3D Graphics Pipeline Parallel Pixel Rendering

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Solution Overview

Problem

Conventional 3D graphics pipelines require dedicated hardware accelerators for pixel rendering, which are costly, power-consuming, and inflexible, limiting their performance and scalability, especially in handheld devices.

Innovation Solution

A software-based 3D graphics pipeline utilizing an interleaved multi-threading processor with shared memory, where the display area is divided into sub-screens, allowing multiple processing threads to process pixel rendering tasks in parallel, eliminating the need for a dedicated hardware graphics accelerator.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a dedicated hardware graphics accelerator is used for pixel rendering, then pixel rendering performance is improved, but device cost and power consumption increase

Engineering Contradiction:
Improvepixel rendering performanceVSAvoidpower consumption
Core Design Contradiction:
ProductivityVSUse of energy by stationary object

Solution Approach 1:

The patent segments the pixel rendering task by dividing the display area into multiple sub-screens, allowing different processing threads to handle different sub-screens simultaneously. This segmentation enables parallel processing using general-purpose CPU cores instead of requiring a dedicated hardware accelerator, thus improving rendering performance while reducing power consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent employs a multi-threading processor where general-purpose CPU cores perform pixel rendering tasks that were traditionally handled by dedicated hardware accelerators. By making the CPU cores universal and capable of handling multiple functions including pixel rendering through software implementation, the system eliminates the need for separate dedicated graphics hardware, reducing both cost and power consumption while maintaining performance.

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

2Productivity

If a dedicated hardware graphics accelerator is used for pixel rendering, then pixel rendering performance is improved, but silicon area and device cost increase

Engineering Contradiction:
Improvepixel rendering performanceVSAvoidsilicon area
Core Design Contradiction:
ProductivityVSArea of stationary object

Solution Approach 1:

The patent makes general-purpose CPU cores universal by enabling them to perform pixel rendering through software implementation. This eliminates the need for dedicated hardware accelerator circuits that would consume valuable silicon area in handheld devices. The same CPU cores that handle other processing tasks are now also capable of performing graphics rendering, thereby reducing overall silicon area requirements while maintaining rendering performance.

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

Solution Approach 2:

The patent uses software-based pixel rendering that replicates the functionality of hardware accelerators through instruction execution. Instead of implementing dedicated hardware circuits for each rendering function, the system uses software copies of rendering algorithms that execute on general-purpose processors, significantly reducing the silicon area required while maintaining the same rendering capabilities.

Inventive Principle:
Principle #26Copying

3Speed

If hardware graphics accelerators are used, then rendering speed is improved, but flexibility and scalability are reduced

Engineering Contradiction:
Improverendering speedVSAvoidflexibility
Core Design Contradiction:
SpeedVSAdaptability or versatility

Solution Approach 1:

The patent implements a dynamic software-based rendering system where the rendering pipeline can be programmatically configured and modified. Unlike fixed hardware accelerators, the software implementation allows runtime adjustments to rendering parameters, support for different graphics standards, and adaptation to various application requirements. The multi-threading architecture dynamically assigns tasks to available CPU cores, providing both speed and flexibility.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent enables parameter changes in the rendering pipeline through software control. Different rendering modes, resolution settings, and graphics standard versions can be implemented by changing software parameters rather than requiring hardware reconfiguration. This allows the system to adapt to different performance requirements and graphics standards while maintaining high rendering speeds through optimized software execution.

Inventive Principle:
Principle #35Parameter changes

4Device complexity

If triangles are processed sequentially in pixel rendering, then processing simplicity is maintained, but rendering performance is limited

Engineering Contradiction:
Improveprocessing simplicityVSAvoidrendering performance
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent segments the display area into multiple sub-screens, which allows the rendering pipeline to process different sub-screens in parallel using multiple CPU threads. This segmentation transforms the sequential processing bottleneck into a parallel processing opportunity, significantly improving rendering performance while maintaining relative processing simplicity through the structured division of work among threads.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements continuous useful action by keeping multiple CPU threads actively engaged in rendering different sub-screens simultaneously. Instead of idle time between triangle processing operations, the system continuously utilizes available CPU cores to process rendering tasks in parallel, eliminating idle cycles and maximizing rendering throughput while maintaining manageable complexity through structured thread management.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentEP2122575B1Quick pixel rendering processing
Publication Date: 2020.07.29 QUALCOMM INC
  • EP2122575B1 patent drawingFigure 1
  • EP2122575B1 patent drawingFigure 2
  • EP2122575B1 patent drawingFigure 3

AI summary

A three-dimensional (3D) graphics pipeline which processes pixels of sub-screens in the last stage (pixel rendering) in parallel and independently. The sub-screen tasks are stored in a list in a shared memory. The shared memory is accessed by a plurality of processing threads designated for pixel rendering. The processing threads seize and lock sub-screens tasks in an orderly manner and process the tasks to create the bit map for display on a screen. The tasks are created by dividing a display area having the vertex information superimposed thereon into MxN sub-screen tasks. Based on system profiling, M and N may be varied.