Variable Rasterization Order for Motion Blur Cache Thrashing

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Solution Overview

Problem

Current graphics processing techniques for rendering motion blur and depth of field in real-time graphics face inefficiencies due to unpredictable performance and poor scaling with increased blur, especially with smaller primitives, leading to cache thrashing and strobing artifacts.

Innovation Solution

Reversing the traversal order of triangles in the rasterization pipeline, either for each successive triangle or group of triangles, to improve cache coherence and reduce cache thrashing, while disabling reversal for small motion or specific geometric configurations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If stochastic sampling is used for motion blur and depth of field, then rendering quality is improved, but performance becomes unpredictable and scales poorly with increased blur

Engineering Contradiction:
Improverendering qualityVSAvoidperformance predictability
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent inverts the conventional approach by using deterministic rasterization order (reverse order) instead of stochastic sampling. This reversal maintains rendering quality while achieving predictable performance by systematically traversing triangles in reverse order rather than using random sampling patterns.

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The patent changes the traversal order parameter from standard to reverse order, and dynamically adjusts this parameter based on motion magnitude thresholds. This parameter change enables the system to switch between different rasterization strategies to optimize both quality and performance predictability.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If smaller primitives are used, then geometric detail is improved, but rasterization efficiency deteriorates due to increased traversal overhead

Engineering Contradiction:
Improvegeometric detailVSAvoidrasterization efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies reverse triangle traversal order specifically optimized for small primitives. By traversing triangles in reverse order, the system reduces redundant screen-space traversal for small geometric details, thereby maintaining high geometric detail while improving rasterization efficiency.

Inventive Principle:
Principle #13The other way round (Inversion)

3Productivity

If accumulation buffering or interleaved sampling is used, then constant cost is achieved, but strobing artifacts are introduced

Engineering Contradiction:
Improvecost consistencyVSAvoidstrobing artifacts
Core Design Contradiction:
ProductivityVSObject-affected harmful factors

Solution Approach 1:

The patent uses reverse triangle traversal order as an alternative to accumulation buffering and interleaved sampling. This inverted approach achieves constant cost performance while avoiding strobing artifacts by systematically processing triangles in reverse order rather than using accumulation techniques.

Inventive Principle:
Principle #13The other way round (Inversion)

4Device complexity

If standard triangle traversal order is used, then rendering simplicity is maintained, but cache coherence deteriorates leading to cache thrashing

Engineering Contradiction:
Improverendering simplicityVSAvoidcache coherence
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent inverts the triangle traversal order to improve cache coherence. By rendering triangles in reverse order, the system achieves better spatial and temporal locality in memory access patterns, reducing cache thrashing while maintaining relatively simple implementation.

Inventive Principle:
Principle #13The other way round (Inversion)

5Manufacturing precision

If motion blur and depth of field are rendered with small primitives, then scene detail is improved, but the amount of work performed increases excessively

Engineering Contradiction:
Improvescene detailVSAvoidcomputational work
Core Design Contradiction:
Manufacturing precisionVSLoss of energy

Solution Approach 1:

The patent uses reverse triangle traversal to reduce the screen-space traversal area for small primitives. By traversing in reverse order, the system minimizes redundant work performed on blurred primitives, thereby reducing computational energy consumption while maintaining high scene detail.

Inventive Principle:
Principle #13The other way round (Inversion)

Data Source

PatentUS9183652B2Variable rasterization order for motion blur and depth of field
Publication Date: 2015.11.10 INTEL CORP
  • US9183652B2 patent drawing
  • US9183652B2 patent drawing
  • US9183652B2 patent drawing

AI summary

Cache thrashing or over-accessing of a cache can be reduced by reversing the order of traversal of a triangle on different granularities. In the case where triangles are not grouped, the traverse order may be reversed on each triangle. In cases where triangles are grouped, the traversal order may be reversed with each group change. However, when motion is excessive, for example beyond a threshold, then the traversal order reversal may be disabled.