Write Out Stage Bounding Volume Generation

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Solution Overview

Problem

Current graphics processing architectures face limitations in efficiently generating bounding volumes, particularly in parallel processing environments, where synchronization with host processors can restrict the amount of parallel processing and resource consumption during geometry processing.

Innovation Solution

A write out fixed-function stage in the graphics pipeline is introduced to generate bounding volumes independently of the host processor, allowing for parallel computation of bounding volumes and reducing resource consumption by optimizing geometry processing, enabling efficient generation of bounding volumes for improved rendering performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If bounding volumes are computed by CPU in traditional graphics processors, then bounding volume generation is accurate, but parallel processing capability is limited and performance is reduced

Engineering Contradiction:
Improveparallel processing capabilityVSAvoidCPU synchronization time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent extracts the bounding volume computation function from the CPU and relocates it to the GPU's fixed-function stage. This allows the GPU to independently generate bounding volumes without CPU synchronization, eliminating the bottleneck and enabling continuous parallel processing in the graphics pipeline.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The GPU's fixed-function stage performs bounding volume computation autonomously using geometry data from the pipeline, without requiring external CPU intervention. This self-service capability enables the GPU to maintain high parallel processing throughput while generating accurate bounding volumes for rendering operations.

Inventive Principle:
Principle #25Self-service

2Productivity

If more parallel processing is implemented in graphics pipeline, then rendering performance is improved, but resource consumption during geometry processing increases

Engineering Contradiction:
Improverendering performanceVSAvoidresource consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent segments the bounding volume computation into discrete fixed-function stages within the GPU pipeline, allowing parallel processing of multiple geometry objects simultaneously. Each stage processes specific geometry data independently, maximizing resource utilization without excessive energy consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Bounding volumes are computed in advance during the fixed-function stage before fragment processing begins. This preliminary action prepares rendering data structures ahead of time, enabling subsequent parallel processing stages to operate efficiently without additional computational overhead during critical rendering phases.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentEP3779890B1Write out stage generated bounding volumes
Publication Date: 2023.11.29 INTEL CORP
  • EP3779890B1 patent drawingFigure 1
  • EP3779890B1 patent drawingFigure 2A
  • EP3779890B1 patent drawingFigure 2B

AI summary

Systems, apparatuses and methods may provide for technology that optimizes tiled rendering for workloads in a graphics pipeline including tessellation and use of a geometry shader. More particularly, systems, apparatuses and methods may provide a way to generate, by a write out fixed-function stage, one or more bounding volumes based on geometry data, as inputs to one or more stages of the graphics pipeline. The systems, apparatuses and methods may compute multiple bounding volumes in parallel, and improve the gamer experience, and enable photorealistic renderings at full speed, (e.g., such as human skin and facial expressions) that render three-dimensional (3D) action more realistically.