Sparse Texture Memory Management via Dynamic Allocation

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Solution Overview

Problem

Existing graphics rendering systems inefficiently manage physical memory, often loading entire textures into memory even when only parts are necessary, leading to unnecessary memory usage and potential graphical quality sacrifices.

Innovation Solution

Implementing a method on a graphics processor to dynamically allocate memory for textures based on usage statistics, prioritizing and backing only frequently accessed portions, and using mipmap levels to optimize memory usage, allowing for fine-grained control over which textures or portions are loaded into physical memory.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If entire textures are loaded into physical memory, then graphical quality is maintained, but memory resources are wasted

Engineering Contradiction:
Improvegraphical qualityVSAvoidmemory usage
Core Design Contradiction:
ReliabilityVSQuantity of substance

Solution Approach 1:

The texture memory is segmented into multiple levels of detail (mipmaps), where each level represents a different resolution of the same texture. The system divides the texture data into hierarchical segments, allowing selective loading of only the necessary resolution levels into physical memory based on current rendering requirements, thus reducing overall memory usage while maintaining graphical quality for visible portions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The texture loading system is made dynamic by continuously monitoring usage statistics (access frequency, visibility, importance) and automatically adjusting which texture levels are loaded into physical memory. This dynamic adaptation allows the system to optimize memory usage in real-time based on actual rendering needs, loading high-resolution textures only when necessary and using lower-resolution versions otherwise.

Inventive Principle:
Principle #15Dynamics

2Quantity of substance

If only necessary texture portions are loaded, then memory resources are conserved, but access time may increase

Engineering Contradiction:
Improvememory usageVSAvoidtexture access time
Core Design Contradiction:
Quantity of substanceVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-loading texture data into multiple levels of detail (mipmaps) and maintaining usage statistics in advance. When a texture is needed, the system has already organized the data hierarchically and can quickly determine which level to load, avoiding last-minute processing delays and reducing actual access time despite selective loading.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system implements feedback mechanisms by continuously monitoring texture usage statistics (access frequency, visibility, importance metrics) and using this information to optimize future loading decisions. This feedback loop allows the system to learn from past access patterns and proactively load frequently used texture portions, thereby reducing access time for common operations while maintaining memory efficiency.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10896525B2Graphics system and method for use of sparse textures
Publication Date: 2021.01.19 APPLE INC
  • US10896525B2 patent drawing
  • US10896525B2 patent drawing
  • US10896525B2 patent drawing

AI summary

This disclosure includes example embodiments of graphics processor memory management systems that support the use of graphical textures that are not fully bound or “backed” in memory throughout their entire lifespans. Such graphical textures are referred to herein as “sparse textures.” According to some embodiments, sparse textures may be split into fixed-dimension pages in memory wherein, during execution, a user may indicate a desire to map certain pages to physical memory locations and populate such pages with the underlying data. In other embodiments, statistical information obtained from the graphics processor is used to aid in the determination of whether or not a given texture (or portion of a texture) needs physical memory backing. In yet other embodiments, the graphics processor may also enforce ordering guarantees, e.g., in instances when there are fewer pages in memory available than there is a need for backing of at a given moment in time.