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

VSEngineering 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

Engineering Contradiction:
Improverendering efficiencyVSAvoidprocessing time
Core Design Contradiction:
ProductivityVSLoss of time

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

Inventive Principle:
Principle #10Preliminary action

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

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

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

Engineering Contradiction:
Improverendering efficiencyVSAvoidcomputing bandwidth usage
Core Design Contradiction:
ProductivityVSUse of energy by moving object

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

Inventive Principle:
Principle #10Preliminary action

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

Inventive Principle:
Principle #26Copying

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

Engineering Contradiction:
Improveprocessing timeVSAvoidsystem complexity
Core Design Contradiction:
Loss of timeVSDevice complexity

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

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS8810572B2Tessellation cache for object rendering
Publication Date: 2014.08.19 QUALCOMM INC
  • US8810572B2 patent drawing
  • US8810572B2 patent drawing
  • US8810572B2 patent drawing

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.