Hierarchical Super-Tiling for GPU Memory-Bandwidth Rendering

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Solution Overview

Problem

Existing graphics processing units (GPUs) face inefficiencies in memory bandwidth utilization during three-dimensional rendering tasks, particularly in gaming workloads, due to the lack of effective tile-based rendering architectures.

Innovation Solution

Implementing a hierarchical super tiling mechanism that determines a cumulative super tile vector for each batch, identifies tile intersections, and stores intersect information in a central bit vector structure to optimize tile-based rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional rendering architecture is used in GPUs, then general-purpose computing capability is maintained, but memory bandwidth utilization is inefficient during three-dimensional rendering tasks

Engineering Contradiction:
Improverendering efficiencyVSAvoidmemory bandwidth utilization
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent divides the screen into multiple tiles and further segments each tile into super-tiles. This segmentation allows independent processing of different tile regions, enabling the rendering system to process only the necessary portions of the scene, thereby improving memory bandwidth utilization and rendering efficiency in three-dimensional gaming workloads.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a hierarchical tiling structure that adds spatial organization dimensions to the rendering process. By organizing tiles and super-tiles in a hierarchical manner, the system creates additional layers of data organization that optimize memory access patterns and improve bandwidth utilization during rendering operations.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Loss of energy

If tile-based rendering is implemented, then memory bandwidth savings are achieved, but hardware scalability and adaptability are reduced

Engineering Contradiction:
Improvememory bandwidth savingsVSAvoidhardware scalability
Core Design Contradiction:
Loss of energyVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic super-tile configuration where the number and size of super-tiles can be adjusted based on workload requirements. The system can dynamically determine the appropriate number of super-tiles per tile and configure them accordingly, allowing the hardware to adapt to different rendering scenarios while maintaining memory bandwidth savings.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent allows modification of key parameters such as the number of super-tiles per tile, the size of super-tiles, and the hierarchical structure configuration. These parameter changes enable the system to optimize performance for different gaming workloads and hardware configurations, improving both adaptability and scalability.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS12579726B2Hierarchical tiling mechanism
Publication Date: 2026.03.17 INTEL CORP
  • US12579726B2 patent drawing
  • US12579726B2 patent drawing
  • US12579726B2 patent drawing

AI summary

An apparatus to facilitate graphics rendering is disclosed. The apparatus comprises tiling hardware to perform tile based rendering of objects, including receiving a workload comprising a plurality of objects, performing batch formation to generate one or more batches of the plurality of objects, performing super tile fill sequencing for to determine one or more super tiles that are intersected by objects in each batch and compute tile fill intersects for each of the objects and performing a play sequencing of each of the objects, wherein each super tile comprises a plurality of tiles.