GPU Texture-Based Transformation for Rigid Body Rendering

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Solution Overview

Problem

Existing systems for rigid body simulations face challenges in efficiently computing and rendering the position and orientation of multiple objects due to high CPU resource requirements and bandwidth consumption when calculating transformation matrices and transmitting data from the CPU to the GPU.

Innovation Solution

A graphics processing unit (GPU) calculates changes in position and orientation, storing transformation information as textures in graphics memory, allowing the geometry processing portion of the graphics pipeline to apply these transformations directly, reducing the need for CPU involvement and optimizing resource usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If transformation matrix calculations are performed on the CPU, then the position and orientation of objects can be computed, but CPU computing resources are significantly consumed and bandwidth is consumed by transmitting transformation data from CPU to GPU

Engineering Contradiction:
Improverendering performanceVSAvoidCPU computing resources
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent extracts the transformation matrix calculation function from the CPU and relocates it to the GPU. The GPU directly computes transformation matrices for object positions and orientations during rigid body simulation, eliminating the need for CPU involvement in these calculations. This extraction resolves the contradiction by removing the computational burden from the CPU while maintaining rendering performance.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces a new data representation format where transformation information is stored as textures in GPU memory rather than traditional CPU memory structures. This intermediary texture-based storage mechanism enables the GPU to efficiently access and apply transformation matrices directly during the rendering pipeline, eliminating CPU-GPU data transmission overhead and resolving the bandwidth consumption issue.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If transformation data is transmitted from CPU to GPU every frame, then the GPU can render objects, but significant bandwidth is consumed

Engineering Contradiction:
Improverendering capabilityVSAvoidbandwidth consumption
Core Design Contradiction:
ProductivityVSQuantity of substance

Solution Approach 1:

The patent extracts the transformation data storage and management function from CPU memory to GPU memory. By storing transformation matrices directly in GPU memory as textures, the system eliminates the need for continuous CPU-to-GPU data transmission, thereby resolving the bandwidth consumption problem while maintaining full rendering capability.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The GPU serves itself by directly accessing and using transformation information stored in its own memory space as textures. The geometry processing portion of the GPU reads transformation data from textures and applies them to vertex positions without requiring external CPU intervention or data transfer, enabling the system to maintain rendering capability while eliminating bandwidth consumption.

Inventive Principle:
Principle #25Self-service

3Quantity of substance

If a large number of objects are simulated, then the simulation complexity increases, but CPU computing resources required to compute transformation matrices increase significantly

Engineering Contradiction:
Improvenumber of objectsVSAvoidCPU computing resources
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The patent replaces the CPU-based mechanical computation system with a GPU-based parallel computation system. The GPU's architecture, designed for parallel processing, naturally handles the computation of transformation matrices for large numbers of objects simultaneously. This substitution resolves the contradiction by enabling the simulation of large numbers of objects without proportionally increasing CPU computing resource requirements.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS7965289B1Apparatus, system, and method for rendering objects with position and orientation computed on a graphics processing unit
Publication Date: 2011.06.21 NVIDIA CORP
  • US7965289B1 patent drawing
  • US7965289B1 patent drawing
  • US7965289B1 patent drawing

AI summary

A graphics processing unit calculates transformation matrices for changes to the position and orientation of objects. The graphics processing unit applies the transformation matrices to vertices of objects to be rendered.