High Frame Rate Rendering Method and System Based on Display Driver Chip

Through layered rendering algorithm, real-time radiation algorithm, frequency domain analysis technology and programmable pipeline technology, combined with cache management mechanism, the problem of image quality and fluency in traditional rendering methods at high frame rates is solved, efficient dynamic picture display is achieved, and user experience is improved.

CN119811261BActive Publication Date: 2025-07-04SHENZHEN OSTAR DISPLAY ELECTRONIC CO LTD
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Patent Information

Application Number
CN202510286282.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-03-12
Publication Date
2025-07-04
Estimated Expiration
2045-03-12

AI Technical Summary

Technical Problem

Traditional rendering methods rely on a single algorithm or hardware acceleration solution, and cannot achieve smooth dynamic picture display without sacrificing image quality. Especially when processing complex scenes, computing resources consume large amounts and slow processing speeds, making it difficult to provide stable image quality and response speeds at high frame rates.

Method used

The hierarchical rendering algorithm, real-time radiation algorithm, frequency domain analysis technology and programmable pipeline technology are adopted, combined with the cache management mechanism, and efficient processing of synchronous rendering data is achieved by hierarchical sorting, bidirectional scattering distribution, time domain reprojection and high-frame rate pixel shading rendering.

Benefits of technology

While ensuring high-quality images, it reduces picture tear and delays, providing a smoother and more consistent visual experience, especially in dynamic scenes with fast moving perspectives, which significantly improves the user experience.

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Abstract

The present invention relates to a high frame rate rendering method and system based on a display driver chip, including the following steps: performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data; performing time-domain reprojection on the scattered scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data; performing high frame rate pixel shading rendering processing on the time-domain scene projection data based on a preset programmable pipeline technique to obtain shaded rendering data; 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 a display screen to present a target rendering image, solving the technical problem that traditional methods usually rely on a single rendering algorithm or hardware acceleration scheme, resulting in the inability to achieve smooth dynamic image display without sacrificing image quality.
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Description

Technical Field

[0001] The present invention relates to the technical field of display driver chips, and particularly 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, with the continuous improvement of users' requirements for visual experience, especially in application scenarios such as games and virtual reality, high frame rate rendering has become particularly important. However, traditional rendering methods often struggle to meet 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 scheme, which limits their performance in terms of efficiency and effect, resulting in an inability to achieve smooth dynamic picture display without sacrificing image quality.

[0003] In addition, existing rendering technologies face problems such as high computational resource consumption and slow processing speed when dealing with multi-layer complex scene data. Especially when bidirectional scattering distribution processing is required to simulate real lighting effects, the amount of calculation will increase sharply, 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 technologies, existing methods are difficult to provide stable image quality and response speed while ensuring a high frame rate, which greatly affects the user experience, especially the problems of screen tearing and latency under a rapidly moving view.

[0004] To solve these problems, researchers have been continuously exploring new methods and technologies to improve rendering efficiency and image quality. The high frame rate rendering method based on a display driver chip has emerged. It aims to effectively solve the above challenges by integrating hierarchical rendering algorithms, real-time radiosity algorithms, frequency domain analysis technologies, and programmable pipeline technologies. This method not only improves rendering efficiency but also enables smoother picture display without affecting image quality, thus significantly enhancing the user experience, especially in application fields with extremely high performance requirements such as high-end games and professional graphics processing. Summary of the Invention

[0005] The main object 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 scheme, resulting in an 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, including the following steps:

[0007] Performing hierarchical sorting processing on multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data;

[0008] Perform bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data;

[0009] Perform time-domain reprojection on the scattered scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data;

[0010] Perform high-frame-rate pixel shading rendering processing on the time-domain scene projection data based on a preset programmable pipeline technology to obtain shaded rendering data;

[0011] Perform frame synchronization processing on the shaded rendering data through a cache management mechanism to obtain synchronized rendering data, and input the synchronized rendering data into a preset display driver chip to drive the display screen to present a target rendered image.

