High frame rate rendering method and system based on display driving chip
By integrating layered rendering algorithms, real-time radiation algorithms, frequency domain analysis technology and programmable pipeline technology on the display driver chip, the problem that traditional rendering methods are difficult to achieve high frame rates and smooth pictures is solved, and efficient and smooth rendering effects are achieved.
Patent Information
- Application Number
- CN202510286282.4
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-03-12
- Publication Date
- 2025-04-11
- Estimated Expiration
- 2045-03-12
AI Technical Summary
Traditional rendering methods rely on a single algorithm or hardware acceleration, making it difficult to achieve smooth dynamic picture display without sacrificing image quality, especially when dealing with complex scenes and high frame rate requirements.
A high-frame rate rendering method based on the display driver chip is adopted, and a variety of technical means are integrated to improve rendering efficiency and image quality through layered rendering algorithms, real-time radiation algorithms, frequency domain analysis technology and programmable pipeline technology.
It achieves improved rendering efficiency, reduced picture tear and delay without affecting image quality, and provides a smoother and coherent visual experience, especially in high-end gaming and professional graphics processing applications.
Smart Images

Figure CN119811261A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of display driver chips, and in particular to a high frame rate rendering method and system based on a display driver chip. Background Art
[0002] In the field of modern display technology, as users' requirements for visual experience continue to increase, especially for application scenarios such as games and virtual reality, high frame rate rendering has become particularly important. However, traditional rendering methods often have difficulty meeting the requirements of real-time and high-quality images, especially when dealing with complex scenes. These traditional methods usually rely on a single rendering algorithm or hardware acceleration solution, which limits their performance in efficiency and effect, resulting in the inability to achieve smooth dynamic picture display without sacrificing image quality.
[0003] In addition, existing rendering technologies face problems such as high consumption of computing resources and slow processing speed when processing multi-layer complex scene data. In particular, when bidirectional scattering distribution processing is required to simulate real lighting effects, the amount of calculation will increase dramatically, which poses a severe challenge to real-time rendering. At the same time, due to the lack of effective frequency domain analysis and time domain reprojection technology, existing methods are difficult to provide stable image quality and response speed while ensuring high frame rates, which greatly affects the user experience, especially the screen tearing and delay problems under fast-moving perspectives.
[0004] To solve these problems, researchers are constantly exploring new methods and technologies to improve rendering efficiency and image quality. A high frame rate rendering method based on display driver chips has emerged. It aims to effectively solve the above challenges by integrating layered rendering algorithms, real-time radiosity algorithms, frequency domain analysis technology, and programmable pipeline technology. This method not only improves rendering efficiency, but also enables smoother picture display without affecting image quality, thereby significantly improving user experience, especially in application areas with extremely high performance requirements such as high-end games and professional graphics processing. Summary of the invention
[0005] The main purpose of the present invention is to provide a high frame rate rendering method and system based on a display driver chip, which solves the technical problem that traditional methods usually rely on a single rendering algorithm or hardware acceleration solution, resulting in the inability to achieve smooth dynamic picture display without sacrificing image quality.
[0006] To achieve the above object, the present invention provides a high frame rate rendering method based on a display driver chip, comprising the following steps: Perform hierarchical sorting on multiple scene data through a preset layered rendering algorithm to obtain sorted scene data; Performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data; Performing time-domain reprojection on the scattering scene data by using a preset frequency-domain analysis technique to obtain time-domain scene projection data; Based on a preset programmable pipeline technology, high frame rate pixel shading and rendering processing is performed on the time domain scene projection data to obtain shading and rendering data; The shading rendering data is subjected to frame synchronization processing through a cache management mechanism to obtain synchronized rendering data, and the synchronized rendering data is input into a preset display driver chip to drive the display screen to display a target rendering picture.
[0007] Furthermore, the hierarchical sorting process is performed on the plurality of scene data by using a preset hierarchical rendering algorithm to obtain sorted scene data, including: Performing depth of field analysis and calculation on multiple scene data through a preset layered rendering algorithm to obtain scene depth mapping data, and performing cone clipping and partitioning on the multiple scene data based on the scene depth mapping data to obtain cone partitioning data; The view cone partition data is spatially divided and subdivided by the voxel hierarchy in the layered rendering algorithm to obtain spatial subdivision data, and the spatial subdivision data is clustered into scene nodes to obtain node clustering data; The plurality of scene data are grouped into rendering batches based on the node clustering data to obtain rendering batch data, and the rendering batch data are arranged by rendering priority to obtain sorted scene data.
[0008] Furthermore, the bidirectional scattering distribution processing is performed on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data, including: Performing object surface segmentation on the sorted scene data to obtain regional block data, and performing light energy density calculation based on the regional block data to obtain a light energy distribution map; By using a preset real-time radiosity algorithm, based on the light energy distribution map, the sorted scene data is subjected to radiation energy tracing to obtain radiation tracing data, and the radiation tracing data is subjected to scattering direction sampling to obtain a scattering direction set; Performing microplane analysis on the surface material in the sorted scene data based on the scattering direction set to obtain microplane data, and performing bidirectional reflection coefficient calculation on the microplane data to obtain a reflection coefficient matrix; Performing scattering intensity mapping on the sorted scene data through the reflection coefficient matrix to obtain a scattering intensity map; Based on the scattering intensity map, the sorted scene data is globally integrated for light distribution to obtain global illumination data, and the global illumination data is subjected to scattering balance processing to obtain scattering scene data; wherein the scattering scene data includes an illumination integral map, scattering balance parameters and a rendering coefficient table.
[0009] Furthermore, the step of performing time domain reprojection on the scattering scene data by using a preset frequency domain analysis technique to obtain time domain scene projection data includes: Performing spectrum decomposition on the scattering scene data by a preset frequency domain analysis technology to obtain spectrum distribution data, and performing phase shift analysis on the spectrum distribution data to obtain phase shift data; Performing time domain conversion on the phase offset data by inverse Fourier transform to obtain time domain conversion data, and performing motion vector estimation on the time domain conversion data to obtain motion vector data; Performing time interpolation calculation on the motion vector data to obtain interpolation frame data, and performing geometric projection transformation on the scattering scene data based on the interpolation frame data to obtain projection transformation data; Performing illumination intensity calculation on the projection transformation data through a preset illumination model to obtain illumination intensity data, and performing color space conversion on the illumination intensity data to obtain color space data; The color space data is subjected to pixel fusion processing to obtain time domain scene projection data.
[0010] Furthermore, the illumination intensity calculation is performed on the projection transformation data by using a preset illumination model to obtain illumination intensity data, including: Performing light source spatial distribution sampling on the projection transformation data through a preset illumination model to obtain light source distribution data, and performing solid angle mapping calculation on the light source distribution data to obtain angle mapping data; Calculating the attenuation factor of the angle mapping data by a preset light energy propagator to obtain attenuation data, and performing a hemispherical surface integral operation on the attenuation data to obtain integrated intensity data; Performing surface albedo analysis on the integrated intensity data to obtain albedo parameters, and performing radiance synthesis based on the albedo parameters to obtain radiance data; The radiation brightness data is subjected to ambient light occlusion processing by an illumination compensator to obtain occlusion intensity data, and illumination superposition and fusion are performed based on the occlusion intensity data to obtain illumination intensity data.
[0011] Furthermore, the high frame rate pixel shading and rendering processing is performed on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading and rendering data, including: Performing a depth test analysis on the time-domain scene projection data to obtain a pixel depth map, and performing an occlusion culling process based on the pixel depth map to obtain a visible pixel set; Performing polygon subdivision processing on the visible pixel set through a geometry shader to obtain subdivision vertex data, and performing texture coordinate mapping based on the subdivision vertex data to obtain texture mapping data; Analyzing the material properties of the scene objects based on the texture mapping data to obtain a material parameter set, and performing normal mapping calculation on the material parameter set to obtain surface normal data; Performing lighting interactive rendering calculation on the surface normal data through a pixel shading unit to obtain lighting rendering data, and performing shadow projection processing on the lighting rendering data to obtain shadow mapping data; Performing anti-aliasing edge processing on the shadow mapping data to obtain smooth edge data, and performing gamma correction calculation based on the smooth edge data to obtain color correction data; By using a preset programmable pipeline technology, high frame rate pixel shading rendering processing is performed on the plurality of scene data based on the color correction data to obtain shading rendering data.
[0012] Furthermore, the performing frame synchronization processing on the shaded rendering data through a cache management mechanism to obtain synchronized rendering data includes: Performing inter-frame difference scanning on the shading rendering data to obtain difference area data, and performing double buffer exchange processing based on the difference area data to obtain buffer exchange data; Performing scan line synchronization calculation on the cache exchange data through a vertical synchronizer to obtain scan synchronization data, and performing frame rate adaptive allocation based on the scan synchronization data to obtain frame rate allocation data; Performing timing jitter compensation on the frame rate allocation data to obtain jitter compensation data, and performing cache refresh scheduling based on the jitter compensation data to obtain cache scheduling data; The cache scheduling data is synchronized by frame switching through a frame buffer controller to obtain frame switching data, and the frame switching data is aligned with display timing to obtain synchronous rendering data.
