Light Volume Culling for Decoupled Tile Shading

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Solution Overview

Problem

Existing three-dimensional graphics processing systems face inefficiencies in shading operations due to the heavy computational workload of complex pixel shading, which limits the frame rate and rendering performance, especially in dynamic scenes.

Innovation Solution

The implementation of decoupled shading techniques, including visibility passes and shade space shading operations, allows for the decoupling of shading operations from geometry processing, utilizing ray tracing and light volume analysis to efficiently identify contributing lights for each tile in world space, thereby reducing the computational burden of shading.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If complex pixel shading operations are performed, then rendering quality is improved, but frame rate and rendering performance deteriorate

Engineering Contradiction:
Improverendering qualityVSAvoidframe rate
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent divides the shading operation into separate passes: a visibility pass that determines which pixels need shading, and a shade space shading pass that performs the actual shading operations. This segmentation allows the system to process only visible pixels and decouple shading from geometry processing, improving frame rate while maintaining rendering quality for affected areas.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The visibility pass performs preliminary action by pre-determining which pixels are visible and need shading before the actual shading operations. This preliminary classification allows the shading operations to be performed more efficiently by focusing computational resources only on necessary pixels, thereby improving overall frame rate.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If shading operations are performed at every reconstruction frame, then rendering accuracy is maintained, but computational workload increases

Engineering Contradiction:
Improverendering accuracyVSAvoidcomputational workload
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent implements dynamic shading frequency by allowing shading operations to occur at a different frequency than reconstruction. The system dynamically adjusts when shading is performed based on visibility changes and scene requirements, rather than performing shading at every reconstruction frame. This reduces computational workload while maintaining rendering accuracy for dynamically affected pixels.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The shading operations are performed periodically based on visibility changes rather than continuously at every frame. The system identifies when shading is needed through visibility passes and schedules shading operations accordingly, creating a periodic action pattern that reduces overall computational workload while maintaining accuracy when needed.

Inventive Principle:
Principle #19Periodic action

3Manufacturing precision

If all lights are considered for every pixel, then lighting accuracy is improved, but processing time increases

Engineering Contradiction:
Improvelighting accuracyVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent extracts and separates the light contribution determination from the general shading process. By using visibility passes and shade space shading operations, the system identifies and processes only the lights that actually contribute to each pixel's appearance, rather than considering all lights for every pixel. This extraction reduces processing time while maintaining lighting accuracy for affected pixels.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system applies local quality by determining light contributions individually for each pixel or tile based on visibility and spatial relationships. Rather than uniformly processing all lights for all pixels, the system adapts the light consideration process to local requirements, processing only relevant lights for each specific pixel area, thereby reducing overall processing time.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250308149A1Light culling for decoupled shading
Publication Date: 2025.10.02 ADVANCED MICRO DEVICES INC
  • US20250308149A1 patent drawing
  • US20250308149A1 patent drawing
  • US20250308149A1 patent drawing

AI summary

A technique for rendering is provided. The technique includes generating a ray representative of an area of a tile of a shade space texture; and casting the ray into a scene of light volumes to generate a set of lights that contribute to shading operations of the tile. The tile is a tile to be shaded in a shade space shading operation. The ray is within the tile in world space. Intersection of the ray with a light volume is an indication that the tile is within the light volume. Identifying all light volumes that encompass a tile in this manner allows for identification of all lights that affect the tile, which allows for efficient shading operations to occur, as shading operations utilize information about which lights affect a tile to generate visual data for the tile.