[0012] Further, the hierarchical sorting process of multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data includes:

[0013] Perform depth-of-field analysis and calculation on multiple scene data through a preset hierarchical rendering algorithm to obtain scene depth mapping data, and perform frustum culling and partitioning on the multiple scene data based on the scene depth mapping data to obtain frustum partition data;

[0014] Perform spatial division and subdivision on the frustum partition data through the voxel hierarchy in the hierarchical rendering algorithm to obtain spatially subdivided data, and perform scene node clustering on the spatially subdivided data to obtain node clustering data;

[0015] Perform rendering batch grouping on the multiple scene data based on the node clustering data to obtain rendering batch data, and perform rendering priority arrangement on the rendering batch data to obtain sorted scene data.

[0016] Further, the bidirectional scattering distribution processing of the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data includes:

[0017] Perform object surface segmentation on the sorted scene data to obtain regional block data, and perform light energy density calculation based on the regional block data to obtain a light energy distribution map;

[0018] Through a preset real-time radiosity algorithm, perform radiation energy tracking on the sorted scene data based on the light energy distribution map to obtain radiation tracking data, and perform scattering direction sampling on the radiation tracking data to obtain a set of scattering directions;

[0019] Perform microplane analysis on the surface materials in the sorted scene data based on the set of scattering directions to obtain microplane data, and calculate the bidirectional reflectance coefficient for the microplane data to obtain a reflectance coefficient matrix;

[0020] Perform scattering intensity mapping on the sorted scene data through the reflectance coefficient matrix to obtain a scattering intensity map;

[0021] Perform global integration of the light distribution on the sorted scene data based on the scattering intensity map to obtain global illumination data, and perform scattering balance processing on the global illumination data to obtain scattering scene data; wherein, the scattering scene data includes an illumination integration map, scattering balance parameters, and a rendering coefficient table.

[0022] Further, performing time-domain reprojection on the scattering scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data includes:

[0023] Perform spectral decomposition on the scattering scene data through a preset frequency-domain analysis technique to obtain spectral distribution data, and perform phase shift analysis on the spectral distribution data to obtain phase shift data;

[0024] Perform time-domain conversion on the phase shift data through inverse Fourier transform to obtain time-domain conversion data, and perform motion vector estimation on the time-domain conversion data to obtain motion vector data;

[0025] Perform time interpolation calculation on the motion vector data to obtain interpolation frame data, and perform geometric projection transformation on the scattering scene data based on the interpolation frame data to obtain projection transformation data;

[0026] Perform light intensity calculation on the projection transformation data through a preset lighting model to obtain light intensity data, and perform color space conversion on the light intensity data to obtain color space data;

[0027] Perform pixel fusion processing on the color space data to obtain time-domain scene projection data.

[0028] Further, performing light intensity calculation on the projection transformation data through a preset lighting model to obtain light intensity data includes:

[0029] Perform sampling of the light source spatial distribution on the projection transformation data through a preset lighting model to obtain light source distribution data, and perform solid angle mapping calculation on the light source distribution data to obtain angle mapping data;

[0030] Perform attenuation factor calculation on the angle mapping data through a preset light energy propagator to obtain attenuation data, and perform hemispherical area integration operation on the attenuation data to obtain integrated intensity data;

[0031] Perform surface albedo analysis on the integral intensity data to obtain albedo parameters, and perform radiance synthesis based on the albedo parameters to obtain radiance data;

[0032] Perform ambient occlusion processing on the radiance data through a lighting compensator to obtain occlusion intensity data, and perform lighting overlay fusion based on the occlusion intensity data to obtain lighting intensity data.

