Graphics Processing Vertex Shading Optimization

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Solution Overview

Problem

Current graphics processing systems face inefficiencies in multiview rendering, as they typically perform vertex shading operations separately for each view of a scene, leading to increased computation and bandwidth requirements.

Innovation Solution

The system determines whether vertex shading operations can be performed once for all views or separately for each view, optimizing the vertex shader program to execute view-independent operations only once and view-dependent operations separately for each view, thereby reducing computation and bandwidth by executing a single vertex shading program for all views.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If vertex shading operations are performed separately for each view, then each view receives complete and accurate vertex shading, but computational load and bandwidth requirements increase significantly

Engineering Contradiction:
Improvevertex shading accuracyVSAvoidcomputational efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The vertex shading operation is segmented into view-independent components (performed once) and view-dependent components (performed separately for each view). This segmentation allows the system to maintain shading accuracy for each view while reducing redundant computations by sharing common processing steps across multiple views.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The vertex shading program is designed with multi-functionality to handle multiple views through a single execution. The shader performs view-independent operations once and then applies view-dependent transformations efficiently, allowing one program execution to serve multiple rendering purposes rather than requiring separate executions for each view.

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

2Productivity

If a single vertex shading program is executed for all views, then computational load and bandwidth are reduced, but the system must handle view-dependent variations in shading operations

Engineering Contradiction:
Improvecomputational efficiencyVSAvoidview-dependent shading capability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The vertex shading program incorporates dynamic execution paths that adapt to view-dependent requirements. The shader can dynamically switch between executing view-independent operations once or view-dependent operations multiple times based on the rendering context, allowing a single program to efficiently handle varying shading requirements across different views.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Different portions of the vertex shading program are optimized with different execution characteristics. View-independent operations are executed once with optimized performance, while view-dependent operations are executed separately when needed. This local optimization allows the system to maintain high computational efficiency while preserving the ability to handle view-specific shading requirements.

Inventive Principle:
Principle #3Local quality

3Reliability

If vertex shading is performed for each view separately, then complete vertex data is available for each view, but bandwidth consumption increases

Engineering Contradiction:
Improvevertex data completenessVSAvoidbandwidth consumption
Core Design Contradiction:
ReliabilityVSLoss of substance

Solution Approach 1:

The system merges view-independent vertex shading operations into a single execution that serves all views. By combining common processing steps across multiple views, the system reduces redundant data transmission and computation while still providing complete vertex data to each view through the shared results of the unified shading operation.

Inventive Principle:
Principle #5Merging (Combining)

Data Source

PatentUS10062140B2Graphics processing systems
Publication Date: 2018.08.28 ARM LTD
  • US10062140B2 patent drawing
  • US10062140B2 patent drawing
  • US10062140B2 patent drawing

AI summary

In a graphics processing system, when rendering plural views of the same scene (step 43), such as for stereoscopic rendering, the vertex shading operation is configured so that rather than executing the vertex shader program separately for each view that is being rendered, a single vertex shading program is executed once for all the views. The vertex shader program that is executed is configured to, for view-dependent operations, perform the respective operation separately for each view (step 48), so as to derive an appropriate vertex shaded output attribute value for each view, and is configured to, for vertex shading operations that are not dependent upon the view being rendered, perform those vertex shading operations only once for the set of views and to provide only a single vertex shaded output value for each vertex attribute in question for the set of views (step 49).