Shading Normal Vector Adaptation for Tessellated Surface Rendering

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing image rendering technologies using tessellated surfaces often result in visual artifacts like faceting due to disparities between target and tessellated surface shapes, leading to invalid reflection directions and edge discontinuities, especially when shading normal vectors are not aligned with the viewing direction.

Innovation Solution

A method to adjust shading normal vectors by calculating a normalized adjusted shading normal vector through a correction vector that ensures the resulting reflection vector lies on or above the tessellated surface, minimizing artifacts and maintaining image quality.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Shape

If shading normal vectors are interpolated over tessellated surfaces to reduce faceting artifacts, then surface smoothness is improved, but reflection validity deteriorates when shading normals are not aligned with viewing direction

Engineering Contradiction:
Improvesurface smoothnessVSAvoidreflection validity
Core Design Contradiction:
ShapeVSReliability

Solution Approach 1:

The patent changes the parameters of the normal vector by calculating a correction vector that adjusts the shading normal vector's direction. This correction vector is computed based on the difference between the shading normal and the geometric normal, ensuring the adjusted normal produces valid reflection directions while maintaining smoothness.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements feedback by using the geometric normal (derived from the tessellated surface geometry) to correct the shading normal (derived from vertex interpolation). This feedback loop ensures that the shading normal is continuously adjusted to maintain alignment with the actual surface geometry, preventing invalid reflections.

Inventive Principle:
Principle #23Feedback

2Shape

If blending shading normal vectors is used to improve smoothness, then visual continuity is improved, but edge discontinuities and darkening artifacts are introduced

Engineering Contradiction:
Improvevisual continuityVSAvoidedge discontinuities
Core Design Contradiction:
ShapeVSObject-generated harmful factors

Solution Approach 1:

The patent applies local quality by calculating the correction vector specifically at locations where the shading normal deviates from the geometric normal. The correction is applied locally based on the dot product between the shading normal and geometric normal, ensuring that only the necessary adjustment is made at each point without affecting the overall smoothness.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent converts the harmful effect of normal vector misalignment (which causes edge discontinuities) into a beneficial correction by using the misalignment information itself to compute the correction vector. The dot product of the shading normal and geometric normal, which initially indicates the problem, becomes the basis for the correction that eliminates the artifact.

Inventive Principle:
Principle #22Blessing in disguise (Convert harm into benefit)

3Measurement precision

If correction vectors are added to reflection vectors to ensure validity, then reflection direction accuracy is improved, but computational complexity increases

Engineering Contradiction:
Improvereflection direction accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent applies partial action by calculating the correction vector only when necessary, based on the dot product threshold between shading normal and geometric normal. Instead of always performing the full correction calculation, the system applies correction only where needed, reducing overall computational complexity while maintaining accuracy where required.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10565781B2View-dependant shading normal adaptation
Publication Date: 2020.02.18 NVIDIA CORP
  • US10565781B2 patent drawing
  • US10565781B2 patent drawing
  • US10565781B2 patent drawing

AI summary

A method of adjusting a shading normal vector for a computer graphics rendering program. Calculating a normalized shading normal vector pointing outwards from an origin point on a tessellated surface modeling a target surface to be rendered. Calculating a normalized outgoing reflection vector projecting from the origin point for an incoming view vector directed towards the origin point and reflecting relative to the normalized shading normal vector. Calculating a correction vector such that when the correction vector is added to the normalized outgoing reflection vector a resulting vector sum is yielded that is equal to a maximum reflection vector, wherein the maximum reflection vector is on or above the tessellated surface. Calculating a normalized maximum reflection vector by normalizing a vector sum of the correction vector plus the maximum reflection vector. Calculating a normalized adjusted shading normal vector by normalizing a vector difference of the normalized maximum reflection vector minus the incoming view vector.