[0033] Further, the high-frame-rate pixel shading rendering process of the time-domain scene projection data based on the preset programmable pipeline technology to obtain shading rendering data includes:

[0034] Perform depth test analysis on the time-domain scene projection data to obtain a pixel depth map, and perform occlusion culling based on the pixel depth map to obtain a set of visible pixels;

[0035] Perform polygon tessellation on the set of visible pixels through a geometry shader to obtain tessellated vertex data, and perform texture coordinate mapping based on the tessellated vertex data to obtain texture mapping data;

[0036] Perform material property analysis on the scene objects based on the texture mapping data to obtain a set of material parameters, and perform normal map calculation on the set of material parameters to obtain surface normal data;

[0037] Perform lighting interaction rendering calculation on the surface normal data through a pixel shading unit to obtain lighting rendering data, and perform shadow projection processing on the lighting rendering data to obtain shadow mapping data;

[0038] Perform anti-aliasing edge processing on the shadow mapping data to obtain smooth edge data, and perform gamma correction calculation based on the smooth edge data to obtain color correction data;

[0039] Through the preset programmable pipeline technology, perform high-frame-rate pixel shading rendering processing on the multiple scene data based on the color correction data to obtain shading rendering data.

[0040] Further, the frame synchronization process of the shading rendering data through a cache management mechanism to obtain synchronized rendering data includes:

[0041] Perform inter-frame difference scanning on the shading rendering data to obtain difference region data, and perform double-buffer swapping based on the difference region data to obtain buffer swap data;

[0042] Perform scan line synchronization calculation on the buffer swap data through a vertical synchronizer to obtain scan synchronization data, and perform frame rate adaptive allocation based on the scan synchronization data to obtain frame rate allocation data;

[0043] Perform temporal jitter compensation on the frame rate allocation data to obtain jitter compensation data, and perform cache refresh scheduling based on the jitter compensation data to obtain cache scheduling data;

[0044] Through a frame buffer controller, perform frame switching synchronization on the cache scheduling data to obtain frame switching data, and perform display timing alignment on the frame switching data to obtain synchronized rendering data.

[0045] The present invention also provides a high frame rate rendering system based on a display driver chip, including:

[0046] A sorting module for hierarchically sorting multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data;

[0047] A scattering module for performing bidirectional scattering distribution processing on the sorted scene data through a preset real-time radiosity algorithm to obtain scattered scene data;

[0048] A projection module for performing time-domain reprojection on the scattered scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data;

[0049] A rendering module 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 shaded rendering data;

[0050] A driving module for 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 present a target rendering picture.

[0051] The present invention also provides a computer device, including a memory and a processor. A computer program is stored in the memory, and when the processor executes the computer program, the steps of the method described in any one of the above are implemented.

[0052] 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 the method described in any one of the above are implemented.

[0053] A high-frame-rate rendering method based on a display driver chip provided by the present invention includes the following steps: hierarchically sorting multiple scene data through a preset hierarchical 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 scattered scene data; performing time-domain reprojection on the scattered scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data; performing high-frame-rate pixel shading rendering processing on the time-domain scene projection data based on a preset programmable pipeline technique to obtain shaded rendering data; 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 a display screen to present a target rendering image, solving the technical problem that traditional methods usually rely on a single rendering algorithm or hardware acceleration scheme, resulting in the inability to achieve smooth dynamic image display without sacrificing image quality, and realizing the use of frequency-domain analysis technology and time-domain reprojection processing. This method can effectively reduce image tearing and latency while ensuring high-quality images, providing a smoother and more coherent visual experience. This is particularly important for rapidly moving perspectives in dynamic scenes and can significantly enhance the technical effect of the user experience. BRIEF DESCRIPTION OF THE DRAWINGS

[0054] Figure 1 is a schematic diagram of the steps of a high-frame-rate rendering method based on a display driver chip in an embodiment of the present invention;

[0055] Figure 2 is a block diagram of the structure of a high-frame-rate rendering system based on a display driver chip in an embodiment of the present invention;

[0056] Figure 3 is a schematic block diagram of the structure of a computer device in an embodiment of the present invention.

[0057] The implementation, functional features, and advantages of the present invention will be further described with reference to the embodiments and the accompanying drawings. DETAILED DESCRIPTION OF THE EMBODIMENTS

[0058] In order to make the objectives, technical solutions, and advantages of the present invention clearer, the present invention will be further described in detail below with reference to 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 used to limit the present invention.

[0059] As Figure 1 shown, Figure 1 is a schematic diagram of the steps of a high-frame-rate rendering method based on a display driver chip in an embodiment of the present invention;

[0060] An embodiment of the present invention provides a high-frame-rate rendering method based on a display driver chip, including the following steps:

[0061] Step S1, perform hierarchical sorting on multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data.

