Unified Early Depth Test Unit for Reducing Memory Access in 3D Graphics
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current graphic systems face inefficiencies in rendering 3D graphics due to high memory access requirements, particularly in determining pixel visibility, which leads to increased power consumption and latency.
Innovation Solution
A graphic processor with a unified early depth test (UEZT) unit that processes vertex data to generate fragment data based on depth values and mask bits, allowing for early determination of pixel visibility by comparing depth values against tile maximum and minimum values, reducing the need for external memory access.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If traditional rendering procedures are used to determine pixel visibility, then accurate visibility determination is achieved, but memory access requirements increase significantly
Solution Approach 1:
The patent performs preliminary depth value comparisons against tile maximum and minimum values before conducting full rendering operations. By pre-categorizing pixels as definitely visible, definitely occluded, or uncertain based on depth value ranges, the system avoids unnecessary memory accesses for pixels that will not be rendered, thereby reducing power consumption while maintaining visibility determination accuracy
Solution Approach 2:
The patent segments the depth value range into three distinct categories: pixels with depth values less than the tile minimum (definitely visible), pixels with depth values greater than the tile maximum (definitely occluded), and pixels with depth values between the minimum and maximum (uncertain). This segmentation allows the system to process only the uncertain pixels requiring full rendering and memory access, significantly reducing overall memory access requirements
2Measurement precision
If traditional rendering procedures are used to determine pixel visibility, then accurate visibility determination is achieved, but rendering latency increases
Solution Approach 1:
The patent performs preliminary depth value comparisons against tile maximum and minimum values before conducting full rendering operations. By pre-categorizing pixels as definitely visible, definitely occluded, or uncertain based on depth value ranges, the system avoids unnecessary memory accesses for pixels that will not be rendered, thereby reducing power consumption while maintaining visibility determination accuracy
Solution Approach 2:
The patent segments the depth value range into three distinct categories: pixels with depth values less than the tile minimum (definitely visible), pixels with depth values greater than the tile maximum (definitely occluded), and pixels with depth values between the minimum and maximum (uncertain). This segmentation allows the system to process only the uncertain pixels requiring full rendering and memory access, significantly reducing overall memory access requirements
3Measurement precision
If depth values of all pixels are compared with tile maximum and minimum values, then pixel visibility is accurately determined, but processing complexity increases
Solution Approach 1:
The patent segments the depth value range into three distinct categories: pixels with depth values less than the tile minimum (definitely visible), pixels with depth values greater than the tile maximum (definitely occluded), and pixels with depth values between the minimum and maximum (uncertain). This segmentation allows the system to process only the uncertain pixels requiring full rendering and memory access, significantly reducing overall memory access requirements
Solution Approach 2:
The patent implements a unified early depth test mechanism that serves multiple functions: it performs preliminary visibility culling, generates classification masks for different pixel types, and identifies candidates for further rendering processing. This multi-functional approach consolidates what would otherwise require separate processing stages into a single integrated operation, managing complexity while maintaining accuracy
Data Source
AI summary
A graphic processor includes a rasterizer configured to process vertex data to generate fragment data based on a maximum depth value, a minimum depth value, and a mask bit of each pixel included in one tile, each mask bit indicating whether each pixel is drawn or not, the vertex data including three dimensional information of the pixels, a pixel shader configured to process the fragment data to generate color data, and a raster operation unit configured to convert the color data to pixel data to be displayed.


