Polygon Mesh Generation for Graphics Rendering Efficiency

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Solution Overview

Problem

In computer graphics, rendering transparent pixels within quads consumes resources and wastes fill rate, especially when using convex hulls that include unnecessary transparent pixels like holes and openings, leading to inefficient processing.

Innovation Solution

The method creates polygon meshes with concavities and convexities that closely match the input image, discarding unnecessary pixels and using polygon reduction algorithms to ensure full coverage, thereby reducing the number of rendered pixels and increasing processing speed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a convex hull is created to encapsulate sprite pixels, then the number of rendered pixels is reduced compared to a simple quad, but transparent pixels within the hull (such as holes and openings) are still unnecessarily rendered

Engineering Contradiction:
Improverendering efficiencyVSAvoidfill rate consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent segments the convex hull into multiple polygons by detecting transparent pixel regions (holes and openings) and creating separate polygon elements for each visible region. This segmentation allows the rendering system to process only the visible portions of the sprite, excluding transparent areas from rendering operations, thereby reducing fill rate consumption while maintaining the simplified structure benefit of hull-based rendering.

Inventive Principle:
Principle #1Segmentation

2Reliability

If all pixels within a quad are rendered, then complete image coverage is ensured, but resources are wasted processing transparent pixels that do not contribute to the displayed image

Engineering Contradiction:
Improveimage completenessVSAvoidprocessing speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent extracts and identifies transparent pixel regions within the sprite image by analyzing alpha channel values. These transparent regions are then excluded from the rendering process by creating polygon meshes that only cover visible areas. This extraction approach ensures that only contributing pixels are processed, maintaining image completeness while significantly improving processing speed by eliminating unnecessary transparent pixel rendering.

Inventive Principle:
Principle #2Taking out (Extraction)

3Reliability

If read-modify-write logic is applied to every pixel in a quad with alpha channel, then transparent pixels are properly handled, but processing overhead increases significantly

Engineering Contradiction:
Improvetransparent pixel handlingVSAvoidprocessing logic complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent performs preliminary analysis of the sprite image to identify and mark transparent pixel regions before the rendering process begins. By pre-processing the image data to determine which pixels are transparent and should be excluded, the system eliminates the need for read-modify-write logic during the actual rendering phase. This preliminary action simplifies the rendering pipeline while ensuring transparent pixels are correctly handled, reducing both processing overhead and device complexity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9773331B2Methods and systems for efficient graphics rendering
Publication Date: 2017.09.26 DISNEY ENTERPRISES INC
  • US9773331B2 patent drawing
  • US9773331B2 patent drawing
  • US9773331B2 patent drawing

AI summary

Methods and systems are disclosed for generating a polygon mesh that may have concavities and/or holes. One example of such a method includes generating a polygon grid, adjusting the grid to fit input image dimensions, adjusting the polygons within the grid to fit detected pixels of interest, simplifying the resulting polygon collection to reduce the total number of polygons, and generating a polygon mesh based on the simplified collection of polygons.