Graphics Processing System Pixel Shader Invocation Optimization

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Solution Overview

Problem

Conventional graphics rendering pipelines face inefficiencies due to unnecessary invocations of pixel shaders, especially when only depth samples are covered by primitives, leading to wasted computational overhead and reduced performance in rendering high-quality images for modern display resolutions.

Innovation Solution

Implementing a graphics processing system that takes multiple samples per pixel, with a greater number of depth samples than color samples, and only invoking the pixel shader when at least one color sample is covered, thereby reducing unnecessary shading computations and improving rendering efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If pixel shader is invoked for every covered sample including depth-only samples, then depth precision is improved, but computational overhead increases

Engineering Contradiction:
Improvedepth precisionVSAvoidcomputational overhead
Core Design Contradiction:
Measurement precisionVSLoss of energy

Solution Approach 1:

The patent extracts and separates depth sample processing from color sample processing. Depth-only samples are handled independently without invoking the pixel shader, while color samples continue to use full pixel shader processing. This separation eliminates unnecessary computational overhead for depth samples that don't require shading computations.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent segments samples into different categories: color samples and depth-only samples. Each segment is processed differently - color samples invoke pixel shaders while depth-only samples use simplified processing. This segmentation allows the system to optimize performance by applying appropriate processing levels to different sample types.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If multiple samples per pixel are used, then image quality is improved, but rendering performance deteriorates

Engineering Contradiction:
Improveimage qualityVSAvoidrendering performance
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies partial action by invoking pixel shaders only for color samples rather than all samples. Depth-only samples receive minimal processing without full shader invocations. This partial application of computationally intensive operations maintains image quality where needed while improving overall rendering performance.

Inventive Principle:
Principle #16Partial or excessive action

3Measurement precision

If depth samples exceed color samples per pixel, then depth buffer precision is improved, but memory bandwidth consumption increases

Engineering Contradiction:
Improvedepth buffer precisionVSAvoidmemory bandwidth consumption
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent extracts depth sample data from the full sample set and processes it separately from color samples. Depth values are read and processed independently, allowing the system to utilize high-resolution depth buffers for precision while managing memory bandwidth through selective processing rather than processing all samples uniformly.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentEP3693929B1Method for efficient construction of high resolution display buffers
Publication Date: 2024.05.01 SONY INTERACTIVE ENTERTAINMENT AMERICA LLC
  • EP3693929B1 patent drawingFigure 1A~1B
  • EP3693929B1 patent drawingFigure 2A~2B
  • EP3693929B1 patent drawingFigure 3A~3C

AI summary

Graphics processing systems and methods are disclosed which may minimize invocations to a pixel shader in order to improve efficiency in a rendering pipeline. In implementations of the present disclosure, a plurality of samples within a pixel may be covered by a primitive. The plurality of samples may include one or more color samples and a plurality of depth samples. The nature of the samples which were covered by the primitive may be taken into account before invoking a pixel shader to perform shading computations on the pixel. In implementations of the present disclosure, if at least one sample is covered by a primitive, but none of the samples are color samples, an invocation to a pixel shader may be avoided