Virtual Texture Rendering to Reduce Pixel-Shader Sampling Load
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Solution Overview
Problem
Existing image rendering technologies face inefficiencies due to complex sampling calculations and high resource consumption, particularly on terminals with low performance, when rendering large virtual textures.
Innovation Solution
The method involves determining the vertex coordinate of a virtual texture tile, loading the corresponding physical texture into a texture cache through a vertex shader, calculating physical texture coordinates for rendering child tiles, and transmitting these coordinates to a pixel shader for efficient sampling and rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual texture technology is used to divide overlarge virtual texture into multiple small tiles and generate indirection texture, then texture mapping capability is improved, but sampling calculation complexity increases and resource consumption increases
Solution Approach 1:
The patent pre-calculates and stores the mapping relationship between virtual texture coordinates and physical texture coordinates in a lookup table during the texture preparation phase. This preliminary action eliminates the need for complex real-time sampling calculations during rendering, as the GPU can directly query pre-computed coordinate mappings.
Solution Approach 2:
The patent introduces a lookup table as an intermediary data structure that mediates between virtual texture coordinates and physical texture coordinates. This lookup table serves as a pre-computed mapping repository that simplifies the coordinate transformation process, replacing complex sampling calculations with straightforward table lookups.
2Quantity of substance
If virtual texture technology is used to divide overlarge virtual texture into multiple small tiles, then texture memory management is improved, but resource consumption on low-performance terminals increases
Solution Approach 1:
The patent pre-computes and stores coordinate mapping relationships in a lookup table during texture preparation, eliminating the need for complex real-time calculations during rendering. This preliminary computation reduces runtime resource consumption significantly, especially on low-performance terminals.
Solution Approach 2:
The patent creates a simplified copy of the coordinate mapping relationship in the form of a lookup table, which can be quickly queried without performing complex sampling calculations. This copied mapping data enables fast texture coordinate retrieval with minimal computational overhead.
3Measurement precision
If complex sampling calculation process is used for texture rendering, then texture sampling accuracy is improved, but image rendering efficiency decreases
Solution Approach 1:
The patent pre-calculates the coordinate mapping relationships and stores them in a lookup table during texture preparation. This preliminary computation ensures accurate coordinate mappings are available beforehand, eliminating the need for complex real-time sampling calculations while maintaining sampling accuracy.
Solution Approach 2:
The lookup table acts as an intermediary that provides accurate coordinate mappings without requiring complex sampling calculations. By querying this pre-computed table, the system achieves both sampling accuracy and rendering efficiency simultaneously.
Data Source
AI summary
Provided is an image rendering method performed by a computer device, the method including: determining a vertex coordinate of a virtual texture tile corresponding to an image in a virtual texture; loading, through a vertex shader, a physical texture corresponding to the vertex coordinate to a texture cache; determining, through the vertex shader for each rendering child tile in the virtual texture tile corresponding to the vertex coordinate, a physical texture coordinate corresponding to each rendering child tile in the texture cache, and transmitting the physical texture coordinate to a pixel shader; and sampling, through the pixel shader, a texel matched with the physical texture coordinate from the physical texture in the texture cache, and rendering, based on the texel, the image.