[0062] Specifically, when implementing a high-frame-rate rendering method based on a display driver chip, first perform hierarchical sorting on multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data. This process aims to optimize the management of complex scene information 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, and each level represents different elements or components in the scene, such as the background, foreground objects, light sources, etc. By sorting these levels, it can ensure that the parts that have the greatest impact on the visual effect are processed first during the rendering process, thereby improving the overall efficiency. For example, in the application scenario of a virtual reality game, the scene may contain rich details, such as distant mountains, nearby trees and buildings, as well as dynamic characters and lighting effects. The hierarchical rendering algorithm will first identify and separate these different levels and sort them according to their importance and occlusion relationships. For this specific game scene, the distant mountains may be assigned to a lower level because they are relatively static and require less computing resources; while the nearby trees and buildings will be assigned to a higher level because they need more refined rendering to ensure visual realism. At the same time, dynamic characters and lighting effects will be placed at the highest level to ensure that they can be updated and rendered in a timely manner in each frame. In actual operation, 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 position, 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, enabling the system to run at a higher frame rate, thereby providing a smoother and more realistic user experience. In addition, since each level is managed and processed independently, this also provides greater flexibility for developers to adjust the detail level and rendering quality of each level according to different hardware configurations and performance requirements, further enhancing the applicability and scalability of this method. In short, in this way, not only can the rendering efficiency be improved, but also high-quality image output can be guaranteed, meeting the requirements of modern high-end graphics applications.

[0063] Step S2, perform bidirectional scattering distribution on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data.

[0064] 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.

[0065] 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.

[0066] Specifically, the process of performing time-domain reprojection on the scattering scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data aims to solve the problems of consistency and smoothness of light and material performance in dynamic scenes. Specifically, the frequency-domain analysis technique 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 the changes on different time scales in the scene, such as fast-moving light sources, subtle fluctuations on the object surface, etc. In this process, the frequency-domain analysis technique decomposes the scattering scene data into multiple frequency components through Fourier transform, and each component corresponds to different time and space characteristics. For example, in the application scenario of a virtual reality game, when a player moves in a forest environment full of light and shadow changes, the shadows of the trees will change continuously with the angle of the sun, and at the same time, the gentle breeze on the grass will also cause subtle fluctuations in the light and shadow. These changes can be accurately captured and represented by the frequency-domain analysis technique. 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 effect. Then, 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 lies in 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 a player quickly moves the perspective in the forest, the system needs to update the lighting information of each pixel point in real time to ensure the continuity and smoothness of the picture. Through time-domain reprojection, the system can achieve a high-frame-rate rendering effect without sacrificing image quality. This means that even in complex dynamic scenes, such as when a character runs fast or quickly rotates the perspective, 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, a player is passing through a forest with crisscrossing light and shadow. As the player moves, the surrounding trees and grass will produce continuously changing shadows and light spots under the sun. The frequency-domain analysis technique first decomposes these light and shadow changes into different frequency components, and then through the time-domain reprojection technique, combines these components into each frame of the picture. In this way, not only the static light and shadow effects are finely presented, but also the dynamic changes are seamlessly connected, making the whole scene look more natural and vivid. Finally, this technique not only improves the realism of the rendering but also enhances the user's immersive experience, making the boundary between the virtual world and the real world become more blurred. Through this method, developers can provide more delicate and realistic visual effects while maintaining high performance.

[0067] Step S4, perform 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.

