Texture Asset Variants for Device-Specific Hardware Optimization

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Software applications developed for multiple devices often compromise on hardware capabilities due to compatibility issues, leading to suboptimal performance in 3D graphics processing, as they are packaged with lower processing capabilities to maintain compatibility across different devices.

Innovation Solution

A method for specializing pixel formats based on device-specific capabilities, allowing for the creation of variant texture assets tailored to each device type, enabling the application to leverage full hardware capabilities while ensuring compatibility across a range of devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a universal version of the application is packaged to run across a range of devices, then compatibility across different devices is improved, but the application processing capability is diminished to match lower capability devices

Engineering Contradiction:
Improvedevice compatibilityVSAvoidapplication processing capability
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The application is segmented into multiple versions with different processing capabilities, each optimized for specific device types. The system divides the universal application into device-specific variants that can leverage full hardware capabilities of their target devices while maintaining compatibility across the device range.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The application packaging system dynamically selects and provides appropriate application versions based on device capabilities. Instead of a static universal version, the system adapts the application processing capability to match each device's hardware capabilities, allowing high-capability devices to receive high-performance versions.

Inventive Principle:
Principle #15Dynamics

2Reliability

If the application is packaged with lower processing capabilities to maintain compatibility, then device compatibility is improved, but the ability to leverage full hardware capabilities is diminished

Engineering Contradiction:
Improvecompatibility dynamicsVSAvoidhardware capability utilization
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

Different portions of the application ecosystem (different application versions) are tailored to match specific device capabilities. High-capability devices receive application versions that fully utilize their hardware, while lower-capability devices receive appropriately optimized versions, ensuring each device gets the quality level it can actually use.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system changes the processing capability parameters of the application based on the target device's hardware capabilities. By adjusting application versions to match device parameters, the system ensures reliable operation across all devices while maximizing productivity on high-capability devices.

Inventive Principle:
Principle #35Parameter changes

3Device complexity

If texture data is processed without device-specific specialization, then packaging complexity is reduced, but visual output quality and accuracy deteriorate

Engineering Contradiction:
Improvepackaging complexityVSAvoidvisual output quality
Core Design Contradiction:
Device complexityVSManufacturing precision

Solution Approach 1:

The system creates a universal asset catalog that serves multiple device types, but within this universal structure, device-specific texture variants are included. This allows the same catalog infrastructure to support both simplified packaging and high-quality device-specific rendering.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

Device-specific texture variants are pre-prepared and packaged into the asset catalog before runtime. This preliminary action ensures that when the application runs on a specific device, the appropriate high-quality textures are already available, eliminating the need for complex runtime processing or conversion.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10304215B2Providing variants of texture assets for an asset catalog
Publication Date: 2019.05.28 APPLE INC
  • US10304215B2 patent drawing
  • US10304215B2 patent drawing
  • US10304215B2 patent drawing

AI summary

Described is a system that processes texture assets for an application to be distributed across a range of devices while still leveraging device-specific hardware capabilities. In one embodiment, the system processes various criteria and determines specialized texture asset variants for a set of devices. These criteria may include various selected options including an interpretation selection for interpreting a source image for a texture, and device trait options such as device type, memory, and software support. In addition, the system may create mipmaps based on attributes of a set of target devices. Accordingly, a set of specialized texture assets may be created and distributed across a suite of devices.