Programmable Texture Sampling with Offset Positions

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Solution Overview

Problem

Existing texture filtering techniques, such as the 2 by 2 filter kernel, are inefficient in accessing and filtering non-adjacent texels in applications like shadow mapping and HDR rendering, leading to suboptimal performance and bandwidth underutilization when sampling more than four texels per pixel.

Innovation Solution

A method and system that allow for texture operations with user-specified offset positions, enabling flexible and efficient sampling of texels by deriving destined texel positions based on original sample positions and user-specified offsets, and fetching texel attributes for operations like shadow mapping and HDR rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a 2 by 2 filter kernel is used to access texels, then the filter kernel can access four adjacent texels in a single clock cycle, but it cannot efficiently access more than four sparsely distributed texels per pixel, leading to suboptimal performance and bandwidth underutilization

Engineering Contradiction:
Improvetexture access efficiencyVSAvoidflexibility in texel sampling
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent implements dynamic filter kernel configuration where the filter kernel size and shape can be programmably adjusted based on the specific rendering application requirements. The system allows dynamic specification of offset positions to determine which texels to sample, enabling the filter kernel to adapt from a fixed 2x2 configuration to various custom configurations that can access any desired texel distribution pattern.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameters of the filter kernel by allowing programmable specification of offset positions and filter kernel dimensions. Instead of being fixed at 2x2, the filter kernel can be configured with different sizes and offset patterns to match the specific needs of applications like shadow mapping or HDR rendering, thereby optimizing texture access efficiency for each use case.

Inventive Principle:
Principle #35Parameter changes

2Productivity

If a 2 by 2 filter kernel is used to access texels, then the hardware structure remains simple, but the bandwidth utilization becomes inefficient when more than four texels need to be accessed per pixel

Engineering Contradiction:
Improvetexture bandwidth utilizationVSAvoidfilter kernel configuration complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent creates a universal texture sampling system that can handle multiple different texel access patterns through a single unified mechanism. By implementing programmable offset positions and filter kernel configurations, the same hardware architecture can efficiently support various rendering applications (shadow mapping, HDR rendering, etc.) without requiring separate dedicated hardware for each application type, thus improving bandwidth utilization while managing complexity through software-based configuration.

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

3Adaptability or versatility

If the 2 by 2 filter kernel bilinearly weights the sampled texels, then the filtering is simple and fast, but the weighting may not be optimal for certain texturing applications like shadow mapping and HDR rendering

Engineering Contradiction:
Improvefiltering method adaptabilityVSAvoidfiltering computation efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent implements dynamic filtering methods where the weighting function can be programmably adjusted based on the specific application requirements. Instead of being fixed at bilinear weighting, the system can dynamically switch to different weighting functions (e.g., area-weighted, distance-weighted, or custom user-defined functions) to optimize the filtering process for applications like shadow mapping or HDR rendering while maintaining computational efficiency through hardware-accelerated programmable filtering.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS7924290B2Method and system for processing texture samples with programmable offset positions
Publication Date: 2011.04.12 NVIDIA CORP
  • US7924290B2 patent drawing
  • US7924290B2 patent drawing
  • US7924290B2 patent drawing

AI summary

A method and system for performing a texture operation with user-specified offset positions are disclosed. Specifically, one embodiment of the present invention sets forth a method, which includes the steps of deriving a first destined texel position based on an original sample position associated with a pixel projected in a texture map and a first offset position specified by a user and fetching texel attributes at the first destined texel position for the texture operation.