Shader Program Generation via XML and COM Interfaces

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Solution Overview

Problem

Existing 3-D rendering systems face challenges in efficiently generating and applying shader programs across different graphics application program interfaces and hardware platforms, requiring significant programming effort and inconsistency between applications and hardware.

Innovation Solution

A method and computer program product that generates shader programs by processing files associated with graphics effects, allowing for customization and compatibility with various graphics application program interfaces and hardware platforms, using XML files and Component Object Model (COM) interfaces to create shader code segments that can execute in multiple environments.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If shader programs are customized for each graphics application program interface and hardware platform, then compatibility and functionality are improved, but programming effort and complexity increase significantly

Engineering Contradiction:
Improvecompatibility across graphics interfaces and platformsVSAvoidprogramming effort and complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a universal shader program structure that can function across multiple graphics application program interfaces and hardware platforms. By designing shaders with platform-agnostic syntax and semantics, a single shader program can be deployed to different environments without requiring separate customizations for each platform, thereby reducing programming effort while maintaining broad compatibility.

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

Solution Approach 2:

The patent introduces an intermediary compilation system that translates high-level shader descriptions into platform-specific code. This mediator handles the complexity of adapting shaders to different graphics interfaces and hardware platforms, shielding artists and developers from the underlying complexity while ensuring proper deployment across diverse environments.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If artists are empowered to customize shader programs directly, then creative control and customization are improved, but the skill barrier and learning curve increase

Engineering Contradiction:
Improveartist-friendly customizationVSAvoidskill barrier for shader programming
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent introduces simplified, disposable shader building blocks that artists can use without needing to understand the underlying complex shader programming language. These high-level abstractions can be composed and modified easily, allowing artists to achieve creative goals without becoming full-fledged shader programmers, thereby lowering the skill barrier while maintaining creative control.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

Solution Approach 2:

The patent provides an intermediary toolset that translates artist-friendly parameters and high-level descriptions into actual shader code. This mediator layer allows artists to customize shaders through intuitive interfaces without needing to master complex programming syntax, effectively bridging the gap between creative intent and technical implementation.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Productivity

If shader programs are highly optimized for specific hardware platforms, then rendering performance is improved, but portability and reusability decrease

Engineering Contradiction:
Improverendering performanceVSAvoidportability across platforms
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent employs dynamic shader compilation where the same high-level shader description is automatically adapted and compiled for different hardware platforms at runtime or build time. This dynamic approach allows the shader to be optimized for specific platform capabilities while maintaining a single portable source definition, thereby achieving both performance optimization and portability.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent uses parameter-based shader descriptions where hardware-specific optimizations are achieved by changing compilation parameters rather than rewriting shader logic. The core shader program remains portable and reusable across platforms, while platform-specific parameters control optimization levels, feature sets, and target hardware capabilities, allowing performance tuning without sacrificing portability.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS8106904B2Shader program generation system and method
Publication Date: 2012.01.31 NVIDIA CORP
  • US8106904B2 patent drawing
  • US8106904B2 patent drawing
  • US8106904B2 patent drawing

AI summary

A method and computer program product are provided for generating a shader program. Included is a file associated with a graphics effect. In use, a shader program is generated based on processing of the file to apply the graphics effect to an object.