Texture Map Segmentation for Multi-GPU Rendering Bottlenecks

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Solution Overview

Problem

In multi-GPU systems, the current methods for rendering texture data result in performance limitations due to the need to copy all rendered data across GPUs, as the graphics application lacks information about the spatial locality of the processed image data, leading to inefficient use of resources and reduced rendering performance.

Innovation Solution

The method involves dividing a texture map into sections, with each GPU performing texture mapping on its assigned section without replicating the data to other GPUs, and combining the rendered data to form a complete image, utilizing a scaling factor to optimize the texture map size relative to the combined image size, and employing extensions to APIs like OpenGL to provide hints for optimal rendering patterns.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If multiple GPUs concurrently process a single frame by copying all rendered data to all GPUs, then rendering performance can be improved through parallel processing, but system performance is limited due to unnecessary data replication and memory bandwidth consumption

Engineering Contradiction:
Improverendering performanceVSAvoidmemory bandwidth consumption
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The texture map is divided into multiple sections, with each GPU responsible for processing a specific section independently. This segmentation allows parallel processing without requiring all GPUs to copy and process all data, thereby reducing memory bandwidth consumption while maintaining rendering performance improvement through concurrent processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Each GPU processes only the texture map section relevant to its local rendering responsibilities. This local quality approach ensures that each GPU works with minimal data, reducing unnecessary data replication and memory bandwidth usage while still achieving improved overall rendering performance through parallel processing of different regions.

Inventive Principle:
Principle #3Local quality

2Productivity

If multiple GPUs concurrently process a single frame, then rendering performance improves through parallel processing, but the graphics application cannot optimize based on spatial locality of processed image data

Engineering Contradiction:
Improverendering performanceVSAvoidspatial locality optimization
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The texture map is segmented into distinct sections that can be independently processed by different GPUs. This segmentation enables the system to leverage spatial locality by assigning specific sections to GPUs based on their rendering needs, allowing optimization based on spatial patterns while maintaining parallel processing performance.

Inventive Principle:
Principle #1Segmentation

3Reliability

If all rendered texture data is copied to all GPUs to form a combined image, then complete image data is available at each GPU, but the copying process limits overall system performance

Engineering Contradiction:
Improveimage data completenessVSAvoidsystem performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

Instead of copying complete texture data to all GPUs, the texture map is divided into sections where each GPU processes only its assigned section. This maintains image data completeness for the final combined image while eliminating the performance-limiting data copying operation, as each GPU only transfers its local section data.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent extracts only the necessary texture data sections for each GPU to process, rather than extracting and copying the complete texture map to all GPUs. This extraction approach maintains the required image data completeness for the final composite image while significantly reducing data transfer volume and improving system performance.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS7969444B1Distributed rendering of texture data
Publication Date: 2011.06.28 NVIDIA CORP
  • US7969444B1 patent drawing
  • US7969444B1 patent drawing
  • US7969444B1 patent drawing

AI summary

A method and apparatus for distributing the workload of rendering an image where texture mapping is involved among multiple graphics processing units (GPUs) are provided. The method generally entails dividing a texture map among multiple GPUs, performing texture mapping in each GPU to render image data in each GPU's frame buffer, combining the image data from each frame buffer, and scanning out the combined image to a display.