[0013] The present invention also provides a high frame rate rendering system based on a display driver chip, comprising: A sorting module is used to perform hierarchical sorting processing on multiple scene data through a preset layered rendering algorithm to obtain sorted scene data; A scattering module, used for performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data; A projection module, used to perform time-domain reprojection on the scattering scene data by using a preset frequency-domain analysis technique to obtain time-domain scene projection data; A rendering module, used for performing high frame rate pixel shading rendering processing on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading rendering data; The driver module is used to perform frame synchronization processing on the shading rendering data through a cache management mechanism to obtain synchronous rendering data, and input the synchronous rendering data into a preset display driver chip to drive the display screen to display a target rendering picture.
[0014] The present invention also provides a computer device, comprising a memory and a processor, wherein the memory stores a computer program, and the processor implements the steps of any one of the above methods when executing the computer program.
[0015] The present invention also provides a computer-readable storage medium on which a computer program is stored. When the computer program is executed by a processor, the steps of any of the above-mentioned methods are implemented.
[0016] The present invention provides a high frame rate rendering method based on a display driver chip, comprising the following steps: hierarchically sorting a plurality of scene data by a preset layered rendering algorithm to obtain sorted scene data; bidirectionally scattering distribution processing is performed on the sorted scene data based on a preset real-time radiometric algorithm to obtain scattered scene data; time-domain reprojection is performed on the scattered scene data by a preset frequency domain analysis technology to obtain time-domain scene projection data; high frame rate pixel shading rendering is performed on the time-domain scene projection data based on a preset programmable pipeline technology to obtain shading rendering data; frame synchronization processing is performed on the shading rendering data by a cache management mechanism to obtain synchronization rendering data, and the synchronization rendering data is input into a preset display driver chip to drive the display screen to appear a target rendering screen, which solves the technical problem that the traditional method usually relies on a single rendering algorithm or hardware acceleration scheme, resulting in the inability to achieve smooth dynamic picture display without sacrificing image quality, and realizes the use of frequency domain analysis technology and time domain reprojection processing. The method can effectively reduce picture tearing and delay while ensuring high-quality images, and provide a smoother and more coherent visual experience. This is particularly important for fast-moving perspectives in dynamic scenes, and can significantly improve the added technical effect of user experience. BRIEF DESCRIPTION OF THE DRAWINGS
[0017] Figure 1 is a schematic diagram of the steps of a high frame rate rendering method based on a display driver chip in one embodiment of the present invention; Figure 2 is a structural block diagram of a high frame rate rendering system based on a display driver chip in one embodiment of the present invention; Figure 3 It is a schematic block diagram of the structure of a computer device according to an embodiment of the present invention.
[0018] The purpose, features and advantages of the present invention will be further described with reference to the accompanying drawings in conjunction with the embodiments. DETAILED DESCRIPTION
[0019] In order to make the purpose, technical solution and advantages of the present invention more clearly understood, the present invention is further described in detail below in conjunction with the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are only used to explain the present invention and are not intended to limit the present invention.
[0020] like Figure 1 As shown, Figure 1 This is a schematic diagram of the steps of a high frame rate rendering method based on a display driver chip in one embodiment of the present invention; In one embodiment of the present invention, a high frame rate rendering method based on a display driver chip is provided, comprising the following steps: Step S1, hierarchically sorting multiple scene data using a preset hierarchical rendering algorithm to obtain sorted scene data.
[0021] Specifically, when implementing a high frame rate rendering method based on a display driver chip, a plurality of scene data are first hierarchically sorted by a preset hierarchical rendering algorithm to obtain sorted scene data. This process is intended to optimize complex scene information management so that subsequent steps can process and render these data more efficiently. Specifically, the hierarchical rendering algorithm decomposes the entire scene into multiple logical levels, each of which represents different elements or components in the scene, such as background, foreground objects, light sources, etc. By sorting these levels, it is possible to ensure that those parts that have the greatest impact on the visual effects are prioritized during the rendering process, thereby improving overall efficiency. For example, in an application scenario of a virtual reality game, the scene may contain rich details, such as distant mountains, nearby trees and buildings, and dynamic characters and light and shadow effects. The hierarchical rendering algorithm first identifies and separates these different levels and sorts them according to their importance and mutual occlusion relationship. For this particular game scene, distant mountains may be assigned to a lower level because they are relatively static and require less computing resources; while nearby trees and buildings are assigned to a higher level because they require more detailed rendering to ensure visual realism. At the same time, dynamic characters and lighting effects are placed on the highest level to ensure that they can be updated and rendered in time in every frame. In practice, this hierarchical sorting not only helps to optimize the use of computing resources, but also significantly reduces unnecessary rendering workload. For example, when a character moves to a certain location, only the level where the character is located and its associated levels (such as nearby trees or buildings) need to be recalculated and rendered, rather than the entire scene. The benefits of this are obvious: it greatly reduces the workload of the CPU and GPU, allowing the system to run at a higher frame rate, providing a smoother and more realistic user experience. In addition, since each level is managed and processed independently, this also provides developers with greater flexibility to adjust the level of detail and rendering quality of each level according to different hardware configurations and performance requirements, further improving the applicability and scalability of this method. In short, in this way, not only can rendering efficiency be improved, but also high-quality image output can be guaranteed to meet the needs of modern high-end graphics applications.
[0022] Step S2, performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data.
[0023] Specifically, the sorted scene data is subjected to bidirectional scattering distribution processing based on a preset real-time radiosity algorithm to obtain scattered scene data. This process is intended to simulate the light propagation and material reflection characteristics in the real world, thereby enhancing the realism of the rendered image. Specifically, the real-time radiosity algorithm is a technology used to calculate the multiple reflections and scattering of light between different material surfaces. It accurately simulates the optical behavior of the surface of an object by analyzing the relationship between the incident light and the outgoing light at each pixel. In this step, the hierarchically sorted scene data is first used to identify the light sources and their influence ranges in each layer, and then the direct and indirect lighting received by each pixel is calculated based on this information. For example, in the application scenario of a virtual reality game, when the player moves in a forest environment full of complex light and shadow effects, trees, grass, and various dynamic characters will produce complex light interactions. For each element, such as a tree, its leaves and trunks will produce different reflection and scattering effects on light. Through the real-time radiosity algorithm, the system can accurately calculate how sunlight shines through the gaps between leaves to the ground, and how it is further reflected and scattered by the ground and surrounding objects. In this way, not only will the trunks and leaves themselves show different gloss and shadow effects, but the entire environment will also appear more vivid and realistic. Then, the bidirectional scattering distribution processing further refines this simulation, which takes into account various possible situations when light bounces from one surface to another. This means that even small changes in angle or material differences will affect the final visual effect. For example, when a game character walks through a wet grass, water droplets on the grass surface will cause additional refraction and reflection of light, adding details and realism to the scene. In this case, the algorithm must consider not only the direct light from the sky, but also the indirect light reflected from surrounding objects, and how these interact with the grass surface. To achieve the above effects, the algorithm needs to process a large amount of data and must ensure computational efficiency while maintaining a high frame rate. Therefore, real-time radiosity algorithms usually combine efficient sampling techniques and parallel computing methods to speed up the calculation process. In addition, through preset parameter adjustments, developers can flexibly optimize the accuracy and speed of the algorithm according to the specific needs of hardware performance and application scenarios. In general, this process not only enhances the realism and immersion of the picture, but also provides users with a smoother and higher-quality visual experience, making the virtual environment look as delicate and rich as reality.
[0024] Step S3, performing time-domain reprojection on the scattering scene data by using a preset frequency-domain analysis technique to obtain time-domain scene projection data.
