Tile-Based Rendering Using Hilbert Curve Locality

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Solution Overview

Problem

Tile-based rendering methods face inefficiencies in power consumption and memory usage compared to object-based rendering, particularly due to suboptimal handling of tile locality and cache utilization, leading to performance degradation.

Innovation Solution

A GPU-based image processing method that determines a sequence of tiles using a space filling curve or Hilbert curve for efficient allocation to idle fragment processors, enabling parallel rendering and shared cache access to optimize tile processing and reduce idle time.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If tiles are rendered using traditional tile-based rendering scheme, then memory consumption is reduced, but power consumption increases and rendering efficiency decreases due to suboptimal cache utilization and tile locality handling

Engineering Contradiction:
Improvememory consumptionVSAvoidrendering efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The screen is divided into multiple tiles, and each tile is further divided into sub-tiles for independent processing by different fragment processors. This segmentation enables parallel rendering while maintaining cache efficiency by limiting the data access scope to smaller sub-tile regions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic tile dispatching where the tile dispatching unit dynamically assigns tiles to idle fragment processors based on their availability status. This dynamic allocation optimizes processor utilization and maintains high rendering efficiency while reducing memory consumption through efficient cache usage.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If object-based rendering is used, then processing is more intuitive and hardware design is easier, but power consumption and memory consumption increase due to random memory access for each pixel

Engineering Contradiction:
Improveprocessing intuitivenessVSAvoidpower consumption
Core Design Contradiction:
Ease of operationVSUse of energy by stationary object

Solution Approach 1:

The rendering process is segmented into tile-based units with systematic processing order determined by space-filling curves, replacing the random pixel-by-pixel processing of object-based rendering. This segmentation maintains processing intuitiveness while enabling sequential memory access patterns that reduce power consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a tile dispatching unit as an intermediary between the rendering pipeline and fragment processors. This intermediary manages the systematic tile allocation and ensures efficient cache utilization, bridging the gap between intuitive processing requirements and low-power memory access patterns.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If more fragment processors are allocated to handle more tiles, then rendering parallelism increases, but load balancing becomes difficult and idle processor time increases due to poor tile locality

Engineering Contradiction:
Improverendering parallelismVSAvoididle processor time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system dynamically monitors fragment processor idle status and adjusts tile allocation in real-time. The tile dispatching unit continuously assigns new tiles to processors that become idle, ensuring balanced workload distribution and minimizing idle time across all processors while maintaining high parallelism.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements a feedback mechanism where the tile dispatching unit monitors the idle status of fragment processors and uses this information to make informed allocation decisions. This feedback loop ensures that tiles are always assigned to available processors, optimizing parallelism while eliminating idle time through adaptive resource management.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS9514506B2Method and apparatus for tile based rendering using tile-to-tile locality
Publication Date: 2016.12.06 SAMSUNG ELECTRONICS CO LTD
  • US9514506B2 patent drawing
  • US9514506B2 patent drawing
  • US9514506B2 patent drawing

AI summary

Disclosed is a method and apparatus for performing tile-based rendering. A sequence of tiles to be processed may be determined based on a locality among the tiles. A tile dispatch unit selects a subsequent tile to be dispatched, based on the determined sequence. The tile dispatch unit may check whether an idle fragment processor exists among the plurality of fragment processors, and may dynamically dispatch the selected tile to an idle fragment processor