Multilevel Tile Rendering with Dynamic Threshold Selection
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Solution Overview
Problem
Existing 3D graphic technologies, particularly ray tracing, require significant computational resources due to the high number of rendering pixels, which limits performance and image quality.
Innovation Solution
A multilevel selective rendering method that sets dynamic thresholds based on color differences between blocks, performing initial sampling and subsequent level-specific renderings to reduce the number of rendering pixels while maintaining image quality, allowing parallel processing of tiles.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If ray tracing technology is used to create realistic 3D graphics, then image quality is improved, but computational resources and rendering time are significantly increased
Solution Approach 1:
The image frame is divided into multiple tiles, and each tile is further divided into blocks. This hierarchical segmentation allows the rendering system to process only specific regions at high quality rather than the entire frame, reducing overall computational load while maintaining image quality in important areas.
Solution Approach 2:
The patent applies different rendering strategies to different regions of the image frame. Central regions (where human vision is most sensitive) receive higher quality rendering with lower thresholds, while edge regions use higher thresholds and more aggressive simplification. This local quality approach maintains perceived image quality while reducing total computation.
2Productivity
If the number of rendering pixels is reduced to improve performance, then rendering speed is improved, but image quality deteriorates
Solution Approach 1:
The patent uses dynamic threshold values that adjust based on the block's position in the image frame. Thresholds are lower for central regions and higher for edge regions, allowing the system to dynamically allocate rendering resources according to human visual sensitivity. This dynamic approach maintains image quality where it matters most while enabling performance optimization in less critical areas.
Solution Approach 2:
The patent changes the threshold parameter based on spatial position and visual importance. By modifying this key parameter dynamically across different regions, the system achieves a balance between rendering speed and image quality, reducing pixels in less important areas while maintaining quality in visually critical regions.
3Device complexity
If uniform thresholding is applied across the entire image frame, then implementation is simplified, but visual quality in central regions deteriorates
Solution Approach 1:
The patent implements region-specific thresholding where central regions use lower thresholds for higher quality and edge regions use higher thresholds for performance. This local quality differentiation addresses human visual sensitivity variations while maintaining manageable implementation complexity through systematic region classification.
Data Source
AI summary
A multilevel selective rendering method for increasing rendering performance, includes: setting a multilevel threshold for a current tile in a rendering process for an image frame divided into a plurality of tiles; generating initial sampling blocks by performing initial sampling for the current tile; generating first level blocks by performing first level selective rendering according to a first level threshold of the multilevel threshold based on the initial sampling blocks; generating second level blocks by performing second level selective rendering according to a second level threshold of the multilevel threshold based on the first level blocks; and initiating the multilevel selective rendering for a next tile of the current tile when multilevel selective rendering for the current tile is completed through repetition of level-specific selective renderings.