[0025] Specifically, the scattering scene data is reprojected in the time domain by using the preset frequency domain analysis technology to obtain the time domain scene projection data. This process aims to solve the problem of consistency and smoothness of light and material performance in dynamic scenes. Specifically, the frequency domain analysis technology first converts the scattering scene data from the spatial domain to the frequency domain, which can more effectively handle various lighting and reflection phenomena in complex scenes. In the frequency domain, the algorithm can identify and separate the lighting information of different frequency components, which represent changes in different time scales in the scene, such as fast-moving light sources, subtle fluctuations on the surface of objects, etc. In this process, the frequency domain analysis technology decomposes the scattering scene data into multiple frequency components by Fourier transforming it, and each component corresponds to different time and space characteristics. For example, in the application scenario of virtual reality games, when the player moves in a forest environment full of light and shadow changes, the shadows of the trees will change with the angle of the sun, and the breeze on the grass will also cause subtle fluctuations in light and shadow. These changes can be accurately captured and represented by frequency domain analysis technology. In this way, the algorithm can not only handle the influence of static light sources, but also accurately simulate the influence of dynamic light sources and environmental changes on the scene lighting effects. Next, the time domain reprojection step remaps these frequency components back to the time domain to generate time domain scene projection data. The core of this step is how to efficiently and accurately convert the information in the frequency domain back to the spatial domain and ensure the temporal consistency of the final rendering result. For example, when the player moves the perspective quickly in the forest, the system needs to update the lighting information of each pixel in real time to ensure the continuity and smoothness of the picture. Through time domain reprojection, the system can achieve high frame rate rendering without sacrificing image quality. This means that even in complex dynamic scenes, such as when the character runs fast or rotates the perspective quickly, the light and shadow effects can be kept stable and realistic. To better understand this process, we can imagine a specific example: in a virtual reality game, the player is walking through a forest of light and shadow. As the player moves, the surrounding trees and grass will produce constantly changing shadows and light spots in the sun. The frequency domain analysis technology first decomposes these light and shadow changes into components of different frequencies, and then recombines these components into each frame through the time domain reprojection technology. In this way, not only the static light and shadow effects are finely expressed, but also the dynamic changes are seamlessly connected, making the whole scene look more natural and vivid. Ultimately, this technology not only improves the realism of rendering, but also enhances the user's immersive experience, blurring the boundary between the virtual world and the real world. With this approach, developers can provide more detailed and realistic visual effects while maintaining high performance.
[0026] Step S4, performing high frame rate pixel shading and rendering processing on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading and rendering data.
[0027] Specifically, based on the preset programmable pipeline technology, the time-domain scene projection data is processed by high-frame-rate pixel shading rendering to obtain the shading rendering data. This process aims to achieve high-quality and high-performance image output through flexible and efficient rendering strategies. The programmable pipeline technology allows developers to customize and adjust each stage of the rendering process according to specific application requirements, so as to maximize rendering efficiency while ensuring image quality. First, after receiving the time-domain scene projection data, the programmable pipeline technology will perform preliminary analysis and optimization on these data according to the pre-set algorithms and parameters. This includes identifying areas that need to be rendered, dynamically adjusting shadow effects, and optimizing material reflections. For example, in the application scenario of virtual reality games, when the player moves quickly in a forest environment with interlaced light and shadow, the system needs to update the color and brightness information of each pixel in real time to ensure the smoothness and realism of the picture. Through programmable pipeline technology, developers can write special shader programs for different lighting conditions and surface characteristics of objects. These shader programs can efficiently handle complex light calculations, such as simulating the mottled light and shadow formed by sunlight through leaves, the wavy reflection of the water surface, and the delicate texture on the character's clothing. In this way, not only can static scenes present realistic visual effects, but dynamic changes can also be accurately captured and rendered in real time. Furthermore, in order to achieve high frame rate pixel shading rendering processing, programmable pipeline technology utilizes the powerful parallel computing capabilities of modern GPUs. It breaks down the entire rendering task into multiple small tasks and assigns them to different cores of the GPU for simultaneous processing. This parallel processing method greatly improves the rendering speed, allowing each frame to be completed in a very short time. For example, in the above-mentioned virtual reality game example, when the player runs quickly or rotates the perspective, the system needs to recalculate and render the entire scene within a few milliseconds. Through programmable pipeline technology, the system can dynamically adjust the rendering priority according to the changes in the current perspective, give priority to processing data in the center area of the field of view, and reduce the rendering of details in the edge area. This can not only ensure high-quality display of the main view area, but also maintain the overall high frame rate performance. In addition, programmable pipeline technology also supports real-time adjustment of rendering parameters to adapt to performance differences on different hardware platforms. For example, on high-end devices, more complex shader programs and higher resolutions can be enabled, while on mid- and low-end devices, smoothness can be maintained by simplifying the rendering process. This approach not only improves the consistency of user experience, but also expands the compatibility and flexibility of applications. In short, by combining advanced programmable pipeline technology and efficient rendering algorithms, this method can provide delicate and realistic visual effects while maintaining a high frame rate, making users feel as if they are in a real virtual world. Whether it is the delicate changes in light and shadow effects or the dynamic display of complex scenes, they can be presented seamlessly, greatly enhancing the user's immersion and interactive experience.
[0028] Step S5, performing frame synchronization processing on the shaded rendering data through a cache management mechanism to obtain synchronized rendering data, and inputting the synchronized rendering data into a preset display driver chip to drive the display screen to display a target rendering picture.
[0029] Specifically, the shading rendering data is frame-synchronized by the cache management mechanism to obtain the synchronous rendering data, and the synchronous rendering data is input into the preset display driver chip to drive the display screen to present the target rendering screen. This process is intended to ensure that each frame of the image can be presented to the user smoothly and consistently, avoiding screen tearing and delay. Specifically, the cache management mechanism first optimizes and organizes the shading rendering data generated from the programmable pipeline technology so that it can be efficiently transmitted to the display device. In this process, the system uses a double buffer or multi-buffer strategy to store the rendering data, in which one buffer is used for rendering the current frame, and the other buffer is used to prepare the data for the next frame. The advantage of this is that the problem of discontinuous images caused by frequent frame switching can be significantly reduced. For example, in the application scenario of virtual reality games, when the player moves quickly in a forest environment with interlaced light and shadow, the system needs to complete a large number of complex rendering tasks in a very short time and ensure that each frame can be seamlessly connected. Through the cache management mechanism, the system can continuously render new frames in the background, while the foreground displays the frames that have been rendered. This double buffer strategy allows the smoothness and consistency of the picture to be maintained even in high-dynamic scenes. In addition, to further improve efficiency, the cache management mechanism will dynamically adjust the size and number of buffers according to hardware performance and application scenario requirements to ensure optimal use of resources. Frame synchronization processing is one of the key steps to ensure picture quality. It ensures that each frame can be displayed at the right time by accurately managing and coordinating data between different buffers. This means that even in complex scenes, such as when the character runs fast or the perspective rotates quickly, the system can update and display the latest rendering results in real time without screen tearing or stuttering. For example, in the above-mentioned virtual reality game example, when the player turns quickly, the system needs to quickly capture the new perspective information and convert it into corresponding rendering data. Through frame synchronization processing, these new data can be accurately transmitted to the display device in the shortest time, thereby achieving a seamless visual transition. Finally, the synchronized rendering data after frame synchronization processing will be input into the preset display driver chip. As a key component connecting the rendering engine and the display, the display driver chip is responsible for converting digital signals into a format that the display can recognize and display. In this process, the display driver chip will accurately control the color and brightness of each pixel according to the received synchronized rendering data to ensure that the final output picture meets the expected effect. For example, in the above-mentioned virtual reality game, when players enjoy the mottled light and shadow formed by the sun shining through the leaves on the ground, all these delicate changes in light and shadow are achieved by the display driver chip precisely controlling the performance of each pixel. It is precisely because of the support of the cache management mechanism and frame synchronization processing that the entire rendering process can run efficiently and stably, thus providing users with a realistic and smooth visual experience.Whether in high-end graphics applications or everyday entertainment scenarios, this approach can significantly enhance user immersion and satisfaction.
[0030] In a specific embodiment, the hierarchical sorting process is performed on the plurality of scene data by a preset hierarchical rendering algorithm to obtain sorted scene data, including: Performing depth of field analysis and calculation on multiple scene data through a preset layered rendering algorithm to obtain scene depth mapping data, and performing cone clipping and partitioning on the multiple scene data based on the scene depth mapping data to obtain cone partitioning data; The view cone partition data is spatially divided and subdivided by the voxel hierarchy in the layered rendering algorithm to obtain spatial subdivision data, and the spatial subdivision data is clustered into scene nodes to obtain node clustering data; The plurality of scene data are grouped into rendering batches based on the node clustering data to obtain rendering batch data, and the rendering batch data are arranged by rendering priority to obtain sorted scene data.
