Tile-Based Rendering Signature Comparison

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Solution Overview

Problem

Conventional graphics processing units (GPUs) face high computational overhead when rendering successive frames that contain similar tiles to previous frames, as they often reprocess identical or similar tiles, leading to inefficiencies in data processing.

Innovation Solution

A method and system for tile-based rendering that generates and compares signatures of drawcalls between frames, allowing for the reuse of rendered tiles when signatures match, thereby reducing computational overhead by leveraging the result of the previous frame's rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If every frame is processed by dividing into tiles and re-rendering, then rendering completeness is ensured, but computational overhead increases and processing efficiency decreases

Engineering Contradiction:
Improverendering efficiencyVSAvoidcomputational overhead
Core Design Contradiction:
ProductivityVSLoss of energy

Solution Approach 1:

The system performs preliminary actions by generating and storing signatures of drawcalls during the rendering of the preceding frame. These signatures are prepared in advance and stored in a lookup table, enabling rapid comparison in the succeeding frame without requiring full re-processing of identical tiles.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

When a tile in the succeeding frame has an identical signature to a tile in the preceding frame, the system copies the rendered tile data from the preceding frame instead of re-rendering it. This copying operation significantly reduces computational overhead while maintaining visual accuracy.

Inventive Principle:
Principle #26Copying

2Speed

If tile reuse is implemented to reduce computational load, then processing speed improves, but rendering accuracy may be compromised if changes are not detected

Engineering Contradiction:
Improveprocessing speedVSAvoidrendering accuracy
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The system implements feedback by comparing the signature of each drawcall in the succeeding frame with the stored signature from the preceding frame. This comparison provides feedback information that determines whether a tile has changed, ensuring that only tiles with identical signatures are reused while tiles with different signatures are re-rendered.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system uses parameter changes in the signature (which encompasses drawcall parameters such as vertex data, index data, texture coordinates, and shader programs) to detect whether a tile requires re-rendering. If any parameter changes result in a different signature, the tile is re-rendered to maintain accuracy.

Inventive Principle:
Principle #35Parameter changes

3Reliability

If all tiles are re-rendered in each frame, then rendering accuracy is maintained, but power consumption increases

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

Solution Approach 1:

The system copies rendered tile data from the preceding frame when the signature matches, avoiding the energy-intensive re-rendering process. This copying operation consumes significantly less power while maintaining rendering accuracy for unchanged tiles.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

By preparing and storing signatures in advance during the preceding frame rendering, the system enables rapid identification of unchanged tiles in the succeeding frame, reducing the need for energy-consuming full re-rendering operations.

Inventive Principle:
Principle #10Preliminary action

4Measurement precision

If signature comparison is performed for every tile, then tile reuse accuracy improves, but system complexity increases

Engineering Contradiction:
Improvetile reuse accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system uses simple signature copying and comparison operations instead of complex image analysis to determine tile reuse. The signature, which is a compact representation of drawcall parameters, can be generated and compared with minimal computational resources.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The system monitors parameter changes in the drawcall signature to detect tile modifications. This parameter-based approach is simpler than pixel-level comparison methods while maintaining high accuracy in identifying unchanged tiles.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS10373286B2Method and apparatus for performing tile-based rendering
Publication Date: 2019.08.06 SAMSUNG ELECTRONICS CO LTD
  • US10373286B2 patent drawing
  • US10373286B2 patent drawing
  • US10373286B2 patent drawing

AI summary

A method and an apparatus that performs tile-based rendering. The method includes receiving a first drawcall used for rendering a first tile of a preceding frame; receiving a second drawcall used for rendering a second tile of a succeeding frame corresponding to a position of the first tile; generating a signature of the first drawcall and a signature of the second drawcall; comparing the signature of the first drawcall to the signature of the second drawcall. Based on a result of the comparison of the signature of the first drawcall and the signature of the second drawcall, rendering the second tile by using a result of rendering the first tile when a pre-set condition is satisfied.