Sub-pixel Texture Mapping for High-Frequency Rendering

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Solution Overview

Problem

Conventional texture mapping in computer graphics systems samples all color components in the same area, leading to suboptimal imaging quality, especially for high-frequency textures and acute angle views, without efficiently utilizing sub-pixel control in display devices.

Innovation Solution

The method divides a texture source image area into sub-areas for each color component (red, green, blue) corresponding to a pixel, sampling and filtering each sub-area separately to obtain accurate color values for sharper imaging, which can be implemented on a GPU without additional bandwidth requirements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If all color components are sampled in the same area on the texture source image, then the sampling process is simple, but the imaging quality is suboptimal especially for high-frequency textures and acute angle views

Engineering Contradiction:
Improveimaging qualityVSAvoidsampling process complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent divides the sampling area into multiple sub-areas, with each sub-area dedicated to sampling a specific color component (R, G, or B). This segmentation allows each color component to be sampled from its own optimized region, improving imaging quality for high-frequency textures and acute angle views while maintaining a structured sampling process that can be efficiently implemented on the GPU.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If sub-pixel control is utilized in display devices, then sharper imaging is achieved, but additional bandwidth is required

Engineering Contradiction:
Improvesub-pixel control precisionVSAvoidbandwidth
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent applies local quality by assigning different sampling characteristics to different color components. Each color component (R, G, B) is sampled from a specifically optimized sub-area tailored to its properties, allowing the system to achieve sharp sub-pixel control for each color channel while efficiently utilizing the existing bandwidth without requiring additional data transmission capacity.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS9412194B2Method for sub-pixel texture mapping and filtering
Publication Date: 2016.08.09 NVIDIA CORP
  • US9412194B2 patent drawing
  • US9412194B2 patent drawing
  • US9412194B2 patent drawing

AI summary

A method for sub-pixel texture mapping and filtering is provided. The method includes the steps of: dividing an area on a source image into a red (R) sub-area, a green (G) sub-area, and a blue (B) sub-area, where the area on the source image is corresponding to a pixel of a destination image presented by a display device; sampling the R sub-area to obtain a R color value, sampling the G sub-area to obtain a G color value, and sampling the B sub-area to obtain a B color value; and rendering R, G, B color components of the pixel of the destination image according to the R color value, the G color value, and the B color value.