[0031] Specifically, the process of hierarchically sorting multiple scene data by a preset layered rendering algorithm to obtain sorted scene data is a complex and delicate step, which aims to optimize rendering efficiency and improve image quality. First, this process performs depth analysis and calculation on multiple scene data by a preset layered rendering algorithm to obtain scene depth mapping data, and performs cone clipping and partitioning on the multiple scene data based on the scene depth mapping data to obtain cone partitioning data. Specifically, the depth analysis and calculation is to generate a depth map by analyzing the distance from each pixel to the camera, and this depth map can accurately represent the positional relationship of each object in the scene. For example, in an application scenario of a virtual reality game, assuming that there are 1,000 different objects in the scene, including trees, grass, buildings, etc., through depth analysis and calculation, the system can identify the relative distance between these objects and the player's perspective and generate corresponding depth mapping data. Next, based on this depth mapping data, the system will perform cone clipping and partitioning on the scene, dividing the entire scene into multiple areas. For example, in actual operation, the scene may be divided into 50 different cone areas. This partitioning strategy not only reduces unnecessary rendering workload, but also improves rendering efficiency. Subsequently, the view cone partition data is spatially divided and subdivided by the voxel hierarchy in the layered rendering algorithm to obtain spatial subdivision data, and the spatial subdivision data is subjected to scene node clustering to obtain node clustering data. The voxel hierarchy is a three-dimensional space segmentation technology that divides the entire scene into many small cubic units, each of which represents a specific spatial area. In this process, the system further refines the view cone partition data and decomposes it into smaller spatial units to achieve more refined management. For example, if each view cone area is subdivided into 20 voxel units, there will be a total of 1000 (50 view cone areas × 20 voxel units) subdivision units. By performing scene node clustering on these subdivision units, the system can identify adjacent or similar nodes and combine them together to form node clustering data. The advantage of this is that the amount of data processing during rendering can be significantly reduced, and the overall performance can be improved. For example, in the above-mentioned virtual reality game example, assuming that there are 1000 objects in the scene, after node clustering, only 500 node clusters may need to be processed, which greatly simplifies the subsequent rendering process. The plurality of scene data are grouped into rendering batches based on the node clustering data to obtain rendering batch data, and the rendering batch data are arranged by rendering priority to obtain sorted scene data. Rendering batch grouping refers to grouping similar objects together based on factors such as the material and lighting conditions of the objects for batch processing. For example, in a game, all trees using the same texture and material can be grouped together, and all buildings using the same lighting conditions can also be grouped together.Suppose there are 1,000 objects in the scene, and after node clustering, there are 500 node clusters. After rendering batch grouping, only 300 rendering batches may need to be processed in the end. Objects in each batch have similar rendering properties, so they can be rendered at one time, which greatly improves rendering efficiency. Finally, the rendering batch data is prioritized and the rendering order is determined according to importance and visual impact. For example, in the above-mentioned VR game example, dynamic characters and light sources in the near distance are given higher priority, while static backgrounds in the distance are given lower priority. Suppose there are 300 rendering batches in the scene, of which 100 are high-priority batches, 150 are medium-priority batches, and 50 are low-priority batches. In this way, the system can prioritize those parts that have the greatest impact on the user experience with limited computing resources, ensuring the smoothness and high quality of the picture. To better understand the practical application effect of this process, we can imagine a specific example: in a VR game, the player is exploring a forest environment with interlaced light and shadow. As the player moves, the surrounding trees, grass, and various dynamic characters will produce complex light interactions. Through the above steps, the system first uses depth analysis to calculate and generate depth mapping data. Assuming that there are 1,000 objects in the scene, the system will generate a depth map containing the depth information of these objects. Then, based on this depth map, the system divides the scene into 50 cone areas and further subdivides them into 1,000 voxel units. Next, the system clusters these voxel units into nodes, assuming that 500 node clusters are finally formed. After that, according to the material and lighting conditions of the objects, the system divides these node clusters into 300 rendering batches, of which 100 are high-priority batches, 150 are medium-priority batches, and 50 are low-priority batches. Finally, the system renders in order of priority to ensure that dynamic characters and light sources in the near distance can be updated and presented to the player in time, while maintaining a stable display of the distant background. Through this multi-level and refined rendering management method, not only can the rendering efficiency be significantly improved, but also high-quality image output can be guaranteed. Whether it is dealing with a large number of objects in complex scenes or dealing with rapidly changing dynamic elements, this method can provide efficient and stable rendering support. Especially in high-end graphics applications such as virtual reality and augmented reality, its advantages are particularly obvious, which can bring users a more realistic and smooth visual experience. In short, through reasonable layered rendering algorithm design and optimization, developers can maximize rendering speed and efficiency without sacrificing image quality to meet the needs of modern high-performance graphics applications.
[0032] In a specific embodiment, the bidirectional scattering distribution processing is performed on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data, including: Performing object surface segmentation on the sorted scene data to obtain regional block data, and performing light energy density calculation based on the regional block data to obtain a light energy distribution map; By using a preset real-time radiosity algorithm, based on the light energy distribution map, the sorted scene data is subjected to radiation energy tracing to obtain radiation tracing data, and the radiation tracing data is subjected to scattering direction sampling to obtain a scattering direction set; Performing microplane analysis on the surface material in the sorted scene data based on the scattering direction set to obtain microplane data, and performing bidirectional reflection coefficient calculation on the microplane data to obtain a reflection coefficient matrix; Performing scattering intensity mapping on the sorted scene data through the reflection coefficient matrix to obtain a scattering intensity map; Based on the scattering intensity map, the sorted scene data is globally integrated for light distribution to obtain global illumination data, and the global illumination data is subjected to scattering balance processing to obtain scattering scene data; wherein the scattering scene data includes an illumination integral map, scattering balance parameters and a rendering coefficient table.
[0033] Specifically, the process of performing bidirectional scattering distribution processing on the sorted scene data based on the preset real-time radiosity algorithm to obtain the scattered scene data is intended to improve the realism and detail performance of the rendered image through fine optical simulation and calculation. First, the process starts with object surface segmentation of the sorted scene data, by decomposing the complex scene into multiple small areas, so as to more accurately calculate the light energy density of each area. For example, in an application scenario of a virtual reality game, assuming that there are 1,000 different objects in the scene, including trees, grass, buildings, etc., the system will divide them into multiple regional block data according to the surface characteristics of these objects. Assuming that each object is divided into 10 different areas, there will be a total of 10,000 regional block data. Next, the light energy density is calculated based on these regional block data to generate a light energy distribution map. This step can accurately represent the light intensity received by each area, thereby providing a basis for subsequent radiation energy tracking. After obtaining the light energy distribution map, the system uses the preset real-time radiosity algorithm to track the radiation energy of the sorted scene data based on these maps to obtain radiation tracking data. Radiant energy tracing is the process of simulating multiple reflections and scattering of light between different material surfaces. For example, in the above-mentioned VR game, when sunlight shines on trees in the forest, part of the light will be reflected by the trunks and leaves, while the other part will be absorbed or shine through the gaps between the leaves to the ground. In order to simulate this complex light interaction, the system will track the light energy distribution map of each area and record the path and energy changes of each light to form radiation tracing data. Assuming that each area has 5 main light paths, the system needs to trace 50,000 light paths for 10,000 areas. Then, the system samples the scattering direction of the radiation tracing data to obtain a set of scattering directions. Sampling the scattering direction is to determine the scattering direction of light when it passes through the surface of an object. This step is crucial for simulating the lighting effects in the real world. For example, in a forest environment, sunlight not only shines directly on the ground, but also forms a mottled light and shadow effect through multiple reflections and scattering of leaves. Through scattering direction sampling, the system can simulate these complex light propagation paths. Assuming that each area has 10 possible scattering directions, then for 10,000 areas, the system needs to process data for 100,000 scattering directions. Based on the set of scattering directions, the system performs microplane analysis on the surface materials in the sorted scene data to obtain microplane data. Microplane analysis is a technology used to describe the microscopic structure of the surface of an object, which can help the system simulate the interaction between light and material more accurately. For example, in the above-mentioned virtual reality game, the trunks and leaves of the trees have different surface characteristics, the trunk surface is relatively rough, and the leaves are relatively smooth. By performing microplane analysis on these surfaces, the system can identify the microstructural characteristics of each area and generate corresponding microplane data.Assuming that each region has 20 microfacet units, the system needs to process 200,000 microfacet data for 10,000 regions. Then, the system calculates the bidirectional reflection coefficient on the microfacet data to obtain the reflection coefficient matrix. Bidirectional reflection coefficient refers to the reflection ratio of light at different incident and exit angles, which is crucial for simulating real-world lighting effects. For example, in a forest environment, sunlight shines on tree trunks and leaves at different angles, which will produce different reflection effects. Through the calculation of bidirectional reflection coefficient, the system can accurately simulate these reflection phenomena. Assuming that each microfacet unit has 5 different reflection coefficients, the system needs to calculate 1,000,000 reflection coefficients for 200,000 microfacet data. Through the reflection coefficient matrix, the system performs scattering intensity mapping on the sorted scene data to obtain a scattering intensity map. Scattering intensity mapping is to apply the reflection coefficient of each region to the actual scene to generate an image representing the scattering intensity of each pixel. For example, in the above-mentioned virtual reality game, the system can generate an image containing the scattering intensity information of all object surfaces based on the reflection coefficient matrix. This image can accurately reflect the lighting effect of each area. Assuming that the scene resolution is 1920x1080 (about 2 million pixels), the system needs to calculate the scattering intensity value for each pixel. Finally, the light distribution of the sorted scene data is globally integrated based on the scattering intensity map to obtain global illumination data, and the global illumination data is subjected to scattering balance processing to obtain scattering scene data. Global illumination data includes the combined effect of all light in the entire scene, and scattering balance processing is to ensure that the lighting effect of each area is consistent and natural. For example, in a forest environment, sunlight not only directly shines on the ground, but also forms complex light and shadow effects through multiple reflections and scattering. Through global integration and scattering balance processing, the system can accurately simulate these complex light interactions and finally generate scattering scene data containing illumination integral map, scattering balance parameters and rendering coefficient table. Assuming that each pixel needs to perform 10 global integration calculations, then for 2 million pixels, the system needs to perform 20 million calculations. Through this multi-level, refined optical simulation and calculation method, not only can the realism and detail of the rendered image be significantly improved, but also high-quality visual effects can be guaranteed. Whether it is dealing with a large number of objects in a complex scene or dealing with rapidly changing dynamic elements, this method can provide efficient and stable rendering support. Especially in high-end graphics applications such as virtual reality and augmented reality, its advantages are particularly obvious, which can bring users a more realistic and smooth visual experience. In short, through reasonable real-time radiosity algorithm design and optimization, developers can maximize rendering speed and efficiency without sacrificing image quality to meet the needs of modern high-performance graphics applications.