[0068] Specifically, the process of performing high-frame-rate pixel shading rendering on time-domain scene projection data based on the preset programmable pipeline technology to obtain shaded rendering data aims to achieve high-quality and high-performance picture output through a flexible and efficient rendering strategy. The programmable pipeline technology allows developers to customize and adjust each stage of the rendering process according to specific application requirements, thereby maximizing the 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 preset algorithms and parameters. This includes identifying areas that need to be emphasized in rendering, dynamically adjusting shadow effects, and optimizing material reflections. For example, in the application scenario of virtual reality games, when players move 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 the programmable pipeline technology, developers can write specialized shader programs for different lighting conditions and object surface characteristics. These shader programs can efficiently handle complex light calculations, such as simulating the mottled light and shadow formed by sunlight passing through leaves, the fluctuating reflection on 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. Further, to achieve high-frame-rate pixel shading rendering, the programmable pipeline technology utilizes the powerful parallel computing capabilities of modern GPUs. It decomposes 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, enabling each frame to be completed in an extremely short time. For example, in the above 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 the programmable pipeline technology, the system can dynamically adjust the rendering priority according to the change of the current perspective, giving priority to processing the data in the central area of the field of view and reducing the detailed rendering of the edge area. This can not only ensure the high-quality display of the main view area but also maintain the overall high-frame-rate performance. In addition, the programmable pipeline technology also supports real-time adjustment of rendering parameters to adapt to the performance differences of 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, the rendering process can be simplified to maintain fluency. This approach not only improves the consistency of the user experience but also extends the compatibility and flexibility of the application. 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 seamlessly presented, greatly enhancing the user's immersion and interactive experience.

[0069] Step S5, perform frame synchronization processing on the colored rendering data through a cache management mechanism to obtain synchronized rendering data, and input the synchronized rendering data into a preset display driver chip to drive the display screen to present a target rendering picture.

[0070] Specifically, the frame synchronization process is performed on the shaded rendering data 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 present a target rendering image. This process aims to ensure that each frame of the image can be presented to the user smoothly and consistently, avoiding screen tearing and latency. Specifically, the cache management mechanism first optimizes and organizes the shaded rendering data generated from programmable pipeline technology for efficient transmission to the display device. During this process, the system uses a double-buffer or multi-buffer strategy to store the rendering data, where one buffer is used for the rendering of the current frame, and the other buffer prepares the data for the next frame. The advantage of this approach is that it can significantly reduce the problem of discontinuous screens caused by frequent frame switching. For example, in the application scenario of virtual reality games, when a player quickly moves in a forest environment with alternating light and shadow, the system needs to complete a large number of complex rendering tasks in an extremely short time and ensure that each frame is seamlessly connected. Through the cache management mechanism, the system can continuously render new frames in the background while presenting the already-rendered frames in the foreground. This double-buffer strategy enables the system to maintain the smoothness and consistency of the screen even in high-dynamic scenarios. In addition, to further improve efficiency, the cache management mechanism also dynamically adjusts the size and number of buffers according to the hardware performance and application scenario requirements to ensure the optimal utilization of resources. Frame synchronization is one of the key steps to ensure the quality of the screen. It precisely manages and coordinates the data between different buffers to ensure that each frame can be displayed at the correct time point. This means that even in complex scenarios, such as when a character runs quickly or the perspective rotates rapidly, the system can update and display the latest rendering results in real time without screen tearing or stuttering. For example, in the above virtual reality game example, when the player quickly turns, the system needs to quickly capture the new perspective information and convert it into corresponding rendering data. Through frame synchronization, this new data can be accurately transmitted to the display device in the shortest time, thus achieving a seamless visual transition. Finally, the synchronized rendering data after frame synchronization is input into a preset display driver chip. The display driver chip, as a key component connecting the rendering engine and the display screen, is responsible for converting digital signals into a format that the display can recognize and display. During this process, the display driver chip precisely controls the color and brightness of each pixel according to the received synchronized rendering data to ensure that the final output image meets the expected effect. For example, in the above virtual reality game, when the player enjoys the mottled light and shadow formed by sunlight shining through the leaves on the ground, all these delicate light and shadow changes are achieved by the precise control of each pixel point by the display driver chip. Thanks to the support of the cache management mechanism and frame synchronization, the entire rendering process can operate efficiently and stably, thus providing the user with a realistic and smooth visual experience.Whether in high-end graphics applications or daily entertainment scenarios, this method can significantly enhance the user's immersion and satisfaction.

