Motion Adaptive Rendering Variable Rate Shading

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Solution Overview

Problem

Liquid crystal display (LCD) and organic light-emitting diode (OLED) systems suffer from eye-tracking motion blur when displaying motion or animation, leading to reduced visual quality at common interactive frame rates, as the statically displayed frames are smeared across the viewer's retina, and existing technologies face a trade-off between static image quality and frame rate.

Innovation Solution

Motion adaptive rendering using variable rate shading, which reduces the shading rate for regions with significant motion, allowing the rendering system to operate at a higher frame rate with improved visual quality by calculating pixel motion values and determining shading rates based on motion data, thereby masking any blur introduced by reduced shading rates.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the shading rate is reduced for regions with significant motion, then the frame rate can be increased and power consumption reduced, but the static image quality may deteriorate

Engineering Contradiction:
Improveframe rateVSAvoidstatic image quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies variable rate shading where different regions of the image are rendered at different shading rates based on their motion characteristics. Regions with significant motion are rendered at lower shading rates while regions with little or no motion maintain high shading rates, thus optimizing the trade-off between frame rate and image quality locally across the image canvas

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The shading rate is dynamically adjusted based on motion detection in each region. The system calculates pixel motion values and determines shading rates adaptively during rendering, allowing the rendering system to respond to changing scene dynamics and optimize performance in real-time

Inventive Principle:
Principle #15Dynamics

2Power

If the shading rate is reduced, then computational effort per frame decreases, but the blur introduced by reduced shading rates becomes more noticeable

Engineering Contradiction:
Improvecomputational effortVSAvoidrendering blur
Core Design Contradiction:
PowerVSObject-generated harmful factors

Solution Approach 1:

The patent exploits the eye-tracking motion blur effect, which naturally masks blur in regions being actively tracked by the viewer's eyes. By reducing shading rates in these specific regions, the harmful rendering blur is converted into a beneficial optimization, as the natural motion blur from eye tracking conceals the reduced detail from reduced shading

Inventive Principle:
Principle #22Blessing in disguise (Convert harm into benefit)

3Productivity

If the frame rate is increased to provide smoother visual experience, then motion blur from static frame display increases, but reducing frame rate improves computational efficiency

Engineering Contradiction:
Improvevisual smoothnessVSAvoidcomputational efficiency
Core Design Contradiction:
ProductivityVSPower

Solution Approach 1:

The system changes the rendering parameters (shading rate) based on the temporal frequency (frame rate) and motion characteristics. By adjusting shading rates dynamically, the system can operate at higher frame rates while maintaining computational efficiency, as the reduced shading in motion regions compensates for the increased number of frames being rendered

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11308658B2Motion adaptive rendering using variable rate shading
Publication Date: 2022.04.19 NVIDIA CORP
  • US11308658B2 patent drawing
  • US11308658B2 patent drawing
  • US11308658B2 patent drawing

AI summary

Motion adaptive shading increases rendering performance for real-time animation in graphics systems while maintaining dynamic image quality. Each frame of an animation is statically displayed within a refresh interval, while a viewer's eyes move continuously relative to the image when actively tracking a moving object being displayed. As a result, a statically displayed frame is essentially smeared across the viewer's continuously moving retina over the lifetime of the frame, causing a perception of blur referred to as an eye-tracking motion blur effect. A region of an image depicting a moving object may be rendered at a lower shading rate because eye-tracking motion blur will substantially mask any blur introduced by reducing the shading rate. Reducing an average shading rate for rendering frames reduces computational effort per frame and may advantageously allow a rendering system to operate at a higher frame rate to provide a smoother, clearer visual experience.