[0034] In a specific embodiment, the step of performing time-domain reprojection on the scattering scene data by using a preset frequency-domain analysis technique to obtain time-domain scene projection data includes: Performing spectrum decomposition on the scattering scene data by a preset frequency domain analysis technology to obtain spectrum distribution data, and performing phase shift analysis on the spectrum distribution data to obtain phase shift data; Performing time domain conversion on the phase offset data by inverse Fourier transform to obtain time domain conversion data, and performing motion vector estimation on the time domain conversion data to obtain motion vector data; Performing time interpolation calculation on the motion vector data to obtain interpolation frame data, and performing geometric projection transformation on the scattering scene data based on the interpolation frame data to obtain projection transformation data; Performing illumination intensity calculation on the projection transformation data through a preset illumination model to obtain illumination intensity data, and performing color space conversion on the illumination intensity data to obtain color space data; The color space data is subjected to pixel fusion processing to obtain time domain scene projection data.
[0035] Specifically, the scattering scene data is reprojected in the time domain by using the preset frequency domain analysis technology to obtain the time domain scene projection data. This process aims to achieve efficient and accurate dynamic light and shadow effect simulation through the conversion between the frequency domain and the time domain. First, the system performs spectral decomposition on the scattering scene data by using the preset frequency domain analysis technology to generate spectral distribution data, and performs phase shift analysis on these data to obtain phase shift data. Spectral decomposition is the process of decomposing complex time series signals (such as light and shadow changes) into multiple frequency components, each of which represents changes on different time scales. For example, in an application scenario of a virtual reality game, assuming that there are 1,000 objects in the scene, including trees, grass, and buildings, the light and shadow changes of these objects under the sun can be represented by spectral decomposition. If each object has 5 main light and shadow change modes, there will be a total of 5,000 frequency components. By performing phase shift analysis on these frequency components, the system can identify the specific phase information of each frequency component, thereby providing a basis for subsequent time domain conversion. Next, the system performs a time domain conversion on the phase offset data through an inverse Fourier transform to generate time domain conversion data, and performs motion vector estimation on these data to obtain motion vector data. Inverse Fourier transform is the process of converting data in the frequency domain back to the time domain, so that the original time series signal can be restored. In this process, the system needs to process a large number of frequency components. Assuming that each frequency component needs to be inverse Fourier transformed once, then for 5000 frequency components, the system needs to perform 5000 inverse Fourier transform operations. Motion vector estimation is to capture the motion trajectory of each object in the scene, which is crucial for simulating dynamic light and shadow effects. For example, in the above-mentioned virtual reality game, when the player moves the perspective quickly or the character runs quickly, the system needs to update the position and shape changes of each object in real time. Assuming that each object needs to update the position information 30 times per second, then for 1000 objects, the system needs to process 30,000 motion vector estimates per second. Subsequently, the system performs time interpolation calculation on the motion vector data to generate interpolation frame data, and performs geometric projection transformation on the scattered scene data based on the interpolation frame data to obtain projection transformation data. Temporal interpolation calculation is to insert new frames between adjacent frames to improve the smoothness of the picture. For example, in the above-mentioned virtual reality game, assuming that the current frame rate is 30 frames per second, but in order to achieve the effect of 60 frames per second, the system needs to insert a new interpolation frame between every two frames. If there are 30 frames per second, then the system needs to generate 30 interpolation frames per second. Geometric projection transformation is to project objects in three-dimensional space onto a two-dimensional plane for easy presentation by display devices. For example, in a forest environment, the mottled light and shadow formed by sunlight shining through the leaves need to undergo geometric projection transformation to be correctly displayed on the screen.Assuming that each object needs to undergo 10 geometric projection transformations, the system needs to process 10,000 geometric projection transformations for 1,000 objects. Then, the system calculates the light intensity of the projection transformation data through a preset illumination model to generate light intensity data, and performs color space conversion on these data to generate color space data. Light intensity calculation is to calculate the light intensity of each pixel based on the material properties of the object surface and the ambient light conditions. For example, in the above-mentioned virtual reality game, sunlight shining on tree trunks and leaves will produce different reflection effects. Through light intensity calculation, the system can accurately simulate these reflection phenomena. Assuming that each object has 20 different illumination areas, the system needs to calculate the light intensity of 20,000 illumination areas for 1,000 objects. Color space conversion is to convert light intensity data into color information that can be recognized by the display. For example, convert from linear RGB color space to sRGB color space to ensure that the final output image color is accurate and natural. Assuming that each pixel needs to be converted into a color space, and the scene resolution is 1920x1080 (about 2 million pixels), the system needs to perform 2 million color space conversions. Finally, the system performs pixel fusion processing on the color space data to generate time domain scene projection data. Pixel fusion processing is to seamlessly combine light and shadow effects at different levels to form a complete picture. For example, in the above-mentioned virtual reality game, the light and shadow effects formed by sunlight through leaves and the shadow effects on the ground need to be perfectly combined through pixel fusion processing. Assuming that each pixel needs 5 fusion operations, then for 2 million pixels, the system needs to perform 10 million fusion operations. Through this multi-level and refined processing method, not only can the realism and detail performance of the rendered image be significantly improved, but also high-quality visual effects can be guaranteed. Whether it is processing a large number of objects in a complex scene or dealing with rapidly changing dynamic elements, this method can provide efficient and stable rendering support. Specifically, in the application scenario of virtual reality games, players move quickly in a forest environment with interlaced light and shadow, surrounded by various dynamic characters and light and shadow changes. Through the above steps, the system can update and render the light and shadow effects of each pixel in real time, making the entire scene look more vivid and realistic. For example, when the sun shines through the leaves and falls on the ground, the system accurately simulates the propagation path of the light through spectrum decomposition and phase shift analysis; through inverse Fourier transform and motion vector estimation, it captures and updates the position and shape changes of each object in real time; through time interpolation calculation and geometric projection transformation, it generates high-frame-rate interpolation frames to ensure the smoothness of the picture; through light intensity calculation and color space conversion, it accurately simulates the lighting effect on the surface of each object; and through pixel fusion processing, it seamlessly combines all light and shadow effects together, and finally generates high-quality time domain scene projection data.In this way, not only can static scenes present realistic visual effects, but dynamic changes can also be accurately captured and rendered in real time, greatly enhancing the user's immersive experience and interactive feeling. In short, through reasonable frequency domain analysis technology and efficient rendering process design, developers can maximize rendering speed and efficiency without sacrificing image quality, meeting the needs of modern high-performance graphics applications.
[0036] In a specific embodiment, the step of calculating illumination intensity of the projection transformation data using an illumination model to obtain illumination intensity data includes: Performing light source spatial distribution sampling on the projection transformation data through a preset illumination model to obtain light source distribution data, and performing solid angle mapping calculation on the light source distribution data to obtain angle mapping data; Calculating the attenuation factor of the angle mapping data by a preset light energy propagator to obtain attenuation data, and performing a hemispherical surface integral operation on the attenuation data to obtain integrated intensity data; Performing surface albedo analysis on the integrated intensity data to obtain albedo parameters, and performing radiance synthesis based on the albedo parameters to obtain radiance data; The radiation brightness data is subjected to ambient light occlusion processing by an illumination compensator to obtain occlusion intensity data, and illumination superposition and fusion are performed based on the occlusion intensity data to obtain illumination intensity data.
