GPU Rendering Order Using Visibility-Guided Two-Pass Processing

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Solution Overview

Problem

Existing graphics processing units (GPUs) face inefficiencies in generating render outputs due to the lack of optimal handling of texture data fetching and processing, leading to increased memory bandwidth and latency costs.

Innovation Solution

A two-pass rendering process is implemented, where an initial pass determines primitive visibility and defers final rendering operations to a further pass, controlling the order of sampling positions based on initial pass results to optimize data reuse and reduce bandwidth/latency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional single-pass rendering is used, then processing simplicity is maintained, but memory bandwidth consumption increases and processing latency increases

Engineering Contradiction:
Improverendering performanceVSAvoidmemory bandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The rendering process is divided into two distinct passes: a first pass that processes primitives and determines visibility, and a second pass that performs final rendering operations. This segmentation allows the system to optimize memory bandwidth usage by separating visibility determination from final rendering, reducing redundant memory accesses and improving overall rendering efficiency.

Inventive Principle:
Principle #1Segmentation

2Loss of time

If traditional single-pass rendering is used, then device complexity is low, but processing latency increases

Engineering Contradiction:
Improveprocessing latencyVSAvoidrendering process complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

Solution Approach 1:

The first pass performs preliminary processing of primitives and determines visibility information before the second pass executes final rendering operations. By completing visibility determination and primitive processing in advance, the system reduces waiting time and latency in the final rendering pass, improving overall processing speed despite the increased process complexity.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If two-pass rendering is implemented, then data reuse is improved, but device complexity increases

Engineering Contradiction:
Improvedata reuse efficiencyVSAvoidrendering pipeline complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The first pass generates visibility information and processed primitive data that serves as feedback for the second pass. This feedback mechanism allows the second pass to efficiently reuse processed data without redundant memory accesses, improving data reuse efficiency while the complexity is managed through structured information flow between passes.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260065406A1Graphics processing
Publication Date: 2026.03.05 ARM LTD
  • US20260065406A1 patent drawing
  • US20260065406A1 patent drawing
  • US20260065406A1 patent drawing

AI summary

Disclosed is a method of operating a graphics processor to generate a render output. A first initial processing pass is performed to determine visibility information as to which primitive fragments are visible at which sampling positions within the render output. This visibility information is then used to control the order in which sampling positions are processed during a subsequent further processing pass that generates the render output.