Heuristic Tiled Rendering Selection for Graphics Primitives

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional rendering systems apply a single rendering configuration (standard or tiled) to all images, leading to inefficiencies as they do not consider the size or location of graphics primitives within a scene, resulting in suboptimal performance.

Innovation Solution

A graphics processing unit (GPU) component dynamically determines whether to use standard or tiled rendering for each set of graphics primitives based on size criteria, enabling efficient rendering by applying heuristics and rules to optimize memory bandwidth usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a single rendering configuration (standard or tiled) is applied to all images, then the system is simple to operate, but rendering performance is suboptimal

Engineering Contradiction:
Improverendering performanceVSAvoidconfiguration complexity
Core Design Contradiction:
ProductivityVSEase of operation

Solution Approach 1:

The system dynamically switches between standard rendering and tiled rendering based on real-time analysis of graphics primitive characteristics. The rendering configuration is no longer static but adapts automatically to the content being rendered, selecting the optimal mode (standard or tiled) based on primitive size, density, and distribution patterns detected in each rendering scenario.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the rendering parameter (rendering mode) based on detected characteristics of graphics primitives. By monitoring parameters such as primitive size, density, and spatial distribution, the system automatically adjusts the rendering configuration to optimize performance for different rendering scenarios without requiring manual intervention.

Inventive Principle:
Principle #35Parameter changes

2Loss of energy

If tiled rendering is used for all images, then memory bandwidth usage is reduced for large primitives, but performance deteriorates for small primitives

Engineering Contradiction:
Improvememory bandwidth usageVSAvoidrendering performance
Core Design Contradiction:
Loss of energyVSProductivity

Solution Approach 1:

The system applies different rendering qualities and methods to different regions or types of content based on local characteristics. By analyzing the specific properties of graphics primitives in each region (size, density, distribution), the system selectively applies tiled rendering to areas where it benefits performance (large, sparse primitives) while using standard rendering for areas where it would be detrimental (small, dense primitives).

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of applying tiled rendering universally or not at all, the system applies it partially - only to the specific rendering scenarios where it provides benefit. The system performs a selective analysis of graphics primitives and applies tiled rendering only when the characteristics indicate it will improve performance, avoiding the overhead of tiled rendering in scenarios where it would be excessive or counterproductive.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If standard rendering is used for all images, then performance is maintained for small primitives, but memory bandwidth usage increases for large primitives

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

Solution Approach 1:

The system dynamically changes the rendering parameter (mode selection) based on detected characteristics of graphics primitives. By monitoring parameters such as primitive size, density, and spatial distribution, the system automatically adjusts the rendering configuration to optimize performance for different rendering scenarios without requiring manual intervention.

Inventive Principle:
Principle #35Parameter changes

4Adaptability or versatility

If rendering configuration is fixed for all scenes, then device complexity is low, but adaptability to different rendering scenarios is poor

Engineering Contradiction:
Improveadaptability to rendering scenariosVSAvoidconfiguration complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The rendering system performs self-analysis and self-configuration based on the characteristics of the graphics primitives it processes. The system automatically detects whether the current rendering scenario involves large or small primitives, dense or sparse distributions, and selects the appropriate rendering mode without requiring external configuration or user input, making the system both adaptive and relatively simple to operate.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12437462B2Heuristics enabled tiled rendering
Publication Date: 2025.10.07 NVIDIA CORP
  • US12437462B2 patent drawing
  • US12437462B2 patent drawing
  • US12437462B2 patent drawing

AI summary

In embodiments a graphics pipeline includes a logic that can assess whether to enable or disable tiled rendering for sets of graphics primitives. The logic applies one or more rules or heuristics to a set of graphics primitives associated with a frame, and determines whether to enable tiled rendering for that set of graphics primitives if the one or more rules or heuristics are satisfied. Otherwise, the logic determines to disable tiled rendering for that set of graphics primitives. As further graphics primitives are received for the frame, the logic may make additional decisions as to whether or not to render the further graphics primitives using tiled rendering.