Render to Texture Cull via Z-Buffer Visibility Constraints

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Solution Overview

Problem

Current render-to-texture mechanisms lose scene visibility information, making existing culling technologies ineffective for reducing the computational cost of dynamic textures in graphics processing.

Innovation Solution

A method involving a programmable graphics processor that processes fragment data to generate texture map addresses, determines relevance information, and uses a z cull unit to restrict rendering, thereby allocating virtual and physical memory efficiently for dynamic textures.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If render-to-texture is used to generate dynamic textures, then texture computation is enabled, but scene visibility information is lost

Engineering Contradiction:
Improvedynamic texture generation capabilityVSAvoidscene visibility information
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent performs preliminary depth testing and visibility determination before the render-to-texture operation. By pre-calculating which texels are visible and storing this information in a depth buffer, the system preserves visibility information that can be used to cull invisible regions during texture generation, thus resolving the information loss problem while maintaining dynamic texture capabilities

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces an intermediary depth buffer and visibility data structure that mediates between the scene geometry and the render-to-texture operation. This intermediary stores visibility information in a form that can be queried during texture computation, allowing the system to maintain both dynamic texture generation and visibility awareness simultaneously

Inventive Principle:
Principle #24Intermediary (Mediator)

2Manufacturing precision

If all texels are rendered for dynamic textures, then complete texture coverage is achieved, but computational cost increases

Engineering Contradiction:
Improvetexture coverage completenessVSAvoidrendering efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent extracts only the visible portion of the texture by using depth buffer information to identify and render only those texels that are actually visible from the camera viewpoint. This extraction approach eliminates the need to render invisible texels, significantly reducing computational cost while maintaining complete coverage of all visible texture regions

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent applies partial action by rendering only the necessary subset of texels rather than the entire texture. By using culling based on visibility information, the system performs exactly the right amount of rendering work - no more, no less - optimizing productivity while ensuring all visible areas are covered with appropriate precision

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS7382377B1Render to texture cull
Publication Date: 2008.06.03 NVIDIA CORP
  • US7382377B1 patent drawing
  • US7382377B1 patent drawing
  • US7382377B1 patent drawing

AI summary

Method and apparatus for processing one or more fragment data. In one embodiment, the method includes processing one or more fragment data to generate one or more texture map addresses for one or more texels, determining relevance information that correspond to the texture map addresses, and translating the relevance information into a rendering constraint data structure.