Modular Shader Construction System for Multi-Platform Graphics

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Solution Overview

Problem

Existing methods for constructing shaders in computer graphics are limited by the need for manual coding and integration, leading to inefficiencies in resource allocation and flexibility, especially when adding new functionality or supporting multiple platforms.

Innovation Solution

A system and method for automatically constructing shaders from modular components, allowing for on-demand assembly, optimization, and deployment of shaders based on selected components and platform indicators, enabling flexible and efficient rendering of graphics across various platforms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If manual coding and integration methods are used for constructing shaders, then developers can create custom shader functionality, but the process becomes time-consuming and resource-inefficient

Engineering Contradiction:
ImproveShader construction easeVSAvoidShader development time
Core Design Contradiction:
Ease of manufactureVSLoss of time

Solution Approach 1:

The shader construction process is segmented into modular components that can be independently selected, assembled, and optimized. Each shader component represents a discrete functional unit that can be combined through automated assembly, eliminating the need for manual coding of entire shaders and reducing development time while maintaining customization capability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system enables self-service shader construction through automated assembly mechanisms. The shader construction system automatically selects, combines, and optimizes shader components based on specified parameters and platform requirements, removing the manual labor from the shader creation process while allowing developers to define high-level shader behavior through configuration rather than code.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If shaders are pre-compiled for multiple platforms, then platform compatibility is improved, but resource allocation becomes inefficient due to storing multiple versions

Engineering Contradiction:
ImprovePlatform compatibilityVSAvoidShader storage resources
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

A universal shader component library is implemented where each component is designed to be platform-agnostic and can be adapted to multiple platforms through automated compilation. Instead of storing separate shader versions for each platform, the system stores a single set of modular components that can be dynamically assembled and compiled for any target platform, reducing storage requirements while maintaining broad platform compatibility.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The shader construction system employs dynamic platform adaptation rather than static pre-compilation. Shaders are constructed on-demand with platform-specific optimizations applied during the assembly process based on the target platform's characteristics. This dynamic approach allows a single component library to serve multiple platforms without requiring pre-compiled versions for each, eliminating the need to store multiple shader variants.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If modular shader components are used, then flexibility and reusability are improved, but shader construction complexity increases

Engineering Contradiction:
ImproveShader functionality flexibilityVSAvoidShader construction system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

An intermediary shader construction system is introduced that manages the complexity of modular component assembly. This intermediary layer provides automated selection, validation, and combination of shader components based on high-level specifications. The system handles the complex interactions between components transparently, allowing developers to work with simple component selections while the intermediary manages the underlying construction complexity, thus enabling flexibility without exposing complexity to the user.

Inventive Principle:
Principle #24Intermediary (Mediator)

4Productivity

If automated shader assembly is implemented, then productivity is improved, but the level of automation increases system complexity

Engineering Contradiction:
ImproveShader construction speedVSAvoidAssembly automation level
Core Design Contradiction:
ProductivityVSExtent of automation

Solution Approach 1:

Shader components are pre-prepared and organized in a standardized library with defined interfaces and validation rules before the assembly process. This preliminary organization of components with consistent structures and metadata enables automated assembly to proceed efficiently without requiring complex real-time decision-making. The pre-established component framework allows high-speed automated construction while keeping the automation logic relatively simple, as the system only needs to select and combine pre-validating components rather than create them from scratch.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11615575B2Methods and systems for constructing a shader
Publication Date: 2023.03.28 VERIZON PATENT & LICENSING INC
  • US11615575B2 patent drawing
  • US11615575B2 patent drawing
  • US11615575B2 patent drawing

AI summary

An illustrative shader construction system accesses a plurality of instructions based on a shader construction request. The plurality of instructions is associated with a shader component indicated in the shader construction request and includes a first instruction that relates to a selected platform indicated in the shader construction request and a second instruction that relates to a non-selected platform and that is incompatible with the selected platform. The shader construction system assembles a shader based on the plurality of instructions. The assembled shader is configured for use with the selected platform to perform a shader function implemented by the shader component. The shader construction system provides the assembled shader to a graphics rendering system configured to use the assembled shader to perform the shader function as part of rendering an image. Corresponding methods and systems are also disclosed.