Sparse Texture Residency Map for GPU Memory Optimization

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Solution Overview

Problem

The increasing demand for faster graphics rendering with large textures exceeds the practical capacities of system memories, leading to slow texture operations and diminished presentation performance due to significant memory loading times and interference.

Innovation Solution

The implementation of a sparse texture residency translation map that allows for efficient texture processing by determining the finest Level of Detail (LOD) for texture lookup operations, using a PROBE instruction to track tiles and maintain a usage feedback map, and utilizing the finest LOD as a minimum clamp during texture lookup, thereby minimizing page faults and optimizing memory usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If large textures are loaded into system memory, then texture quality and resolution are improved, but memory capacity and loading time are exceeded

Engineering Contradiction:
Improvetexture resolutionVSAvoidmemory capacity
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The texture is divided into multiple level-of-detail (LOD) versions and stored in a hierarchical structure. Only the necessary portion (finest LOD) is loaded into memory based on the probe process results, rather than loading the entire high-resolution texture.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The probe process is performed in advance to determine the finest LOD that contains the required texels before the actual texture lookup operation. This preliminary action ensures that only the necessary texture data is loaded into memory, avoiding unnecessary memory usage.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If large textures are loaded into system memory, then texture completeness is improved, but loading time and presentation performance deteriorate

Engineering Contradiction:
Improvetexture completenessVSAvoidloading time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The probe process determines the required finest LOD in advance, allowing the system to load only the necessary texture data into memory before the presentation operation, thereby minimizing loading time while ensuring completeness.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically changes the LOD parameter based on the probe process results, loading only the appropriate level of detail into memory. This parameter adjustment optimizes the balance between texture completeness and loading time.

Inventive Principle:
Principle #35Parameter changes

3Speed

If all texture tiles are kept resident in memory, then texture access speed is improved, but memory usage and system efficiency deteriorate

Engineering Contradiction:
Improvetexture access speedVSAvoidmemory usage
Core Design Contradiction:
SpeedVSQuantity of substance

Solution Approach 1:

Instead of uniformly loading all texture tiles, the system selectively loads only the local region (finest LOD) that contains the required texels for the current operation, as determined by the probe process. This local quality approach optimizes memory usage while maintaining access speed for necessary data.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The probe process automatically determines the appropriate finest LOD and minimum clamp value, enabling the texture system to self-manage memory allocation without external intervention, thereby optimizing the balance between access speed and memory usage.

Inventive Principle:
Principle #25Self-service

4Quantity of substance

If minimum LOD clamp is applied during texture lookup, then memory usage is reduced, but texture operation complexity increases

Engineering Contradiction:
Improvememory usageVSAvoidoperation complexity
Core Design Contradiction:
Quantity of substanceVSDevice complexity

Solution Approach 1:

The probe process acts as an intermediary step between the texture coordinate input and the texture lookup operation. It determines the minimum LOD clamp value that will be applied during the lookup, simplifying the overall process by automating the parameter calculation.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system automatically calculates and applies the minimum LOD clamp value based on the probe process results, eliminating the need for manual intervention or complex external control logic, thereby managing the complexity internally while reducing memory usage.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS8860743B2Sparse texture systems and methods
Publication Date: 2014.10.14 NVIDIA CORP
  • US8860743B2 patent drawing
  • US8860743B2 patent drawing
  • US8860743B2 patent drawing

AI summary

Systems and methods for texture processing are presented. In one embodiment a texture method includes creating a sparse texture residency translation map; performing a probe process utilizing the sparse texture residency translation map information to return a finest LOD that contains the texels for a texture lookup operation; and performing the texture lookup operation utilizing the finest LOD. In one exemplary implementation, the finest LOD is utilized as a minimum LOD clamp during the texture lookup operation. A finest LOD number indicates a minimum resident LOD and a sparse texture residency translation map includes one finest LOD number per tile of a sparse texture. The sparse texture residency translation can indicate a minimum resident LOD.