GPU Tile-Based Rendering with Prefetched Graphics Data
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Solution Overview
Problem
Current 3D graphics rendering technologies consume significant power due to extensive computations performed on each frame, leading to inefficient rendering processes.
Innovation Solution
A graphics processing unit (GPU) configured for tile-based rendering using prefetched graphics data, which includes a tiler for binning, a binning correlator to determine tile similarity, and a prefetcher to pre-fetch graphics data for similar tiles, allowing for improved rendering performance by utilizing data from previous frames.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of energy
If rendering is performed on each frame using conventional methods, then complete rendering accuracy is achieved, but power consumption increases significantly
Solution Approach 1:
The patent performs binning operations in advance during a binning pass before the actual rendering pass. By determining which primitives are visible in which tiles beforehand and storing this information in bitstreams, the system prepares rendering data preliminarily, allowing the rendering stage to simply retrieve and process pre-prepared data, thus reducing real-time computational power consumption while maintaining rendering completeness
Solution Approach 2:
The patent creates simplified copies of rendering information in the form of binning bitstreams that store visibility data for each tile. Instead of performing complex visibility calculations during rendering, the system uses these pre-generated bitstream copies to quickly determine which primitives need rendering, significantly reducing computational overhead and power consumption during the actual rendering process
2Manufacturing precision
If binning operations are performed on all tiles, then rendering accuracy is maintained, but computational load increases
Solution Approach 1:
The patent extracts only the essential visibility information into compact binning bitstreams during the binning pass, separating this preliminary analysis from the main rendering process. By taking out only the necessary tile-primitive visibility data and storing it in an optimized bitstream format, the system maintains rendering accuracy while reducing the computational complexity of the subsequent rendering pass to simple data retrieval and processing
Data Source
AI summary
A graphics processing unit (GPU), configured to perform tile-based rendering using prefetched graphics data, includes a tiler configured to perform binning on a current frame and obtain a first binning bitstream of a first tile among a plurality of tiles of the current frame, a binning correlator configured to determine whether the first tile and a second tile of a previous frame are similar to each other by using the first binning bitstream and a second binning bitstream of the second tile, where the second tile has a same tile ID as the first tile, a prefetcher configured to prefetch second graphics data used to render the second tile by using the tile ID, when it is determined that the first tile and the second tile are similar to each other, and at least one processor configured to render the current frame using the prefetched second graphics data.