[0037] Specifically, the illumination intensity of the projection transformation data is calculated through a preset illumination model to obtain illumination intensity data. This process aims to accurately simulate the propagation and reflection characteristics of light in a three-dimensional scene, thereby improving the realism of the rendered image. First, the system samples the spatial distribution of the light source for the projection transformation data through a preset illumination model to generate light source distribution data, and performs a stereo angle mapping calculation on these data to obtain angle mapping data. Light source spatial distribution sampling is the process of identifying and recording the positions of all light sources in the scene and their influence ranges. For example, in an application scenario of a virtual reality game, assuming that there are 10 main light sources (such as sunlight, lights, etc.) in the scene, and each light source needs to sample 100 different position points, then there will be a total of 1,000 sampling points of data. By performing a stereo angle mapping calculation on these sampling points, the system can determine the light intensity distribution of each light source in different directions. The stereo angle mapping calculation converts the spatial distribution of the light source into an angle distribution, making the subsequent illumination calculation more accurate. Then, the system calculates the attenuation factor of the angle mapping data through a preset light energy propagator to generate attenuation data, and performs a hemispherical surface integral operation on these attenuation data to obtain integral intensity data. The attenuation factor calculation is to simulate the phenomenon that light gradually weakens due to the influence of distance and medium during propagation. For example, in the above-mentioned virtual reality game, when sunlight shines through leaves to the ground, the light will attenuate because it passes through the leaves. Assuming that each light source has 5 different attenuation modes, the system needs to calculate the attenuation factor 5000 times for 1000 sampling points. The hemispherical surface integral operation is to calculate the comprehensive effect of light reaching the surface of the object from all directions. Assuming that each sampling point needs to perform 20 hemispherical surface integral operations, the system needs to perform 20,000 hemispherical surface integral operations for 1000 sampling points. This ensures that the final lighting effect not only considers the influence of direct light sources, but also includes the contribution of indirect light sources. Subsequently, the system performs surface albedo analysis on the integrated intensity data to generate albedo parameters, and performs radiance synthesis based on these albedo parameters to obtain radiance data. Surface albedo analysis is to determine the ability of the surface of an object to reflect light, which depends on the material properties of the object. For example, in a forest environment, the trunks and leaves of trees have different albedos. The trunks are usually darker and rougher, while the leaves are smoother and reflect more light. Assuming that each object has 3 different albedo parameters, the system needs to process 3000 albedo parameters for 1000 sampling points. Based on these albedo parameters, the system can calculate the radiance value of each pixel point by performing radiance synthesis. For example, assuming the scene resolution is 1920x1080 (about 2 million pixels), the system needs to calculate the radiance value for each pixel, and a total of 2 million radiance data needs to be processed.Finally, the system uses the illumination compensator to perform ambient occlusion processing on the radiant brightness data to generate occlusion intensity data, and performs illumination superposition fusion based on these occlusion intensity data to obtain illumination intensity data. Ambient occlusion processing is to simulate the shadow effects between objects in the scene, especially the subtle shadow changes under complex geometric structures. For example, in a forest environment, complex shadow relationships will be formed between trees. Through ambient occlusion processing, the system can simulate these shadow effects more accurately. Assuming that each pixel needs to be processed by ambient occlusion once, then for 2 million pixels, the system needs to perform 2 million ambient occlusion calculations. Illumination superposition fusion combines direct light sources, indirect light sources and ambient occlusion effects to generate the final illumination intensity data. For example, in the above-mentioned virtual reality game, the light and shadow effects formed by sunlight through leaves and the shadow effects on the ground need to be perfectly combined through illumination superposition fusion. Assuming that each pixel needs to perform 5 illumination superposition operations, then for 2 million pixels, the system needs to perform 10 million illumination superposition operations. This multi-level and refined lighting calculation method can not only significantly improve the realism and detail performance of the rendered image, but also ensure high-quality visual effects. Whether it is dealing with a large number of objects in a complex scene or dealing with rapidly changing dynamic elements, this method can provide efficient and stable rendering support. Specifically, in the application scenario of virtual reality games, players move quickly in a forest environment with interlaced light and shadow, surrounded by various dynamic characters and light and shadow changes. Through the above steps, the system can update and render the light and shadow effects of each pixel in real time, making the entire scene look more vivid and realistic. For example, when sunlight shines on the ground through the leaves, the system accurately simulates the propagation path of light through light source spatial distribution sampling and solid angle mapping calculation; simulates the attenuation and comprehensive effect of light during propagation through attenuation factor calculation and hemispherical surface integral operation; accurately simulates the reflection effect of each object surface through surface albedo analysis and radiation brightness synthesis; and seamlessly combines all light and shadow effects through ambient light occlusion processing and light superposition fusion, and finally generates high-quality light intensity data. In this way, not only can static scenes present realistic visual effects, but dynamic changes can also be accurately captured and rendered in real time, greatly enhancing the user's immersive experience and interactive feeling. In short, through reasonable lighting model design and efficient rendering process optimization, developers can maximize rendering speed and efficiency without sacrificing image quality, meeting the needs of modern high-performance graphics applications.
[0038] In a specific embodiment, the high frame rate pixel shading and rendering processing is performed on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading and rendering data, including: Performing a depth test analysis on the time-domain scene projection data to obtain a pixel depth map, and performing an occlusion culling process based on the pixel depth map to obtain a visible pixel set; Performing polygon subdivision processing on the visible pixel set through a geometry shader to obtain subdivision vertex data, and performing texture coordinate mapping based on the subdivision vertex data to obtain texture mapping data; Analyzing the material properties of the scene objects based on the texture mapping data to obtain a material parameter set, and performing normal mapping calculation on the material parameter set to obtain surface normal data; Performing lighting interactive rendering calculation on the surface normal data through a pixel shading unit to obtain lighting rendering data, and performing shadow projection processing on the lighting rendering data to obtain shadow mapping data; Performing anti-aliasing edge processing on the shadow mapping data to obtain smooth edge data, and performing gamma correction calculation based on the smooth edge data to obtain color correction data; By using a preset programmable pipeline technology, high frame rate pixel shading rendering processing is performed on the plurality of scene data based on the color correction data to obtain shading rendering data.
[0039] Specifically, based on the preset programmable pipeline technology, the time-domain scene projection data is subjected to high frame rate pixel shading rendering processing to obtain the shading rendering data. This process aims to optimize the rendering process through a series of fine steps to improve image quality and rendering efficiency. First, the system performs a depth test analysis on the time-domain scene projection data to generate a pixel depth map, and performs occlusion culling based on the pixel depth map to obtain a visible pixel set. Depth test analysis is to identify and record the distance from each pixel to the camera to determine which pixels are in the foreground and which are in the background. For example, in an application scenario of a virtual reality game, assuming that there are 1,000 different objects in the scene, including trees, grass, and buildings, the system will perform depth test analysis on these objects to generate a depth map containing all pixel depth information. Then, based on this depth map, the system can identify the parts blocked by other objects, and eliminate these invisible pixels, leaving only the visible pixel set. Assuming that each object has 1,000 pixels, there will be a total of 1 million pixels of data to be processed. Subsequently, the system performs polygon subdivision processing on the visible pixel set through the geometry shader, generates subdivision vertex data, and performs texture coordinate mapping based on these subdivision vertex data to obtain texture mapping data. Polygon subdivision processing is to increase the detail performance of the object surface and make the rendering effect more delicate. For example, in the above-mentioned virtual reality game, the leaves of the trees can be made more realistic through polygon subdivision processing. Assuming that each object needs to be subdivided 10 times, then for 1000 objects, the system needs to process 10,000 subdivision operations. Texture coordinate mapping is to accurately map the two-dimensional texture map onto the surface of the three-dimensional object to enhance the visual effect. Assuming that each subdivision vertex needs to be mapped with a texture coordinate, then for 10,000 subdivision vertices, the system needs to perform 10,000 texture coordinate mapping operations. Next, based on the texture mapping data, the system performs material property analysis on the scene objects, generates a material parameter set, and performs normal map calculation on these material parameter sets to obtain surface normal data. Material property analysis is to determine the reflective characteristics, color and other optical properties of the object surface. For example, in a forest environment, the trunks and leaves of trees have different material properties. The trunks are usually darker and rougher, while the leaves are smoother and reflect more light. Assuming that each object has 3 different material properties, then for 1000 objects, the system needs to process 3000 material parameter sets. Normal map calculation is to simulate the slight bump changes on the surface of the object, thereby enhancing the realism of the lighting effect. Assuming that each material parameter set needs to perform a normal map calculation, then for 3000 material parameter sets, the system needs to perform 3000 normal map calculations.Then, the system uses the pixel shading unit to perform lighting interactive rendering calculations on the surface normal data to generate lighting rendering data, and performs shadow projection processing on these lighting rendering data to obtain shadow mapping data. Lighting interactive rendering calculations calculate the lighting intensity of each pixel based on the normal direction of the object surface and the position of the light source. For example, in the above-mentioned virtual reality game, sunlight shining on tree trunks and leaves will produce different reflection effects. Through lighting interactive rendering calculations, the system can accurately simulate these reflection phenomena. Assuming that each pixel needs to perform a lighting interactive rendering calculation, and the scene resolution is 1920x1080 (about 2 million pixels), the system needs to perform 2 million lighting interactive rendering calculations. Shadow projection processing is to simulate the shadow effect of the light source on the object and enhance the realism of the picture. Assuming that each pixel needs to perform a shadow projection processing, then for 2 million pixels, the system needs to perform 2 million shadow projection processing. Then, the system performs anti-aliasing edge processing on the shadow mapping data to generate smooth edge data, and performs gamma correction calculations based on these smooth edge data to obtain color correction data. Anti-aliasing edge processing is to reduce the jagged edges in the image and make the picture smoother and more natural. For example, in a forest environment, the edges of leaves may appear jagged. Through anti-aliasing edge processing, the system can significantly improve these details. Assuming that each pixel needs to be processed once for anti-aliasing edge, then for 2 million pixels, the system needs to perform anti-aliasing edge processing 2 million times. Gamma correction calculation is to adjust the brightness and contrast of the image to ensure that the final output picture color is accurate and natural. Assuming that each pixel needs to be processed once for gamma correction, then for 2 million pixels, the system needs to perform 2 million gamma correction calculations. Finally, through the preset programmable pipeline technology, high frame rate pixel shading rendering processing is performed on multiple scene data based on color correction data to generate shading rendering data. Programmable pipeline technology allows developers to customize and adjust each stage of the rendering process according to specific application requirements, thereby maximizing rendering efficiency while ensuring image quality. For example, in the example of the virtual reality game mentioned above, when the player moves quickly in a forest environment with interlaced light and shadow, the system needs to update and render the color and brightness information of each pixel in real time to ensure the smoothness and realism of the picture. Through programmable pipeline technology, the system can dynamically adjust the rendering priority according to the changes in the current perspective, give priority to processing data in the center area of the field of view, and reduce the rendering of details in the edge area. This can not only ensure high-quality display of the main viewing area, but also maintain the overall high frame rate performance. This efficient and flexible rendering strategy not only improves the consistency of user experience, but also expands the compatibility and flexibility of the application, making the boundary between the virtual environment and the real world more blurred.In summary, by combining advanced programmable pipeline technology and efficient rendering algorithms, this method can provide delicate and realistic visual effects while maintaining high performance, greatly enhancing the user's immersive and interactive experience.
