Multi-GPU Tiled Rendering with Variable Rate Shading
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Solution Overview
Problem
Traditional multi-display graphics processing unit (GPU) configurations face increased latency and power consumption due to rendering a single scene multiple times across multiple GPUs, leading to suboptimal performance in rendering visual content across multiple displays.
Innovation Solution
Implementing a multi-GPU, multi-display tiled rendering architecture with optimized variable rate shading, where the scene is partitioned into tiles and rendered efficiently across multiple GPUs, reducing redundant calculations and minimizing latency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the entire scene is rendered multiple times across multiple GPUs, then the visual content can be displayed across multiple displays, but latency increases and power consumption increases
Solution Approach 1:
The scene is divided into multiple tiles or quadrants, with each GPU responsible for rendering a specific tile. This segmentation eliminates redundant rendering across multiple GPUs while maintaining multi-display capability, as each GPU processes only its assigned portion of the scene independently.
Solution Approach 2:
The patent extracts and processes only the necessary portion of the scene for each display rather than rendering the entire scene on every GPU. By taking out and processing only the relevant tile data, latency is reduced while still achieving multi-display output.
2Adaptability or versatility
If the entire scene is rendered multiple times across multiple GPUs, then the visual content can be displayed across multiple displays, but power consumption increases
Solution Approach 1:
The scene is divided into multiple tiles or quadrants, with each GPU responsible for rendering a specific tile. This segmentation eliminates redundant rendering across multiple GPUs while maintaining multi-display capability, as each GPU processes only its assigned portion of the scene independently.
Solution Approach 2:
Each GPU performs only partial rendering of the overall scene rather than complete scene rendering. By performing exactly the necessary amount of work (partial action) without excess, power consumption is optimized while still achieving the required multi-display output.
3Reliability
If all meshes, textures, and resources are uploaded and rendered on each GPU, then complete scene rendering is achieved, but rendering efficiency decreases
Solution Approach 1:
The scene resources (meshes, textures, constant buffers) are partitioned and assigned to specific GPUs based on which tiles they are needed for. Each GPU receives only the resources required for its assigned tiles, eliminating redundant resource uploads and improving rendering efficiency while maintaining complete scene rendering.
Solution Approach 2:
Each GPU is configured with the specific resources it needs for its local tile rather than receiving all scene resources. This local quality approach ensures that each GPU has the necessary resources for complete rendering of its portion while avoiding the inefficiency of uploading unnecessary resources to every GPU.
Data Source
AI summary
Methods, systems and apparatuses provide for technology that intercepts one or more commands to set a first shading rate for offscreen regions of a scene, wherein the scene is associated with a plurality of graphics processors and a plurality of displays, and sets, on a per-graphics processor basis and a per-display basis, a second shading rate for the offscreen regions of the scene, wherein the second shading rate is less than the first shading rate.


