Semi-Transparent Surface Rendering via Random Sample Selection

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Solution Overview

Problem

Traditional techniques for rendering pixels with multiple semi-transparent surfaces are computationally expensive and result in unwanted artifacts when objects overlap in depth, due to the need for sorting these surfaces.

Innovation Solution

A method that identifies a pixel, generates a plurality of samples, and selects a subset of samples for each semi-transparent surface in a random manner, allowing the pixel to be rendered using these selected samples without the need for surface sorting.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If semi-transparent surfaces are sorted prior to rendering, then rendering accuracy is improved, but computational expense increases

Engineering Contradiction:
Improverendering accuracyVSAvoidcomputational expense
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent applies preliminary action by pre-calculating and storing the depth values of semi-transparent surfaces in a depth buffer during the rendering process. This preliminary storage of depth information allows the system to later determine the correct ordering of surfaces without performing expensive real-time sorting operations, thus reducing computational expense while maintaining rendering accuracy.

Inventive Principle:
Principle #10Preliminary action

2Ease of operation

If semi-transparent surfaces are sorted at object level, then processing is simplified, but unwanted artifacts occur when objects overlap in depth

Engineering Contradiction:
Improveprocessing simplicityVSAvoidrendering quality
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent transitions from two-dimensional surface sorting to three-dimensional depth-based processing by utilizing the depth buffer to store and compare depth values. This dimensional shift allows the system to correctly handle overlapping objects at different depths without requiring complex surface sorting, thereby maintaining processing simplicity while eliminating rendering artifacts and improving reliability.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

3Quantity of substance

If traditional rendering techniques are used for multiple semi-transparent surfaces, then comprehensive coverage is achieved, but computational expense increases and artifacts are produced

Engineering Contradiction:
Improvesurface coverageVSAvoidrendering efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent introduces a depth buffer as an intermediary data structure that stores depth information for all semi-transparent surfaces. This intermediary allows the rendering system to process multiple surfaces efficiently by comparing depth values against the buffer, avoiding expensive sorting operations while ensuring comprehensive coverage of all surfaces. The depth buffer acts as a mediator between the multiple semi-transparent surfaces and the final rendered image, improving productivity without sacrificing coverage.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8659616B2System, method, and computer program product for rendering pixels with at least one semi-transparent surface
Publication Date: 2014.02.25 NVIDIA CORP
  • US8659616B2 patent drawing
  • US8659616B2 patent drawing
  • US8659616B2 patent drawing

AI summary

A system, method, and computer program product are provided for rendering pixels with multiple semi-transparent surfaces. In use, a pixel is identified. Additionally, an operation to generate a plurality of samples for the pixel is performed. Further, a subset of the samples for each of at least one semi-transparent surface associated with the pixel is selected at least in part in a random manner. Moreover, the pixel is rendered utilizing the selected subset of the samples for each of the at least one semi-transparent surface.