[0040] In a specific embodiment, the frame synchronization processing is performed on the shaded rendering data through a cache management mechanism to obtain the synchronized rendering data, including: Performing inter-frame difference scanning on the shading rendering data to obtain difference area data, and performing double buffer exchange processing based on the difference area data to obtain buffer exchange data; Performing scan line synchronization calculation on the cache exchange data through a vertical synchronizer to obtain scan synchronization data, and performing frame rate adaptive allocation based on the scan synchronization data to obtain frame rate allocation data; Performing timing jitter compensation on the frame rate allocation data to obtain jitter compensation data, and performing cache refresh scheduling based on the jitter compensation data to obtain cache scheduling data; The cache scheduling data is synchronized by frame switching through a frame buffer controller to obtain frame switching data, and the frame switching data is aligned with display timing to obtain synchronous rendering data.
[0041] Specifically, in the process of implementing frame synchronization processing of shading rendering data through a cache management mechanism to obtain synchronized rendering data, it is first necessary to perform inter-frame difference scanning on the shading rendering data to generate difference area data, and perform double cache exchange processing based on the difference area data to obtain cache exchange data. The purpose of this process is to identify the changed parts between two frames so as to update the display content more effectively. For example, in a virtual reality game scene, suppose that the player is traveling through a forest of light and shadow, and the details in the picture are constantly changing as the perspective changes. The system will compare the differences between two consecutive frames to find out the pixel areas that have changed, such as moving animals or leaves swaying in the wind, and then record these difference information to form difference area data. For a 60-frame-per-second picture, the system needs to process up to 60 such inter-frame difference scans per second, which ensures that the picture remains smooth and clear even in the case of fast movement. Next, the cache exchange data is subjected to scan line synchronization calculation through the vertical synchronizer to obtain scan synchronization data, and frame rate adaptive allocation is performed based on these scan synchronization data to generate frame rate allocation data. In this step, the scan line synchronization calculation is to ensure that the electron beam scans each row of pixels in the correct order to avoid image tearing. For example, in the above-mentioned virtual reality game, when the player turns around quickly, the system must ensure that each frame of the picture can be presented completely and correctly. If the picture is not synchronized correctly, it may cause visual incoherence and affect the immersive experience. Therefore, the role of the vertical synchronizer is crucial. Based on the scan synchronization data, the system can also dynamically adjust the frame rate allocation to match the maximum refresh rate of the display while minimizing latency. For example, if the display supports a refresh rate of 120Hz, and the complexity of the current game scene allows a stable 120 frames per second (fps), the system will allocate resources accordingly to achieve the best performance; conversely, if the scene complexity increases and causes the frame rate to drop, the system will automatically adjust the frame rate allocation to balance performance and image quality. Subsequently, the frame rate allocation data is subjected to timing jitter compensation to generate jitter compensation data, and cache refresh scheduling is performed based on these jitter compensation data to obtain cache scheduling data. Timing jitter compensation is to offset the time error caused by frame rate fluctuations so that each frame can be displayed correctly at the predetermined time point. Continuing with the aforementioned VR game as an example, if the player enters a highly complex scene from a relatively simple environment, such as walking through a forest to a city square full of finely modeled scenes, the frame rate may drop. At this time, the system uses a timing jitter compensation algorithm to adjust the time interval to ensure that the display moment of each frame is as close to the ideal state as possible, even if the actual frame rate is lower than the target value. Based on the jitter compensation data, the cache refresh schedule determines when and how to update the display cache to ensure that the latest image information can be presented to the user in a timely manner.Assuming that the system detects that a frame loss is about to occur, it will schedule the next cache refresh in advance to minimize visual interruption. Finally, the frame buffer controller synchronizes the cache scheduling data, generates frame switching data, and performs display timing alignment on these frame switching data to finally obtain synchronized rendering data. Frame switching synchronization is a key step to ensure a smooth transition between new and old frames. It prevents screen flickering or freezing caused by incomplete frame data preparation. In the example of the aforementioned virtual reality game, when the player is experiencing an intense battle, the surrounding environment and enemy movements change frequently, and the frame buffer controller accurately controls the switching timing of each frame to ensure smooth and seamless images. In addition, display timing alignment is to ensure that each frame strictly follows the clock signal of the display to achieve the best visual effect. This means that no matter how the frame rate changes, the system will strive to display each frame at the most appropriate time point to provide players with the best visual experience. Through such a series of sophisticated operations, the system not only improves the picture quality, but also enhances the consistency and immersion of the user experience, making the virtual world more realistic and fascinating. The entire process relies on efficient cache management and precise synchronization technology to work together to achieve the best rendering effect.
[0042] The above describes the high frame rate rendering method based on the display driver chip in the embodiment of the present invention. The following describes the high frame rate rendering system based on the display driver chip in the embodiment of the present invention. Figure 2 In one embodiment of the present invention, a high frame rate rendering system based on a display driver chip includes: A sorting module 21 is used to perform hierarchical sorting processing on multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data; A scattering module 22, configured to perform a bidirectional scattering distribution process on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data; A projection module 23, configured to perform time domain reprojection on the scattering scene data by using a preset frequency domain analysis technique to obtain time domain scene projection data; A rendering module 24, configured to perform high frame rate pixel shading and rendering processing on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading and rendering data; The driving module 25 is used to perform frame synchronization processing on the shading rendering data through a cache management mechanism to obtain synchronous rendering data, and input the synchronous rendering data into a preset display driver chip to drive the display screen to display a target rendering picture.
[0043] In this embodiment, for the specific implementation of each unit in the above system embodiment, please refer to the above method embodiment, which will not be repeated here.
[0044] Reference Figure 3 The present invention also provides a computer device in an embodiment, wherein the internal structure of the computer device can be as follows: Figure 3 As shown. The computer device includes a processor, a memory, a display screen, an input device, a network interface and a database connected through a system bus. Among them, the processor designed by the computer is used to provide computing and control capabilities. The memory of the computer device includes a non-volatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program and a database. The internal memory provides an environment for the operation of the operating system and the computer program in the non-volatile storage medium. The database of the computer device is used to store the corresponding data in this embodiment. The network interface of the computer device is used to communicate with an external terminal through a network connection. When the computer program is executed by the processor, the above method is implemented.
[0045] Those skilled in the art will understand that Figure 3 The structure shown in the figure is merely a block diagram of a portion of the structure related to the solution of the present invention, and does not constitute a limitation on the computer device to which the solution of the present invention is applied.
[0046] An embodiment of the present invention further provides a computer-readable storage medium on which a computer program is stored, and when the computer program is executed by a processor, the above method is implemented. It can be understood that the computer-readable storage medium in this embodiment can be a volatile readable storage medium or a non-volatile readable storage medium.
