Tessellation Cache for Efficient Object Rendering
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Solution Overview
Problem
The processing time and computing bandwidth usage for rendering mathematically-defined objects into rasterized formats are high, especially when objects undergo transformations such as scaling, translation, or rotation, as each transformation requires a new tessellation and conversion process, leading to inefficiencies in rendering complex objects.
Innovation Solution
Implementing a tessellation cache system that stores mathematically-defined objects and their transformations before conversion to a rasterized format, allowing for a single initial tessellation and subsequent transformations to be performed without repeated conversion processes, thereby reducing processing time and bandwidth usage.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If tessellation is performed for each transformation of a mathematically-defined object, then the rendering can be simplified into manageable units, but the processing time and computing bandwidth usage increase significantly
Solution Approach 1:
The patent performs tessellation in advance on mathematically-defined objects and stores the tessellated data in a cache before transformations are applied. When an object is transformed, the system retrieves the pre-tessellated data from cache rather than re-tessellating, significantly reducing processing time for subsequent transformations while maintaining rendering efficiency
Solution Approach 2:
The system prepares and caches tessellated object data beforehand to cushion against the computational expense of repeated tessellation operations. This pre-computation creates a buffer that absorbs the processing time cost, allowing rapid transformations and rendering operations to follow without incurring the full tessellation overhead each time
2Productivity
If tessellation is performed for each transformation of a mathematically-defined object, then the object can be converted into a rasterized format, but the computing bandwidth usage increases
Solution Approach 1:
The system performs tessellation as a preliminary action and caches the results, so that subsequent transformations can be applied to the already-tessellated data without requiring additional tessellation bandwidth. This separates the computationally intensive tessellation step from the lighter transformation operations
Solution Approach 2:
The patent creates a cached copy of the tessellated object data that can be reused across multiple transformations. Instead of repeatedly computing tessellation for each transformation variant, the system copies the pre-computed tessellated data and applies transformations to the copy, dramatically reducing computing bandwidth consumption
3Loss of time
If a tessellation cache is implemented to store mathematically-defined objects and transformations, then processing time decreases, but the device complexity increases
Solution Approach 1:
The patent introduces a tessellation cache as an intermediary component between the mathematically-defined objects and the rendering pipeline. This cache mediates by storing pre-tessellated data and managing retrieval for transformations, simplifying the overall system architecture by centralizing the complex tessellation logic in a dedicated storage layer rather than distributing it across multiple transformation operations
Data Source
AI summary
A method of rendering an object comprises, with a processor, generating a data set that mathematically defines an object, tessellating the object into a number of smaller objects to form a number of data subsets, storing the data subsets in a memory cache, converting the data subsets into a rasterized object, and displaying the rasterized object on a display device. A system for rendering an object comprises a processor to generate a data set that mathematically defines an object, tessellate the object into a number of smaller objects to form data subsets, transform the data subsets using a linear operator, and store the data subsets in a memory cache, a graphics processor to convert the data subsets into a rasterized object and display the rasterized object on a display device and a memory cache to receive and store the data subsets.


