Soft Occlusion Rendering for Z-Fighting Elimination

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Solution Overview

Problem

Conventional hidden surface algorithms in computer graphics face challenges with accurately handling ambiguities in co-planar surfaces, leading to flickering artifacts due to numerical precision issues and quantization errors, particularly in z-fighting and z-tearing phenomena.

Innovation Solution

The implementation of soft occlusion methods, which treat surfaces as having a probability distribution in depth, allowing for analytical or stochastic computation of expected color contributions to blend surfaces smoothly, thereby avoiding draw-order dependence and reducing artifacts from nearly co-planar surfaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional hidden surface algorithms (z-buffering) are used to sort geometry into occlusion order, then rendering speed is improved, but z-fighting artifacts occur due to quantization errors in depth precision

Engineering Contradiction:
Improverendering speedVSAvoiddepth precision
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent changes the parameter representation from discrete depth values to continuous probability density functions. Instead of storing a single quantized depth value in the z-buffer, the system maintains a probability distribution that represents uncertainty in depth ordering. This allows for smooth blending between surfaces based on their relative depth probabilities, eliminating z-fighting artifacts while maintaining rendering efficiency through GPU-accelerated probability density function operations.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If object-space sorting algorithms are used to handle coplanar surfaces, then occlusion ordering is improved, but numerical precision issues cause instability and flickering artifacts

Engineering Contradiction:
Improveocclusion ordering stabilityVSAvoidnumerical precision
Core Design Contradiction:
ReliabilityVSMeasurement precision

Solution Approach 1:

The patent applies preliminary action by pre-computing depth probability density functions for each surface before the actual rendering and occlusion determination. These probability distributions are prepared in advance and then used to stochastically determine visibility during rendering. This preliminary preparation of probability information allows the system to handle coplanar surfaces stably without suffering from numerical precision issues during the critical occlusion ordering phase.

Inventive Principle:
Principle #10Preliminary action

3Manufacturing precision

If z-buffer precision is increased to reduce z-tearing artifacts, then depth accuracy is improved, but memory bandwidth and storage requirements increase

Engineering Contradiction:
Improvedepth accuracyVSAvoidmemory bandwidth
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent substitutes the traditional mechanical z-buffer depth comparison mechanism with a probabilistic model. Instead of increasing z-buffer precision to reduce artifacts, the system uses probability density functions that naturally represent depth uncertainty. This substitution allows the system to achieve smooth depth transitions and eliminate z-tearing without requiring increased memory bandwidth or storage, as the probability distributions can be efficiently represented and manipulated using standard floating-point arithmetic.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS8698799B2Method and apparatus for rendering graphics using soft occlusion
Publication Date: 2014.04.15 ADOBE INC
  • US8698799B2 patent drawing
  • US8698799B2 patent drawing
  • US8698799B2 patent drawing

AI summary

Methods and apparatus for hidden surface removal with soft occlusion. Soft occlusion methods are described that treat surfaces as having a degree of uncertainty in depth. The soft occlusion methods may, for example, be used to remove artifacts from rendered images due to nearly coplanar surfaces or to render novel effects such as soft intersections between objects including consistent shadows and other global illumination effects. The soft occlusion methods may compute the ‘expected’ or average image given depth probability density functions. This has the effect of visually blending together surfaces that are close together in depth, leading to soft intersections. The computation of soft occlusion may be achieved analytically, for certain probability density functions, or stochastically. The stochastic soft occlusion methods extend the approach to a probability distribution of models, which allows for the effects of shadows and other global illumination effects to be included.