Solid Texture Map for GPU Bandwidth Reduction

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Solution Overview

Problem

Current graphics processing systems face high memory bandwidth requirements and performance degradation due to excessive texture lookups, especially for solid color partitions, which are not effectively addressed by existing texture compression methods.

Innovation Solution

The implementation of a lookup map for solid color regions in texture mapping, allowing for optimized encoding and decoding of graphics instructions without additional hardware support, and adaptive selection of shaders based on a threshold of solid color partitions to reduce memory bandwidth usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional texture mapping is used for solid color partitions, then texture lookup accuracy is maintained, but memory bandwidth consumption increases and performance degrades

Engineering Contradiction:
Improveframe rate performanceVSAvoidmemory bandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent changes the parameter representation by introducing a solid color indicator flag and solid color value that replaces full texture data for solid color partitions. This parameter transformation allows the system to distinguish between solid color and non-solid color regions, enabling optimized processing that reduces memory bandwidth consumption while maintaining rendering accuracy.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent extracts the solid color information from the texture data by analyzing partition characteristics and creating a separate solid color indicator. This extraction process separates the essential solid color property from the full texture mapping data, allowing the system to use minimal data representation for solid color regions while preserving complete texture data only where necessary.

Inventive Principle:
Principle #2Taking out (Extraction)

2Loss of energy

If texture compression methods are applied, then memory bandwidth usage is reduced, but solid color partitions are not effectively addressed and performance degradation occurs

Engineering Contradiction:
Improvememory bandwidth usageVSAvoidrendering performance
Core Design Contradiction:
Loss of energyVSProductivity

Solution Approach 1:

The patent applies local quality optimization by treating solid color partitions differently from non-solid color partitions. For solid color regions, it uses a simplified representation with solid color indicators and single-color data, while for non-solid color regions, it maintains full texture mapping. This localized differentiation optimizes memory bandwidth usage specifically for solid color areas without compromising the quality of complex texture regions.

Inventive Principle:
Principle #3Local quality

3Loss of energy

If adaptive shader selection is implemented, then memory bandwidth consumption is reduced for solid color areas, but device complexity increases

Engineering Contradiction:
Improvememory bandwidth consumptionVSAvoidshader selection complexity
Core Design Contradiction:
Loss of energyVSDevice complexity

Solution Approach 1:

The patent implements dynamic shader selection based on the solid color indicator flag. The system dynamically determines whether to use a simplified shader for solid color partitions or a full texture mapping shader for non-solid color partitions. This dynamic adaptation allows the rendering pipeline to adjust its complexity in real-time based on the actual content being rendered, optimizing performance for solid color regions while maintaining full functionality where needed.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentEP3180773B1Bandwidth reduction using texture lookup by adaptive shading
Publication Date: 2020.01.29 QUALCOMM INC
  • EP3180773B1 patent drawingFigure 1
  • EP3180773B1 patent drawingFigure 2
  • EP3180773B1 patent drawingFigure 3

AI summary

An example method of providing a solid texture map to a graphics processing unit (GPU) includes dividing a tile of renderable content into a plurality of partitions. The method also includes determining that a set of partitions of the plurality of partitions is a solid color. The method further includes generating a solid texture map indicating that the set of partitions of the plurality of partitions is a solid color. The method also includes providing access to the solid texture map to a GPU.