[0071] In a specific embodiment, the hierarchical sorting process of multiple scene data by a preset hierarchical rendering algorithm to obtain sorted scene data includes:

[0072] Performing depth-of-field analysis and calculation on multiple scene data through a preset hierarchical rendering algorithm to obtain scene depth mapping data, and performing frustum culling partitioning on the multiple scene data based on the scene depth mapping data to obtain frustum partition data;

[0073] Performing spatial division and subdivision on the frustum partition data through the voxel hierarchy in the hierarchical rendering algorithm to obtain spatially subdivided data, and performing scene node clustering on the spatially subdivided data to obtain node clustering data;

[0074] Grouping the multiple scene data into rendering batches based on the node clustering data to obtain rendering batch data, and arranging the rendering priorities of the rendering batch data to obtain sorted scene data.

[0075] Specifically, the process of hierarchically sorting multiple scene data through a preset hierarchical rendering algorithm to obtain the sorted scene data is a complex and delicate step aimed at optimizing rendering efficiency and improving image quality. First, this process performs depth-of-field analysis calculations on multiple scene data through the preset hierarchical rendering algorithm to obtain scene depth mapping data, and based on the scene depth mapping data, performs frustum culling partitioning on the multiple scene data to obtain frustum partition data. Specifically, the depth-of-field analysis calculation generates a depth map by analyzing the distance from each pixel point to the camera, and this depth map can accurately represent the positional relationship of various objects in the scene. For example, in an application scenario of a virtual reality game, assuming there are 1000 different objects in the scene, including trees, grasslands, buildings, etc., through the depth-of-field analysis calculation, the system can identify the relative distances between these objects and the player's perspective and generate corresponding depth mapping data. Next, based on this depth mapping data, the system performs frustum culling partitioning on the scene, dividing the entire scene into multiple regions. For example, in actual operation, the scene may be divided into 50 different frustum regions. This partitioning strategy not only reduces unnecessary rendering workload but also improves rendering efficiency. Subsequently, the frustum partition data is spatially divided and refined through the voxel hierarchy in the hierarchical rendering algorithm to obtain spatially refined data, and scene node clustering is performed on the spatially refined data to obtain node clustering data. The voxel hierarchy is a three-dimensional space segmentation technology that divides the entire scene into many small cube units, and each unit represents a specific spatial region. In this process, the system further refines the frustum partition data, decomposing it into smaller spatial units to achieve more refined management. For example, if each frustum region is subdivided into 20 voxel units, then there will be a total of 1000 (50 frustum regions × 20 voxel units) subdivided units. By performing scene node clustering on these subdivided units, the system can identify adjacent or similar nodes and group them together to form node clustering data. The advantage of this is that it can significantly reduce the amount of data processing during rendering and improve overall performance. For example, in the above example of the virtual reality game, assuming there are 1000 objects in the scene, after node clustering, only 500 node clusters may need to be processed, thus greatly simplifying the subsequent rendering process. Based on the node clustering data, the multiple scene data are grouped into rendering batches to obtain rendering batch data, and the rendering batch data are arranged in rendering priority to obtain the sorted scene data. Rendering batch grouping means grouping similar objects together according to 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 into one group, and all buildings using the same lighting conditions can be grouped into another group.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.

[0076] 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:

[0077] Perform object surface segmentation on the sorted scene data to obtain regional block data, and perform light energy density calculation based on the regional block data to obtain a light energy distribution map;

[0078] Based on the preset real-time radiosity algorithm, perform radiation energy tracking on the sorted scene data based on the light energy distribution map to obtain radiation tracking data, and perform scattering direction sampling on the radiation tracking data to obtain a set of scattering directions;

[0079] Perform microplane analysis on the surface materials in the sorted scene data based on the set of scattering directions to obtain microplane data, and perform bidirectional reflectance coefficient calculation on the microplane data to obtain a reflectance coefficient matrix;

[0080] Perform scattering intensity mapping on the sorted scene data through the reflectance coefficient matrix to obtain a scattering intensity map;

[0081] Perform global integration of the light distribution on the sorted scene data based on the scattering intensity map to obtain global illumination data, and perform scattering balance processing on the global illumination data to obtain scattering scene data; wherein, the scattering scene data includes an illumination integration map, scattering balance parameters, and a rendering coefficient table.

