GPU Tile Subdivision for Rendering Workload Balancing

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Solution Overview

Problem

Graphics processing systems face inefficiencies in rendering time due to uneven workload distribution across processing cores, particularly when high-cost tiles are processed near the end of a render, leading to increased render time and potential stuttering in graphical output.

Innovation Solution

A graphics processing unit is configured with scheduling logic that obtains cost indications for sets of tiles and schedules them based on processing costs, allowing high-cost tiles to be processed earlier and potentially subdividing tiles into subunits to distribute workload more evenly across multiple cores.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If tiles are processed in the order they are generated without subdivision, then the processing logic is simple, but the render time increases and workload distribution becomes uneven

Engineering Contradiction:
Improverender timeVSAvoidprocessing complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent divides tiles into subunits (e.g., quarters, eighths) based on cost indications and processing stage. This segmentation allows high-cost tiles to be broken down into smaller manageable pieces that can be processed in parallel across multiple cores, reducing overall render time while maintaining manageable processing complexity through systematic subdivision rules.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary cost indication analysis on tiles before processing to identify high-cost tiles that require subdivision. This preliminary action allows the scheduler to proactively divide problematic tiles into subunits before they become bottlenecks, preventing render time increases rather than reacting to them.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If high-cost tiles are processed later in the render sequence, then the initial processing is simpler, but the overall render time increases due to workload imbalance

Engineering Contradiction:
Improverender throughputVSAvoididle time slots
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The scheduler performs preliminary cost indication analysis to identify high-cost tiles before processing begins. This allows the system to proactively schedule these tiles for subdivision and early processing, preventing them from becoming end-of-render bottlenecks that would otherwise cause idle time slots and reduced throughput.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses cost indications as feedback to dynamically adjust processing strategies. High-cost tiles identified through cost analysis trigger automatic subdivision and rescheduling, creating a feedback loop that continuously optimizes workload distribution and prevents time loss from idle cores.

Inventive Principle:
Principle #23Feedback

3Productivity

If tiles are subdivided into subunits, then workload distribution improves, but the processing overhead increases

Engineering Contradiction:
Improveworkload distributionVSAvoidprocessing overhead
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements segmentation with clear stopping criteria - tiles are divided into subunits (quarters, eighths, sixteenths) only when cost indications exceed thresholds. This selective segmentation improves workload distribution for high-cost tiles while avoiding unnecessary subdivision of already-simple tiles, thus limiting processing overhead.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system changes the parameter of tile size dynamically based on cost indications. High-cost tiles are transformed into smaller subunits, while low-cost tiles remain intact. This parameter change optimizes workload distribution without uniformly increasing processing overhead across all tiles.

Inventive Principle:
Principle #35Parameter changes

4Productivity

If cost indication logic is implemented to identify high-cost tiles, then processing efficiency improves, but the system complexity increases

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidsystem architecture
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent introduces cost indication logic as an intermediary component that sits between tile generation and processing. This intermediary analyzes tiles and provides cost information to the scheduler, enabling efficient processing decisions without requiring complex direct communication between all system components, thus managing system architecture complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentEP3349180B1Graphics processing units and method for subdividing a set of one or more tiles of a rendering space for rendering
Publication Date: 2020.05.27 IMAGINATION TECH LTD
  • EP3349180B1 patent drawingFigure 1
  • EP3349180B1 patent drawingFigure 2a
  • EP3349180B1 patent drawingFigure 2b

AI summary

A graphics processing unit is configured to process graphics data using a rendering space which is sub-divided into a plurality of tiles. The graphics processing unit comprises one or more processing cores configured to process graphics data. The graphics processing unit also comprises scheduling logic configured to subdivide at least one set of one or more tiles of the rendering space to form a plurality of subunits (e.g. subtiles) and to assign at least some of those subunits to different processing cores for rendering. The subdivision of tiles can be particularly useful for expensive tiles occurring near the end of a render to reduce the impact on the total render time when expensive tiles are scheduled near the end of a render.