Vector Graphics Tile Offset for Rendering Efficiency

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current vector graphics rendering methods require excessive memory and computing resources, especially in mobile devices, due to the need for processing polygons across multiple fixed tiles, leading to inefficient rendering and increased resource consumption.

Innovation Solution

A method that dynamically adjusts the location of tiles to minimize the number of tiles required for processing polygons by computing an offset value between static and assigned tiles, allowing for efficient rendering with reduced memory usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Quantity of substance

If fixed tiles are used for rendering polygons, then memory consumption is reduced, but the number of computations increases because polygons must be processed multiple times across tile boundaries

Engineering Contradiction:
Improvememory consumptionVSAvoidrendering efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The patent applies dynamics by making the tile location adaptive rather than fixed. The rendering system dynamically determines which tiles a polygon hits by computing transformed coordinates and comparing them against dynamic tile boundaries, allowing the same polygon to be processed in fewer tiles while maintaining low memory usage. This resolves the contradiction by making the tile processing scheme flexible rather than static.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of tile coordinates from fixed to transformed values. By applying transformation matrices to both the polygon vertices and tile corner coordinates, the system recalculates which tiles a polygon intersects, reducing redundant processing at tile boundaries while keeping memory requirements tied only to the tile buffer size.

Inventive Principle:
Principle #35Parameter changes

2Power

If more powerful processors and larger memories are introduced into mobile devices, then graphics processing capability is improved, but device size and energy consumption increase

Engineering Contradiction:
Improvegraphics processing capabilityVSAvoidenergy consumption
Core Design Contradiction:
PowerVSUse of energy by moving object

Solution Approach 1:

The patent segments the rendering process into tile-based processing units, where only the necessary portion of the frame buffer (one tile at a time) needs to be held in memory. This segmentation allows efficient graphics processing on mobile devices by breaking down the large-frame rendering into smaller, manageable tile operations, reducing both memory requirements and energy consumption while maintaining processing capability.

Inventive Principle:
Principle #1Segmentation

3Manufacturing precision

If the same polygon is processed multiple times for each tile it hits, then complete coverage is achieved, but computation time increases

Engineering Contradiction:
Improverendering completenessVSAvoidcomputation time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent implements feedback by using the transformed coordinates of polygon vertices to determine which tiles they actually hit. The system calculates transformed tile corner coordinates and compares them with transformed polygon vertex coordinates to accurately identify intersecting tiles, providing feedback that reduces redundant processing while ensuring complete polygon coverage is achieved efficiently.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS8471862B2Offset tiles in vector graphics
Publication Date: 2013.06.25 ATI TECHNOLOGIES ULC
  • US8471862B2 patent drawing
  • US8471862B2 patent drawing
  • US8471862B2 patent drawing

AI summary

An efficient rendering method for processing computer graphics in tiles. First a frame of data, typically at least one polygon, is received for rendering. While rendering a polygon the tile for the polygon is assigned so that it minimizes the number of the tiles needed for processing the polygon. It is possible to compute an offset value between the static tiles and the assigned tiles. If the offset value is computed, the rendering into an actual screen may be based on that.