Tile-Based Multiple Resolution Rendering for VR
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Solution Overview
Problem
Conventional systems lack parameterization and flexibility for multiple resolution processing in image rendering, leading to inefficient GPU performance and rendering overhead, especially in virtual reality applications where image quality can be compromised.
Innovation Solution
A tile-based multiple resolution rendering approach is implemented, allowing for hierarchical tiling and flexible render target resolution determination, using a mesh hierarchy with different LODs represented by index and vertex buffers to optimize vertex and pixel processing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If conventional multiple resolution rendering is implemented, then GPU performance can be optimized by rendering certain regions at lower resolutions, but the system lacks parameterization and flexibility at the API level and within the hardware itself
Solution Approach 1:
The screen is divided into multiple regions or tiles, each capable of being rendered at different resolutions. This segmentation allows the rendering system to apply different quality levels to different portions of the display, optimizing GPU performance while maintaining flexibility through programmable region definitions.
Solution Approach 2:
The rendering system dynamically adjusts resolution per region based on importance metrics, allowing flexible adaptation of rendering quality. The system can change which regions receive high vs. low resolution rendering based on real-time conditions and importance calculations, providing both performance optimization and adaptability.
2Productivity
If conventional multiple resolution rendering is implemented, then processing power can be allocated flexibly, but applications are limited in ability to make choices regarding application of processing power
Solution Approach 1:
The system incorporates importance metrics that provide feedback to the rendering pipeline, allowing applications to influence rendering decisions. By calculating and using importance metrics for different screen regions, the system enables applications to make informed choices about where to allocate processing power based on actual content importance rather than fixed conventions.
Solution Approach 2:
The rendering system allows applications to modify parameters such as region definitions, resolution levels, and importance metrics. This parameterization gives applications direct control over how processing power is distributed across different screen regions, enabling flexible optimization without limiting application choices.
3Stability of the object's composition
If meshes/triangles/vertices are rendered at fixed resolution, then rendering consistency is maintained, but the application changes from being pixel rate bound to vertex rate bound in the rasterizer
Solution Approach 1:
The system dynamically adjusts mesh resolution based on the target render resolution and importance metrics. Meshes are refined or simplified adaptively according to the specific rendering context, allowing the rasterizer to operate efficiently at different resolutions without being constrained by fixed vertex counts. This maintains rendering consistency within each resolution context while optimizing rasterizer throughput.
Solution Approach 2:
Different portions of the scene are rendered with different levels of geometric detail based on their importance. High-importance regions use finer mesh resolution while low-importance regions use coarser meshes, allowing the system to maintain consistency within local regions while optimizing overall rasterizer efficiency through non-uniform detail distribution.
Data Source
AI summary
Embodiments are generally directed to tile-based multiple resolution rendering of images. An embodiment of an apparatus includes one or more processor cores; a plurality of tiling bins, the plurality of tiling bins including a bin for each of a plurality of tiles in an image; and a memory to store data for rendering of an image in one or more of a plurality of resolutions. The apparatus is to generate, in the memory, storage for a resolution setting for each the plurality of tiling bins and storage for a final render target, each tile of the final render target being rendered based on a respective tiling bin in the plurality of tiling bins.


