Object-Space Shading UV Layering for Triangle ID Mapping

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Solution Overview

Problem

Conventional shading methods face challenges in mapping texture-space coordinates to object geometry identifiers, leading to memory inefficiencies and increased computational overhead due to overlapping triangles and out-of-bounds coordinates, which affect rendering performance.

Innovation Solution

A method of splitting UV coordinate data into UV layers with non-overlapping triangles within a 0-1 range, generating triangle IDs for these layers, and using two-dimensional ray tracing to reduce memory overhead and increase flexibility.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If pre-computed mapping of texture-space coordinates into geometry identifiers is used, then mapping between texture-space and geometry is achieved, but memory consumption increases significantly

Engineering Contradiction:
Improvemapping accuracyVSAvoidmemory consumption
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent segments the UV coordinate space into multiple UV layers, where each layer contains non-overlapping triangles with coordinates within the 0-1 range. This segmentation allows the system to process only relevant triangles for each pixel without requiring pre-computed mappings for all triangles, thereby reducing memory consumption while maintaining mapping accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces a new dimension by adding a UV layer index to the traditional UV coordinates, transforming the 2D UV space into a 3D space (U, V, layer_index). This dimensional extension enables unique addressing of triangles across multiple layers without requiring excessive memory, as the layer index provides an additional degree of freedom for organizing geometry identifiers.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Reliability

If overlapping triangles and out-of-bounds coordinates are processed, then complete geometry coverage is achieved, but computational overhead increases

Engineering Contradiction:
Improvegeometry coverageVSAvoidrendering performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent segments triangles into different UV layers based on their coordinate ranges and overlap relationships. By organizing triangles into discrete layers where each layer contains non-overlapping triangles, the system eliminates the need to process overlapping triangles multiple times, thereby maintaining complete geometry coverage while reducing computational overhead.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent performs preliminary organization of triangles into UV layers during a pre-processing step, where triangles are sorted and assigned to appropriate layers based on their UV coordinates. This preliminary action ensures that during the actual rendering phase, only non-overlapping triangles need to be processed, significantly reducing computational overhead while maintaining complete geometry coverage.

Inventive Principle:
Principle #10Preliminary action

3Manufacturing precision

If multiple resolutions are rendered, then image quality is improved, but memory requirements increase

Engineering Contradiction:
Improveimage qualityVSAvoidmemory requirements
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent implements a dynamic UV layering system where the number and configuration of UV layers can be adjusted based on the required resolution and complexity of the geometry. For lower resolutions, fewer UV layers are used, reducing memory requirements. For higher resolutions, the system can dynamically increase the number of layers or the detail within each layer, thereby maintaining image quality while optimizing memory usage according to actual needs.

Inventive Principle:
Principle #15Dynamics

4Adaptability or versatility

If custom texture space coordinates with additional U-V channel are used, then mapping flexibility is improved, but implementation complexity increases

Engineering Contradiction:
Improvemapping flexibilityVSAvoidimplementation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a universal UV layering framework that can handle various types of UV coordinate configurations (overlapping, out-of-bounds, multi-resolution) through a single standardized approach. By defining UV layers as a general concept that works across different scenarios, the system achieves mapping flexibility without requiring separate custom solutions for each case, thereby reducing implementation complexity while maintaining versatility.

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

Data Source

PatentUS20260038196A1Method of geometry processing for object-space shading and rendering apparatus
Publication Date: 2026.02.05 HUAWEI CLOUD COMPUTING TECHNOLOGIES CO LTD
  • US20260038196A1 patent drawing
  • US20260038196A1 patent drawing
  • US20260038196A1 patent drawing

AI summary

To provide efficient triangle index mapping for an object-space shading, a geometry processing includes splitting UV coordinate data of an object to be shaded into UV layers so that each UV layer comprises non-overlapping triangles with coordinates within a 0-1 range, and generating triangle index, ID, information for the UV layers to be used for the object-space shading with a ray tracing of triangle IDs for sample points in the UV layers. As a result, a unique texture space with non-overlapping triangles within the 0-1 range is provided to store texture-space shading. A rendering apparatus configured for such geometry processing is beneficial to provide an efficient solution for building an object-space shading framework.