Graphics Processor Depth Statistics Buffer for Stereoscopic Rendering

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Solution Overview

Problem

As more operations are performed on surfaces to be rendered in hardware, it becomes increasingly difficult to identify and calculate relevant information, such as depth values, in software, which is necessary for effective rendering and perception.

Innovation Solution

A system and method that utilize a graphics processor to identify and calculate statistics associated with rendered surfaces, including w-values, which are then used to adjust depth and convergence values for optimal stereoscopic rendering, allowing for real-time customization and prevention of eye strain.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Extent of automation

If more operations are performed on surfaces to be rendered in hardware, then rendering performance and automation are improved, but the ability to identify and calculate relevant information (such as depth values) in software deteriorates

Engineering Contradiction:
Improvehardware rendering operationsVSAvoiddepth value identification capability
Core Design Contradiction:
Extent of automationVSLoss of information

Solution Approach 1:

The patent introduces a depth statistics buffer as an intermediary structure that bridges hardware rendering operations and software processing. This buffer stores depth-related information (min depth, max depth, average depth) generated by hardware shaders, making the information accessible to software while maintaining the benefits of hardware acceleration. The intermediary buffer resolves the contradiction by enabling both hardware automation and software information access.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces traditional software-based depth calculation methods with a hardware-accelerated approach using fragment shaders. Instead of manually calculating depth statistics in software, the system uses GPU hardware to compute these statistics directly during the rendering process, substituting mechanical/software operations with more efficient hardware-based processing while maintaining information availability through the statistics buffer.

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

2Productivity

If depth statistics are calculated in hardware using graphics processors, then rendering efficiency and automation are improved, but device complexity increases

Engineering Contradiction:
Improverendering efficiencyVSAvoidgraphics processor requirements
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent implements multi-functionality by having the graphics processor serve multiple purposes: traditional rendering operations plus additional depth statistics calculation. The fragment shader performs both the standard rendering function and the depth statistics computation (tracking min depth, max depth, average depth) simultaneously, eliminating the need for separate calculation hardware while maintaining high productivity.

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

Solution Approach 2:

The patent merges the depth statistics calculation function with the existing rendering pipeline by integrating it into the fragment shader. Instead of adding separate hardware components, the system combines multiple functions (rendering and statistics calculation) into a single hardware processing stage, thereby improving productivity without proportionally increasing device complexity.

Inventive Principle:
Principle #5Merging (Combining)

3Manufacturing precision

If w-values are identified and statistics are calculated using graphics processors, then stereoscopic rendering quality is improved, but reliance on hardware for calculations increases

Engineering Contradiction:
Improvestereoscopic rendering qualityVSAvoidhardware calculation dependency
Core Design Contradiction:
Manufacturing precisionVSExtent of automation

Solution Approach 1:

The depth statistics buffer acts as an intermediary that captures hardware-generated depth information and makes it available for software-based stereoscopic adjustments. This allows high-quality rendering through hardware acceleration while maintaining software control over the actual stereoscopic parameter adjustments, reducing hardware dependency for the calculation phase while preserving rendering quality.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8482574B2System, method, and computer program product for calculating statistics associated with a surface to be rendered utilizing a graphics processor
Publication Date: 2013.07.09 NVIDIA CORP
  • US8482574B2 patent drawing
  • US8482574B2 patent drawing
  • US8482574B2 patent drawing

AI summary

A system, method, and computer program product are provided for calculating statistics associated with a surface to be rendered utilizing a graphics processor. In use, w-values are identified using a graphics processor. Additionally, the graphics processor is utilized for calculating statistics associated with at least one surface to be rendered using the w-values. Furthermore, the statistics are stored.