Tile-Based Graphics Processor Omitting Redundant Primitive Processing

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Solution Overview

Problem

Current tile-based graphics processing systems face inefficiencies due to sequential processing of primitives, leading to redundant operations as primitives are often processed multiple times, especially when later primitives cover earlier ones, resulting in 'overdraw' and increased processing efforts.

Innovation Solution

Implementing a method in tile-based graphics processors to determine when no more primitives are left for processing in a rendering tile, allowing for the omission of subsequent processing steps that do not affect output buffers, thereby reducing redundant operations and optimizing resource usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If primitives are processed sequentially in tile-based graphics processing, then the rendering pipeline can process primitives one at a time, but redundant processing operations occur when later primitives cover earlier ones, resulting in overdraw and increased processing effort

Engineering Contradiction:
Improverendering efficiencyVSAvoidprocessing effort
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The patent applies preliminary action by determining, before completing processing of a primitive, whether subsequent processing steps can be omitted. The system checks if the primitive will be completely covered by later primitives in the rendering tile, and if so, it prematurely terminates processing of that primitive to avoid redundant operations. This resolves the contradiction by preventing overdraw before it occurs, improving rendering efficiency while reducing unnecessary processing effort.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If all processing steps are completed for every primitive, then rendering accuracy is maintained, but resource consumption increases due to redundant operations on covered primitives

Engineering Contradiction:
Improverendering accuracyVSAvoidresource consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent implements feedback by continuously monitoring the rendering tile processing state to determine when a primitive can be safely discarded. The system receives feedback about whether subsequent primitives will cover the current primitive, and adjusts processing accordingly. This feedback mechanism maintains rendering accuracy for visible primitives while eliminating resource consumption for completely covered primitives, resolving the contradiction between reliability and energy usage.

Inventive Principle:
Principle #23Feedback

3Manufacturing precision

If the graphics processor continues processing primitives after determining they will be covered, then complete rendering is achieved, but processing time increases due to unnecessary operations

Engineering Contradiction:
Improverendering completenessVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies the extraction principle by identifying and removing unnecessary processing steps from the rendering pipeline. When a primitive is determined to be completely covered by later primitives, the system extracts and eliminates the redundant processing operations for that primitive. This maintains rendering completeness for visible content while significantly reducing processing time by removing time spent on completely hidden primitives.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS11861760B2Tile-based graphics processing
Publication Date: 2024.01.02 ARM LTD
  • US11861760B2 patent drawing
  • US11861760B2 patent drawing
  • US11861760B2 patent drawing

AI summary

A method of operating a tile-based graphics processor that executes a graphics processing pipeline is disclosed. When there are no more primitives left to be provided for processing to the pipeline for a rendering tile, it is determined whether any remaining processing steps for the rendering tile can be omitted, e.g. because they will not affect a buffer that will be output when the rendering tile is complete. When it is determined that a processing step can be omitted, that processing step is omitted.