Unified Texture Map for GPU Rendering Efficiency

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Solution Overview

Problem

Existing graphics processing units (GPUs) require multiple texture maps to be specified separately, leading to inefficient filtering and interpolation due to arbitrary channel limitations, resulting in repeated computational overhead and limited visual detail in 3D rendering.

Innovation Solution

A method where disparate texture maps with different primitive data types are combined into a single texture set, allowing shared interpolation parameters to be reused across all textures, enabling efficient rendering and supporting higher quality pre-computed radiance transfer and spectral rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If multiple texture maps are specified separately with different data types, then each texture can be processed with type-specific optimization, but computational overhead increases due to repeated filtering and interpolation operations

Engineering Contradiction:
Improvetexture processing precisionVSAvoidrendering efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent combines multiple separate texture maps with different data types (integer-based and floating-point) into a single unified texture map structure. This unification allows the GPU to perform filtering and interpolation operations once and reuse the results across all texture maps, eliminating repeated computational overhead while maintaining type-specific processing capabilities through separate channel assignments.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The unified texture map structure serves multiple functions simultaneously: it stores both integer-based textures (for color information) and floating-point textures (for normal maps and other geometric data) in a single structure. This multi-functional design allows a single texture map to replace multiple separate texture maps, reducing the number of processing passes required while maintaining the specific processing needs of each texture type.

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

2Reliability

If separate texture maps are used for different data types, then filtering and interpolation can be optimized for each type, but the number of processing passes and computational overhead increase

Engineering Contradiction:
Improvetexture mapping accuracyVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent performs filtering and interpolation operations on the unified texture map in advance, storing the processed results in a cache or intermediate buffer. Subsequent texture sampling operations can then directly use these pre-computed values without repeating the expensive filtering and interpolation calculations, significantly reducing processing time while maintaining mapping accuracy.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If multiple separate texture maps are passed to the GPU, then each texture can be addressed individually, but device complexity and memory bandwidth requirements increase

Engineering Contradiction:
Improvetexture type flexibilityVSAvoidGPU interface complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent organizes multiple texture maps with different data types into a single unified texture map structure with a new dimensional organization. Instead of passing multiple separate 2D texture maps, the system creates a single texture map that logically contains multiple channel groups, each representing a different texture type. This dimensional reorganization allows the GPU to access all texture data through a single interface while maintaining the ability to address individual texture types through channel selection.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentEP2705501B1Texturing in graphics hardware
Publication Date: 2019.08.21 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP2705501B1 patent drawingFigure 1
  • EP2705501B1 patent drawingFigure 2
  • EP2705501B1 patent drawingFigure 3~4

AI summary

Methods, systems, and devices for rendering computer graphics using texture maps are disclosed. Multiple texture maps with disparate data types, such as a mix of integer data types for RGB colors and floating point data types for XYZ normal vector components, are passed as one texture map set to a graphics processing unit (GPU). Filter parameters and other interpolation parameters are re-used between the disparate texture maps. A user can specify a number of integer and floating point-based channels for processing at one time by the GPU, thereby customizing a texture set structure.