Tile-Based Graphics Processing With Two-Pass Hidden Surface Removal

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Solution Overview

Problem

Current graphics processing systems suffer from redundant rendering operations due to sequential processing of primitives, leading to reduced frame rates and increased memory bandwidth requirements, exacerbated by larger and more complex render outputs, and existing hidden surface removal techniques are inadequate for complex scenes.

Innovation Solution

Implementing a two-pass rendering process, comprising a pre-pass operation to determine visibility information and a main pass for further processing, with selective omission of vertex attribute processing when unnecessary, to achieve improved hidden surface removal.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If primitives are processed sequentially in a single pass, then the processing pipeline is simple, but redundant rendering operations occur reducing frame rates

Engineering Contradiction:
Improveframe rateVSAvoidprocessing pipeline complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The rendering process is divided into two distinct passes: a first pass that processes all primitives to generate visibility information, and a second pass that processes only visible primitives. This segmentation eliminates redundant rendering operations by separating the visibility determination phase from the actual rendering phase, thereby improving frame rate without excessive complexity.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The first pass performs preliminary processing to determine visibility information for all primitives before the actual rendering begins. By performing this preliminary action in advance, the second pass can focus only on rendering visible primitives, eliminating redundant operations and improving productivity.

Inventive Principle:
Principle #10Preliminary action

2Loss of energy

If all vertex attributes are processed for every primitive, then rendering accuracy is maintained, but memory bandwidth requirements increase

Engineering Contradiction:
Improvememory bandwidthVSAvoidrendering accuracy
Core Design Contradiction:
Loss of energyVSManufacturing precision

Solution Approach 1:

The first pass extracts and processes only the necessary vertex attributes (position and depth-related attributes) required for visibility determination, while excluding non-essential attributes (color, texture coordinates, etc.). This extraction reduces memory bandwidth requirements for the first pass, and since visibility information is pre-computed, the second pass can proceed with fewer attribute transfers.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Instead of processing all vertex attributes for all primitives in both passes, the system applies partial action by processing only the essential attributes in the first pass and only visible primitives in the second pass. This partial processing approach reduces overall memory bandwidth consumption while maintaining rendering accuracy for the final output.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If existing hidden surface removal techniques are used, then some redundancy is reduced, but they are inadequate for complex scenes

Engineering Contradiction:
Improvehidden surface removal efficiencyVSAvoidcomplex scene capability
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system dynamically adapts to complex scenes by performing a comprehensive first pass that accurately determines visibility for all primitives regardless of scene complexity. The second pass then dynamically processes only the visible primitives identified in the first pass. This dynamic two-pass approach maintains high hidden surface removal efficiency for complex scenes unlike static single-pass techniques.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The first pass continuously processes all primitives to build complete visibility information, ensuring that no potential visible surfaces are missed in complex scenes. The second pass continues this useful action by rendering only the confirmed visible surfaces, maintaining continuous and efficient processing throughout the entire rendering pipeline.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS12524948B2Graphics processors and graphics processing method for achieving increased hidden surface removal efficiency
Publication Date: 2026.01.13 ARM LTD
  • US12524948B2 patent drawing
  • US12524948B2 patent drawing
  • US12524948B2 patent drawing

AI summary

When performing tile-based rendering a first, pre-pass operation in which primitives in a sequence of primitives for a tile are processed to determine visibility information for the sequence of primitives, the visibility information being usable to determine whether or not fragments for a primitive in the sequence of primitives should subsequently be processed further for the render output, is performed. Thereafter a second, main pass operation is performed in which the further processing of fragments for primitives that were processed during the first, pre-pass operation is controlled based on the determined visibility information for the sequence of primitives, such that for fragments for which the visibility information indicates that the fragments should not be processed further for the render output some or all of the processing during the second, main pass is omitted. Processing of one or more vertex attributes may be omitted during the first, pre-pass operation.