Tile-Based Computer Graphics With Precomputed Modified Primitives
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Solution Overview
Problem
In tile-based computer graphics systems, deriving modified primitives only after generating the object list for each tile can result in incomplete rendering of adjacent tiles, leading to inaccuracies in the generated image.
Innovation Solution
Derive modified primitives from the geometry data and assign them the same identifier as their original primitives, storing data identifying the primitive from which each modified primitive is derived, and re-derive these primitives when shading each tile for display.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If modified primitives are derived only after generating the object list for each tile, then memory bandwidth and storage requirements are reduced, but rendering accuracy deteriorates because modified primitives in adjacent tiles are missed
Solution Approach 1:
The patent applies preliminary action by deriving modified primitives from the geometry data before generating the object lists for all tiles. This allows the system to identify and store all modified primitives upfront, ensuring that when object lists are generated for each tile, the completeness of primitive identification is not compromised. The modified primitives are assigned identifiers and stored in a buffer, making them available for accurate tile rendering without requiring additional memory bandwidth during the tile processing stage.
2Manufacturing precision
If all modified primitives are identified and stored for each tile, then rendering accuracy is improved, but data storage requirements and memory bandwidth increase
Solution Approach 1:
The patent uses copying by creating identifier references to modified primitives rather than storing complete primitive data for each tile. Each modified primitive is assigned a unique identifier, and the object lists store references to these identifiers. This approach allows the system to maintain rendering accuracy by identifying all modified primitives while significantly reducing data storage requirements, as only compact identifier references are stored rather than full primitive geometry data.
3Productivity
If modified primitives are derived per tile after object list generation, then processing speed is improved, but image quality deteriorates due to incomplete primitive processing
Solution Approach 1:
The patent applies preliminary action by deriving modified primitives from geometry data before tile processing begins. This upfront derivation ensures that all modified primitives are identified and assigned identifiers in advance, allowing subsequent tile rendering to proceed at high speed without compromising image quality. The preliminary derivation phase creates a complete set of modified primitives that can be efficiently referenced during parallel tile processing.
Solution Approach 2:
The patent applies segmentation by dividing the rendering process into distinct phases: first deriving modified primitives from geometry data, then generating object lists for each tile using these pre-derived primitives. This segmentation allows the system to maintain high processing speed through parallel tile rendering while ensuring image quality through complete primitive identification in the preliminary phase. Each tile can be processed independently and simultaneously without missing modified primitives.
Data Source
AI summary
A method and system for generating and shading a computer graphics image in a tile based computer graphics system is provided. Geometry data is supplied and a plurality of primitives are derived from the geometry data. One or more modified primitives are then derived from at least one of the plurality of primitives. For each of a plurality of tiles, an object list is derived including data identifying the primitive from which each modified primitive located at least partially within that tile is derived. Alternatively, the object list may include data identifying each modified primitive located at least partially within that tile. Each tile is then shaded for display using its respective object list.


