GPU Thread Segmentation for Game Status Processing

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Solution Overview

Problem

Current graphics processing systems face challenges in efficiently determining game status, particularly in real-time applications where parallel processing and accurate frame analysis are crucial, due to limitations in thread execution and data processing efficiency.

Innovation Solution

A graphics processing unit (GPU) is integrated with a parallel processor architecture that utilizes SIMT (Single Instruction, Multiple Thread) techniques and dedicated circuitry to efficiently process commands and instructions, enabling effective thread execution and data processing across multiple processing clusters, which are configured to perform various graphics and compute operations, including vertex and fragment processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If SIMT architecture with multiple threads is used to maximize parallel processing, then processing throughput is improved, but thread execution efficiency deteriorates when threads diverge

Engineering Contradiction:
Improveprocessing throughputVSAvoidthread execution efficiency
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The patent segments threads into groups based on their execution status and characteristics. Threads are divided into active threads (currently executing), inactive threads (not currently executing), completed threads (finished execution), and aborted threads (failed execution). This segmentation allows the system to manage different thread groups separately, optimizing resource allocation and maintaining execution efficiency even when threads diverge in behavior.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic thread group management where the composition and size of thread groups change based on execution progress. Thread groups are dynamically created, modified, and dissolved as threads transition between active, inactive, completed, and aborted states. This dynamic adaptation allows the system to maintain high parallel processing throughput while efficiently managing divergent thread execution paths.

Inventive Principle:
Principle #15Dynamics

2Stability of the object's composition

If fixed function computational units are used for graphics processing, then processing stability is improved, but operational versatility deteriorates

Engineering Contradiction:
Improveprocessing stabilityVSAvoidoperational versatility
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

Solution Approach 1:

The patent implements a unified computational unit that can perform multiple graphics processing functions including vertex processing, fragment processing, and various computational tasks. The execution engine can dynamically configure these units to handle different operation types, allowing the same hardware to provide both stable processing and operational versatility across different graphics pipeline stages.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Speed

If pipelining is implemented to process graphics data in parallel, then processing speed is improved, but system complexity deteriorates

Engineering Contradiction:
Improveprocessing speedVSAvoidsystem complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The patent segments the graphics processing pipeline into distinct stages (vertex processing, fragment processing, computation) with dedicated thread groups for each stage. This segmentation allows parallel processing at each pipeline stage while managing complexity through modular organization, where each stage can be independently optimized and managed.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11816894B2Method and apparatus for determining a game status
Publication Date: 2023.11.14 INTEL CORP
  • US11816894B2 patent drawing
  • US11816894B2 patent drawing
  • US11816894B2 patent drawing

AI summary

Embodiments are generally directed to methods and apparatuses for determining a game status. An embodiment of a method for determining a game status comprises: detecting players and a ball in a plurality of continuous frames captured by a plurality of cameras; obtaining tracking data of the players and the ball of the plurality of continuous frames; and determining a game status for each of the plurality of continuous frames based on the tracking data of the players and the ball of the plurality of continuous frames.