Hierarchical Depth Buffer for Rendering Efficiency

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Solution Overview

Problem

Current 3D graphics rendering technologies consume significant computational resources and power due to high memory access requirements during the rendering process, necessitating a reduction in computational load and memory access.

Innovation Solution

The method involves storing hierarchically-organized depth values generated during rendering in a separate memory, allowing for efficient retrieval and comparison to reduce computational demands, particularly through the use of a hierarchical depth buffer and separate memory storage for depth values.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If rendering is performed on each frame using conventional methods, then rendering quality is maintained, but computational load and power consumption increase significantly

Engineering Contradiction:
Improverendering qualityVSAvoidpower consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent pre-calculates and stores hierarchical depth values (H-buffer) before actual rendering operations. By organizing depth information in a hierarchical structure in advance, the system avoids performing full depth computations during each rendering frame, thereby reducing real-time computational load and power consumption while maintaining rendering quality

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent segments the depth buffer into a hierarchical structure where depth values are organized at multiple levels of detail. This segmentation allows the rendering system to access only the necessary depth information at appropriate granularities, reducing the amount of data that needs to be processed and compared during rendering, thus lowering computational requirements and energy usage

Inventive Principle:
Principle #1Segmentation

2Reliability

If rendering is performed on each frame with full depth buffer access, then accurate depth testing is achieved, but memory access requirements increase

Engineering Contradiction:
Improvedepth testing accuracyVSAvoidmemory access requirements
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The depth buffer is segmented into a hierarchical structure with multiple levels, where each level contains depth information at different resolutions. This segmentation allows the system to perform depth testing by accessing only the relevant hierarchical level rather than the entire depth buffer, reducing memory access complexity while maintaining depth testing accuracy through selective access to appropriate detail levels

Inventive Principle:
Principle #1Segmentation

3Productivity

If hierarchical depth values are stored in separate memory, then computational load during rendering is reduced, but memory management complexity increases

Engineering Contradiction:
Improverendering efficiencyVSAvoidmemory management complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The hierarchical depth values are pre-computed and stored in separate memory before rendering operations begin. This preliminary organization of depth data eliminates the need for complex real-time depth calculations during rendering, improving rendering efficiency while the memory management complexity is handled in advance during the pre-processing stage

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9747692B2Rendering apparatus and method
Publication Date: 2017.08.29 SAMSUNG ELECTRONICS CO LTD
  • US9747692B2 patent drawing
  • US9747692B2 patent drawing
  • US9747692B2 patent drawing

AI summary

Provided are a rendering method and a rendering apparatus performing the rendering method. The rendering method includes receiving a request to output a hierarchical depth value stored in a hierarchical depth buffer, outputting the hierarchical depth value from the hierarchical depth buffer, storing the hierarchical depth value, in response to the request, and performing rendering using the stored hierarchical depth value.