Tessellation Data Processing for Vector Graphics Rendering
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Solution Overview
Problem
Existing tessellation methods in vector graphics processing require storing and retrieving Fill Information for all pixels, leading to high memory usage and bandwidth consumption, which slows down rendering capacity due to the need to search for intersections from top to bottom and left to right.
Innovation Solution
A data structure is constructed in memory with Xnode and Ynode content tables and information tables, where only effective intersections are recorded, allowing for efficient storage and retrieval of Fill Information based on X or Y coordinates, reducing memory footprint and eliminating the need for extensive intersection searches.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If Fill Information of all pixels is stored in memory, then complete coverage data is available, but memory footprint becomes large
Solution Approach 1:
The patent extracts only the essential intersection information from the complete pixel data. Instead of storing Fill Information for all pixels, it stores only intersection points and their coordinates in a compressed data structure, removing redundant information while maintaining the ability to determine pixel coverage.
Solution Approach 2:
The patent segments the continuous pixel data into discrete intersection points. By representing the vector graph as a set of intersection points with coordinates rather than individual pixel values, it creates a segmented, compressed representation that reduces memory usage while preserving essential coverage information.
2Reliability
If all memory data is retrieved by position from top to bottom and left to right, then all intersections can be found, but bandwidth consumption increases and rendering time increases
Solution Approach 1:
The patent performs preliminary organization of intersection data during the tessellation phase. Intersection points are pre-sorted and stored in an optimized data structure with their coordinates and Fill Information, so that during rendering, the system can directly access relevant intersections without performing exhaustive sequential searches through all memory data.
3Reliability
If all memory data is retrieved by position from top to bottom and left to right, then all intersections can be found, but bubble time increases
Solution Approach 1:
The patent performs preliminary organization of intersection data during the tessellation phase. Intersection points are pre-sorted and stored in an optimized data structure with their coordinates and Fill Information, so that during rendering, the system can directly access relevant intersections without performing exhaustive sequential searches through all memory data.
Data Source
AI summary
The present disclosure provides a tessellation data processing method, system, medium and vector graphics processing device. The method includes: constructing a data structure including a content table and information tables in memory; when a vector line generated by tessellation intersects an horizontal/vertical line to obtain a new intersection, reading an address and number of Xnodes or Ynodes of an information table in the content table corresponding to a row/column corresponding to the Y/X coordinate of the intersection; according to the address of the information table and the number of X/Ynodes of the information table, reading corresponding X/Ynodes from the memory; comparing information of the intersection with the X/Ynodes, and updating the X/Ynodes in the information table, or adding an X/Ynode to the information table at a position corresponding to the Y/X coordinates. The tessellation data processing method, system, medium and vector graphics processing device of the present disclosure only require recording fill information of effective intersections generated by tessellation, and do not require recording fill information of all pixels, thereby reducing memory footprint and increasing vector graphic rendering performance.


