Immediate-Mode Tile Rendering With Depth Pre-Passes for Lower State Overhead
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Solution Overview
Problem
Existing graphics processing systems face inefficiencies in rendering three-dimensional scenes due to the complexity and resource requirements of managing in-memory state objects and repetitive assembly and shading of primitives during rendering processes.
Innovation Solution
Implementing a tile-based immediate mode renderer graphics pipeline with per-tile depth pre-passes, where primitives are partitioned into tiles, and each tile undergoes depth pre-pass operations followed by rendering and lighting stages, reducing the need for managing in-memory state objects and eliminating repetitive primitive assembly and shading.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If traditional graphics rendering is used with in-memory state objects, then rendering can be performed, but processing resources and time are consumed excessively and power consumption increases
Solution Approach 1:
The frame is divided into multiple tiles, and each tile is processed independently through per-tile depth pre-passes. This segmentation allows parallel processing of different tile regions, reducing the time required to manage in-memory state objects and eliminating repetitive primitive assembly and shading operations across the entire frame.
Solution Approach 2:
A per-tile depth pre-pass is performed before the main rendering stage to determine depth information for each tile. This preliminary action enables subsequent rendering stages to skip unnecessary operations for occluded regions, reducing overall processing resources and power consumption while maintaining rendering quality.
2Productivity
If primitives are rendered sequentially without tile-based partitioning, then rendering can be completed, but processing time and resource consumption increase
Solution Approach 1:
The rendering process is segmented into per-tile operations with independent depth pre-passes. Each tile can be processed in parallel, and the visibility determination for each tile is performed independently, significantly reducing the total processing time compared to sequential frame-wide rendering.
Solution Approach 2:
The per-tile depth pre-pass continuously determines depth information for all tiles without interruption, enabling overlapping computation with the main rendering stage. This continuous action eliminates idle time and maximizes processor utilization throughout the rendering pipeline.
3Ease of operation
If in-memory state objects are managed during rendering, then rendering operations can be performed, but device complexity and resource requirements increase
Solution Approach 1:
The patent extracts and eliminates the need for traditional in-memory state objects by using per-tile depth pre-passes that directly compute depth information during the rendering process. This extraction simplifies the rendering pipeline by removing complex state management overhead while maintaining rendering functionality.
Solution Approach 2:
The per-tile depth pre-pass performs self-contained depth determination for each tile without requiring external state objects. The system serves itself by computing necessary depth information directly during the rendering process, eliminating the need for separate state management mechanisms.
Data Source
AI summary
To render a batch of primitives, an acceleration unit (AU) first partitions a frame to be rendered into two or more tiles. For each primitive of the batch of primitives, the AU then determines whether the primitive is at least partially visible in each tile of the frame. Based on a primitive being at least partially visible in a tile, the AU stores geometry data of the primitive in the tile in a corresponding per-tile queue allocated to the tile. For each tile and using the geometry data in the per-tile queue allocated to the tile, the AU then performs one or more depth sub-passes to generate depth pre-pass data that is stored in the per-tile queue allocated to the tile. The AU then renders the batch of primitives based on the depth pre-pass data stored in the per-tile queues.


