Polygon Mesh Generation for Sprite Rendering Efficiency

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Solution Overview

Problem

In computer graphics, rendering transparent pixels within a quad or convex hull consumes unnecessary resources, as these pixels do not contribute to the sprite image, leading to waste of finite fill rate in rendering hardware, especially when an alpha channel is involved.

Innovation Solution

Generating a polygon mesh by scanning image lines to identify pixel run lengths of interest, building rectangles based on these, and iteratively simplifying them to reduce the number of rectangles, ultimately creating a mesh that encompasses only visible pixels, thereby minimizing the number of transparent pixels rendered.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a quad is used to render a sprite, then the sprite can be rendered onto the background, but transparent pixels are unnecessarily rendered consuming finite fill rate resources

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

Solution Approach 1:

The patent segments the quad into multiple convex polygons (convex hulls) that tightly enclose the visible pixels of the sprite. By dividing the original quad into smaller convex regions, the rendering system can exclude transparent pixels from each segment, thereby reducing overall fill rate consumption while maintaining complete sprite coverage.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts and removes transparent pixels from the rendering process by generating convex hulls that precisely bound only the visible pixel regions. This extraction eliminates unnecessary transparent pixel rendering, freeing up fill rate resources for other rendering operations.

Inventive Principle:
Principle #2Taking out (Extraction)

2Loss of energy

If a convex hull is generated to encapsulate sprite pixels, then the number of transparent pixels is reduced, but many transparent pixels may still be included

Engineering Contradiction:
Improvefill rate consumptionVSAvoidpixel coverage accuracy
Core Design Contradiction:
Loss of energyVSManufacturing precision

Solution Approach 1:

The patent applies segmentation by dividing the sprite into multiple convex hulls, each tightly enclosing a specific visible region. This segmentation allows precise control over which pixels are rendered in each convex region, minimizing transparent pixel inclusion while ensuring complete coverage of all visible sprite pixels.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses partial action by rendering only the necessary visible pixels within each convex hull rather than rendering the entire quad. By applying rendering operations selectively to each convex region containing only visible pixels, the system achieves precise pixel coverage without the excess transparent pixel rendering that would occur with a single large convex hull or full quad.

Inventive Principle:
Principle #16Partial or excessive action

3Adaptability or versatility

If read-modify-write logic is required for every pixel within the quad due to alpha channel, then transparency can be handled, but resource consumption increases significantly

Engineering Contradiction:
Improvealpha channel supportVSAvoidprocessing resources
Core Design Contradiction:
Adaptability or versatilityVSLoss of energy

Solution Approach 1:

The patent extracts transparent pixels from the rendering pipeline by generating convex hulls that bound only visible pixel regions. This extraction eliminates the need to apply read-modify-write logic to transparent pixels, reducing processing resource consumption while maintaining full alpha channel functionality for the visible pixels that remain.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS9269174B2Methods and systems for generating a polygon mesh
Publication Date: 2016.02.23 ADEIA MEDIA HOLDINGS INC
  • US9269174B2 patent drawing
  • US9269174B2 patent drawing
  • US9269174B2 patent drawing

AI summary

The present application relates to methods and systems for generating polygon meshes. One example of a method for generating a polygon mesh includes scanning a plurality of lines of an image to determine one or more pixel run lengths of interest, building a collection of rectangles based on the one or more pixel run lengths from the plurality of lines, and simplifying the collection of rectangles by combining rectangles with similar widths and/or heights.