, then the rendering accuracy is improved, but the rendering latency increases
Solution Approach 1:
The system performs a preliminary visibility determination pass before the actual rendering pass. During this first pass, the GPU identifies which primitives are potentially visible from the current viewpoint and stores this information. In the second rendering pass, only the identified visible primitives are rendered, avoiding the need to process all primitives at full resolution, thus reducing latency while maintaining accuracy.
Solution Approach 2:
The rendering process is segmented into two distinct passes: a visibility determination pass and a rendering pass. This segmentation allows the system to separate the computationally intensive visibility analysis from the actual rendering operation, enabling optimization of each pass independently and reducing overall latency.
2Measurement precision
If the GPU processes all primitives to ensure correct visibility identification, then the primitive identification accuracy is improved, but the processing complexity increases
Solution Approach 1:
The visibility determination pass serves as a preliminary filtering step that identifies candidate visible primitives without requiring full processing of all primitives. This preliminary action reduces the set of primitives that need detailed processing in the second pass, thereby reducing overall processing complexity while maintaining identification accuracy.
Solution Approach 2:
The first pass performs a conservative visibility analysis that may identify some primitives as potentially visible even if they ultimately won't be rendered. This excessive action in the first pass ensures that no truly visible primitives are missed, and the subsequent second pass efficiently processes only this superset of candidates, balancing accuracy with complexity.
Data Source
AI summary
The present disclosure relates to methods and devices for operation of a GPU. The device can determine a first subset of primitives associated with a set of objects within an image. The first subset of primitives can be based on a first viewpoint with respect to the set of objects. The device can also determine, for a second viewpoint with respect to the set of objects, a second subset of primitives excluding the first subset of primitives. In some aspects, the second subset of primitives can have a difference in depth with respect to the first subset of primitives that is less than a threshold depth. Additionally, the device can mark the first subset of primitives and the second subset of primitives as visible. Further, the device can generate graphical content based on the marked first subset of primitives and the marked second subset of primitives.