[0047] Those skilled in the art can understand that all or part of the processes in the above-mentioned embodiment methods can be completed by instructing the relevant hardware through a computer program, and the computer program can be stored in a non-volatile computer-readable storage medium. When the computer program is executed, it can include the processes of the embodiments of the above-mentioned methods. Among them, any reference to memory, storage, database or other media provided by the present invention and used in the embodiments may include non-volatile and / or volatile memory. Non-volatile memory may include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM) or flash memory. Volatile memory may include random access memory (RAM) or external cache memory. As an illustration and not limitation, RAM is available in a variety of forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double-speed data rate SDRAM (SSRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), memory bus (Rambus) direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM.
[0048] It should be noted that, in this article, the terms "include", "comprises" or any other variations thereof are intended to cover non-exclusive inclusion, so that a process, device, article or method including a series of elements includes not only those elements, but also includes other elements not explicitly listed, or also includes elements inherent to such process, device, article or method. In the absence of further restrictions, an element defined by the sentence "includes a ..." does not exclude the presence of other identical elements in the process, device, article or method including the element.
[0049] The above description is only a preferred embodiment of the present invention, and does not limit the patent scope of the present invention. Any equivalent structure or equivalent process transformation made by using the contents of the present invention specification and drawings, or directly or indirectly applied in other related technical fields, are also included in the patent protection scope of the present invention.
Claims
1. A high frame rate rendering method based on a display driver chip, characterized in that: The following steps are involved: Perform hierarchical sorting on multiple scene data through a preset layered rendering algorithm to obtain sorted scene data; Performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data; Performing time-domain reprojection on the scattering scene data by using a preset frequency-domain analysis technique to obtain time-domain scene projection data; Based on a preset programmable pipeline technology, high frame rate pixel shading and rendering processing is performed on the time domain scene projection data to obtain shading and rendering data; The shading rendering data is subjected to frame synchronization processing through a cache management mechanism to obtain synchronized rendering data, and the synchronized rendering data is input into a preset display driver chip to drive the display screen to display a target rendering picture.
2. The high frame rate rendering method based on a display driver chip according to claim 1, characterized in that: The hierarchical sorting process is performed on the plurality of scene data by using a preset hierarchical rendering algorithm to obtain sorted scene data, including: Performing depth of field analysis and calculation on multiple scene data through a preset layered rendering algorithm to obtain scene depth mapping data, and performing cone clipping and partitioning on the multiple scene data based on the scene depth mapping data to obtain cone partitioning data; The view cone partition data is spatially divided and subdivided by the voxel hierarchy in the layered rendering algorithm to obtain spatial subdivision data, and the spatial subdivision data is clustered into scene nodes to obtain node clustering data; The plurality of scene data are grouped into rendering batches based on the node clustering data to obtain rendering batch data, and the rendering batch data are arranged by rendering priority to obtain sorted scene data.
3. The high frame rate rendering method based on a display driver chip according to claim 1, characterized in that: The method of performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data includes: Performing object surface segmentation on the sorted scene data to obtain regional block data, and performing light energy density calculation based on the regional block data to obtain a light energy distribution map; By using a preset real-time radiosity algorithm, based on the light energy distribution map, the sorted scene data is subjected to radiation energy tracing to obtain radiation tracing data, and the radiation tracing data is subjected to scattering direction sampling to obtain a scattering direction set; Performing microplane analysis on the surface material in the sorted scene data based on the scattering direction set to obtain microplane data, and performing bidirectional reflection coefficient calculation on the microplane data to obtain a reflection coefficient matrix; Performing scattering intensity mapping on the sorted scene data through the reflection coefficient matrix to obtain a scattering intensity map; Based on the scattering intensity map, the sorted scene data is globally integrated for light distribution to obtain global illumination data, and the global illumination data is subjected to scattering balance processing to obtain scattering scene data; wherein the scattering scene data includes an illumination integral map, scattering balance parameters and a rendering coefficient table.
4. The high frame rate rendering method based on a display driver chip according to claim 1, characterized in that: The step of performing time domain reprojection on the scattering scene data by using a preset frequency domain analysis technology to obtain time domain scene projection data includes: Performing spectrum decomposition on the scattering scene data by a preset frequency domain analysis technology to obtain spectrum distribution data, and performing phase shift analysis on the spectrum distribution data to obtain phase shift data; Performing time domain conversion on the phase offset data by inverse Fourier transform to obtain time domain conversion data, and performing motion vector estimation on the time domain conversion data to obtain motion vector data; Performing time interpolation calculation on the motion vector data to obtain interpolation frame data, and performing geometric projection transformation on the scattering scene data based on the interpolation frame data to obtain projection transformation data; Performing illumination intensity calculation on the projection transformation data through a preset illumination model to obtain illumination intensity data, and performing color space conversion on the illumination intensity data to obtain color space data; The color space data is subjected to pixel fusion processing to obtain time domain scene projection data.
5. The high frame rate rendering method based on a display driver chip according to claim 4, characterized in that: The step of calculating the illumination intensity of the projection transformation data using a preset illumination model to obtain illumination intensity data includes: Performing light source spatial distribution sampling on the projection transformation data through a preset illumination model to obtain light source distribution data, and performing solid angle mapping calculation on the light source distribution data to obtain angle mapping data; Calculating the attenuation factor of the angle mapping data by a preset light energy propagator to obtain attenuation data, and performing a hemispherical surface integral operation on the attenuation data to obtain integrated intensity data; Performing surface albedo analysis on the integrated intensity data to obtain albedo parameters, and performing radiance synthesis based on the albedo parameters to obtain radiance data; The radiation brightness data is subjected to ambient light occlusion processing by an illumination compensator to obtain occlusion intensity data, and illumination superposition and fusion are performed based on the occlusion intensity data to obtain illumination intensity data.
6. The high frame rate rendering method based on a display driver chip according to claim 1, characterized in that: The method of performing high frame rate pixel shading and rendering processing on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading and rendering data includes: Performing a depth test analysis on the time-domain scene projection data to obtain a pixel depth map, and performing an occlusion culling process based on the pixel depth map to obtain a visible pixel set; Performing polygon subdivision processing on the visible pixel set through a geometry shader to obtain subdivision vertex data, and performing texture coordinate mapping based on the subdivision vertex data to obtain texture mapping data; Analyzing the material properties of the scene objects based on the texture mapping data to obtain a material parameter set, and performing normal mapping calculation on the material parameter set to obtain surface normal data; Performing lighting interactive rendering calculation on the surface normal data through a pixel shading unit to obtain lighting rendering data, and performing shadow projection processing on the lighting rendering data to obtain shadow mapping data; Performing anti-aliasing edge processing on the shadow mapping data to obtain smooth edge data, and performing gamma correction calculation based on the smooth edge data to obtain color correction data; By using a preset programmable pipeline technology, high frame rate pixel shading rendering processing is performed on the plurality of scene data based on the color correction data to obtain shading rendering data.
7. The high frame rate rendering method based on a display driver chip according to claim 1, characterized in that: The step of performing frame synchronization processing on the shaded rendering data through a cache management mechanism to obtain synchronized rendering data includes: Performing inter-frame difference scanning on the shading rendering data to obtain difference area data, and performing double buffer exchange processing based on the difference area data to obtain buffer exchange data; Performing scan line synchronization calculation on the cache exchange data through a vertical synchronizer to obtain scan synchronization data, and performing frame rate adaptive allocation based on the scan synchronization data to obtain frame rate allocation data; Performing timing jitter compensation on the frame rate allocation data to obtain jitter compensation data, and performing cache refresh scheduling based on the jitter compensation data to obtain cache scheduling data; The cache scheduling data is synchronized by frame switching through a frame buffer controller to obtain frame switching data, and the frame switching data is aligned with display timing to obtain synchronous rendering data.
8. A high frame rate rendering system based on a display driver chip, characterized in that: include: A sorting module is used to perform hierarchical sorting processing on multiple scene data through a preset layered rendering algorithm to obtain sorted scene data; A scattering module, used for performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattering scene data; A projection module, used to perform time-domain reprojection on the scattering scene data by using a preset frequency-domain analysis technique to obtain time-domain scene projection data; A rendering module, used for performing high frame rate pixel shading rendering processing on the time domain scene projection data based on a preset programmable pipeline technology to obtain shading rendering data; The driver module is used to perform frame synchronization processing on the shading rendering data through a cache management mechanism to obtain synchronous rendering data, and input the synchronous rendering data into a preset display driver chip to drive the display screen to display a target rendering picture.
9. A computer device comprising a memory and a processor, wherein a computer program is stored in the memory, wherein: When the processor executes the computer program, the steps of the method according to any one of claims 1 to 7 are implemented.
10. A computer-readable storage medium having a computer program stored thereon, characterized in that: When the computer program is executed by a processor, the steps of the method according to any one of claims 1 to 7 are implemented.
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