Hybrid GPU Architecture Shader Sharing for Ray Tracing and Rasterization
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Solution Overview
Problem
Current graphics processing technologies face challenges in efficiently performing hybrid graphics processing across different GPUs, particularly in generating photorealistic 3D images through a combination of ray tracing and rasterization, while maintaining real-time rendering speed without degrading image quality.
Innovation Solution
A graphics processing apparatus based on hybrid GPU architecture that enables shader-sharing between GPUs through a sharing interface, allowing for selective graphics processing between a ray tracing unit and a rasterization unit by partitioning a 2D frame into sub-areas and applying appropriate rendering techniques to each area, such as ray tracing for dynamic objects and rasterization for static objects and background.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If ray tracing is used for all graphics processing, then image quality and photorealism are improved, but processing time and computational complexity increase significantly
Solution Approach 1:
The patent divides the graphics processing task into two segments: ray tracing for specific areas (e.g., reflections, refractions, shadows) and rasterization for other areas. This segmentation allows the system to maintain high image quality where needed while reducing overall processing time by applying the simpler rasterization method to areas where ray tracing is not essential.
Solution Approach 2:
The patent applies different rendering qualities to different regions of the image. Ray tracing is applied locally to areas requiring high photorealism (such as reflective surfaces or transparent objects), while rasterization is used for areas where computational resources are better allocated elsewhere. This local quality approach optimizes the balance between image quality and processing time.
2Productivity
If multiple GPUs are used for graphics processing, then processing power and rendering speed are improved, but system complexity and coordination difficulty increase
Solution Approach 1:
The patent merges multiple GPUs into a unified rendering system where different GPUs can execute ray tracing and rasterization operations simultaneously. By combining the computational power of multiple GPUs, the system achieves higher rendering speed while managing complexity through coordinated operation of the unified architecture.
Solution Approach 2:
The patent creates a universal graphics processing system where different GPUs can perform multiple functions (ray tracing, rasterization, shader execution) through standardized interfaces and shared memory spaces. This multi-functionality reduces the need for separate dedicated hardware for each function, thereby reducing overall system complexity while maintaining high productivity.
3Productivity
If shader sharing interface is implemented between GPUs, then resource utilization and processing efficiency are improved, but interface complexity and synchronization requirements increase
Solution Approach 1:
The patent introduces a shared memory space and standardized memory access protocols as intermediaries between GPUs. This intermediary mechanism enables efficient data sharing and resource access between different GPUs without requiring complex direct communication interfaces, thereby improving processing efficiency while managing interface complexity through the mediating memory layer.
Solution Approach 2:
The patent utilizes memory access patterns and data transmission parameters as mechanisms for shader sharing. By optimizing memory access parameters and data formats, the system achieves efficient resource utilization between GPUs. The parameter-based approach allows for flexible and efficient communication without requiring complex interface protocols, balancing productivity improvement with complexity management.
Data Source
AI summary
Disclosed is a graphics processing apparatus based on hybrid GPU architecture. The graphics processing apparatus includes: an acceleration structure generation unit generating an acceleration structure based on geometry data related to a 3D scene; a ray tracing unit performing ray tracing based on the acceleration structure; and a rasterization unit including a sharing interface for shader-sharing with the ray tracing unit and performing rasterization rendering by sharing shading information generated from a result of the ray tracing.


