Texture Space Shading Dicing Oracle for View-Dependent Mip Regions

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Solution Overview

Problem

Current texture space shading (TSS) techniques assume a texture resolution similar to screen resolution, leading to increased texture memory usage and compatibility issues with procedural and virtualized geometry, and are not scalable for AAA game engines.

Innovation Solution

A real-time dicing oracle that outputs a view-dependent multum in parvo (mip) region map for each visible meshlet, allowing TSS to be performed in scenarios where texture resolution differs from screen resolution, and a memory management strategy to allocate texture memory based on visible shading elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If current TSS techniques assume texture resolution similar to screen resolution, then texture mapping is simplified, but texture memory usage increases and compatibility with procedural geometry is lost

Engineering Contradiction:
Improvetexture mapping simplicityVSAvoidtexture memory usage
Core Design Contradiction:
Ease of manufactureVSQuantity of substance

Solution Approach 1:

The patent changes the resolution parameter of the mip region map dynamically based on the actual texture resolution and screen resolution relationship. By calculating an appropriate resolution for the mip region map that accounts for texture tiling and procedural generation, the system adapts the texture sampling strategy to match the actual texture characteristics rather than assuming a fixed relationship between texture and screen resolution.

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If current TSS techniques use precomputed triangle ID texture, then shading accuracy is improved, but texture memory requirements increase significantly

Engineering Contradiction:
Improveshading accuracyVSAvoidtexture memory
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent extracts the triangle ID information from a separate precomputed texture and integrates it directly into the vertex shader calculations. Instead of relying on a dedicated triangle ID texture that consumes significant memory, the system computes triangle identifiers on-the-fly using the vertex data and UV coordinates already available in the shader, eliminating the need for large precomputed ID textures while maintaining shading accuracy.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent introduces a compact mip region map as an intermediary data structure that provides the necessary triangle identification information in a memory-efficient format. This mip region map serves as a mediator between the vertex data and the shading calculations, providing the required spatial partitioning information without requiring large precomputed textures.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If TSS is made scalable for AAA game engines, then support for procedural and virtualized geometry is improved, but complexity of the shading pipeline increases

Engineering Contradiction:
Improvegeometry compatibilityVSAvoidshading pipeline complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a universal TSS approach that works across multiple geometry types (traditional meshes, procedural geometry, virtualized geometry) by using a common mip region map-based methodology. The same core algorithm handles different geometry representations by working with their respective UV parameterizations, eliminating the need for separate handling paths for different geometry types and reducing overall pipeline complexity despite the increased versatility.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS12602856B2Dicing oracle for texture space shading
Publication Date: 2026.04.14 QUALCOMM INC
  • US12602856B2 patent drawing
  • US12602856B2 patent drawing
  • US12602856B2 patent drawing

AI summary

This disclosure provides systems, devices, apparatus, and methods, including computer programs encoded on storage media, for a dicing oracle for texture space shading. A processor obtains an indication of a UV parameterization for each of a set of geometry units and a target number of pixels per region of the UV parameterization, where the UV parameterization includes a first set of UV coordinates for an object space. The processor renders the set of geometry units in order to obtain a second set of UV coordinates for a screen space and a set of derivatives for the second set of UV coordinates. The processor calculates a resolution for a mip region map based on the set of derivatives and the target number of pixels per region. The processor outputs an indication of the calculated resolution.