Texture Footprint Query for Decoupled Shading Efficiency

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Solution Overview

Problem

Decoupled shading algorithms in computer-generated graphics render unnecessary texture map texels, leading to inefficiencies as not all texels are used in final pixel values, degrading overall system efficiency.

Innovation Solution

A method and system for reporting a texture footprint by identifying and transmitting the necessary texels for a texture map filtering operation, allowing only required texels to be rendered, using a shader program and memory circuit to store query result information.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If entire texture maps are rendered to guarantee availability of all texels, then reliability of texture sampling is improved, but productivity is degraded due to rendering unnecessary texels

Engineering Contradiction:
Improveavailability of texelsVSAvoidsystem efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system performs preliminary actions by querying the texture footprint before rendering texture maps. The shader program determines which texels will actually be needed for final pixel values, and only those specific texels are rendered into the texture map. This preliminary query action eliminates the need to render entire texture maps, resolving the contradiction between ensuring texel availability and maintaining system efficiency.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If decoupled shading algorithms are used to separate rendering passes, then adaptability of rendering pipeline is improved, but productivity is degraded due to inefficiency from rendering unused texels

Engineering Contradiction:
Improverendering pipeline flexibilityVSAvoidoverall system efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system implements feedback by having the shader program query the texture footprint and provide this information back to the rendering pipeline. The query result information about which texels are actually needed is fed back into the texture rendering process, allowing the system to adjust and optimize texture map rendering based on actual requirements. This feedback mechanism resolves the contradiction by enabling the decoupled shading pipeline to render only necessary texels.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS10699427B2Method and apparatus for obtaining sampled positions of texturing operations
Publication Date: 2020.06.30 NVIDIA CORP
  • US10699427B2 patent drawing
  • US10699427B2 patent drawing
  • US10699427B2 patent drawing

AI summary

Methods and apparatuses are disclosed for reporting texture footprint information. A texture footprint identifies the portion of a texture that will be utilized in rendering a pixel in a scene. The disclosed methods and apparatuses advantageously improve system efficiency in decoupled shading systems by first identifying which texels in a given texture map are needed for subsequently rendering a scene. Therefore, the number of texels that are generated and stored may be reduced to include the identified texels. Texels that are not identified need not be rendered and/or stored.