[0082] Specifically, the process of performing bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain the scattered scene data aims to enhance the realism and detail performance of the rendered image through fine optical simulation and calculation. First, this process starts with the segmentation of the object surfaces in the sorted scene data. By decomposing the complex scene into multiple small regions, it is possible to calculate the light energy density of each region more precisely. For example, in an application scenario of a virtual reality game, assuming there are 1000 different objects in the scene, including trees, grasslands, buildings, etc., the system will divide them into multiple regional block data according to the surface characteristics of these objects. Assuming each object is divided into 10 different regions, then there will be a total of 10,000 regional block data. Next, based on these regional block data, the light energy density is calculated to generate a light energy distribution map. This step can accurately represent the light intensity received by each region, 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 perform radiation energy tracking on the sorted scene data based on these maps to obtain radiation tracking data. Radiation energy tracking is the process of simulating the multiple reflections and scattering of light between different material surfaces. For example, in the above virtual reality game, when sunlight shines on the trees in the forest, part of the light will be reflected by the tree trunks and leaves, and the other part will be absorbed or pass through the gaps between the leaves and shine on the ground. To simulate this complex light interaction, the system will track the light energy distribution map of each region and record the path and energy change of each ray to form radiation tracking data. Assuming there are 5 main ray paths in each region, then for 10,000 regions, the system needs to track 50,000 ray paths. Then, the system samples the scattering directions of the radiation tracking data to obtain a set of scattering directions. Scattering direction sampling is to determine the scattering direction of light when it passes through the object surface, and 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 mottled light and shadow effects through multiple reflections and scattering of the leaves. Through scattering direction sampling, the system can simulate these complex light propagation paths. Assuming there are 10 possible scattering directions in each region, then for 10,000 regions, the system needs to process 100,000 scattering direction data. 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 technique used to describe the microscopic structure of an object's surface, which can help the system more accurately simulate the interaction between light and materials. For example, in the above virtual reality game, the tree trunks and leaves have different surface characteristics. The trunk surface is relatively rough, while the leaves are relatively smooth. By performing microplane analysis on these surfaces, the system can identify the microscopic structure characteristics of each region and generate corresponding microplane data.Assume that there are 20 microplane units in each region. Then, for 10,000 regions, the system needs to process 200,000 microplane data. Next, the system calculates the bidirectional reflectance coefficient for the microplane data to obtain the reflectance coefficient matrix. The bidirectional reflectance 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, resulting in different reflection effects. Through the calculation of the bidirectional reflectance coefficient, the system can accurately simulate these reflection phenomena. Assume that each microplane unit has 5 different reflectance coefficients. Then, for 200,000 microplane data, the system needs to calculate 1,000,000 reflectance coefficients. Using the reflectance coefficient matrix, the system performs scattering intensity mapping on the sorted scene data to obtain the scattering intensity map. Scattering intensity mapping applies the reflectance coefficient of each region to the actual scene to generate an image representing the scattering intensity of each pixel. For example, in the above virtual reality game, the system can generate an image containing the scattering intensity information of all object surfaces based on the reflectance coefficient matrix, and this image can accurately reflect the lighting effect of each region. Assume that the scene resolution is 1920x1080 (about 2 million pixels). Then, the system needs to calculate the scattering intensity value for each pixel. Finally, based on the scattering intensity map, global integration of the light distribution is performed on the sorted scene data to obtain the global illumination data, and scattering balance processing is carried out on the global illumination data to obtain the scattered scene data. The global illumination data includes the comprehensive effects of all the light rays in the entire scene, and the scattering balance processing is to ensure that the lighting effects in each region are consistent and natural. For example, in a forest environment, sunlight not only shines directly on the ground but also forms complex light and shadow effects through multiple reflections and scatterings. Through global integration and scattering balance processing, the system can accurately simulate these complex light interactions and finally generate scattered scene data containing the illumination integration map, scattering balance parameters, and rendering coefficient table. Assume 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 and refined optical simulation and calculation 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 dealing with a large number of objects in a complex scene or coping 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, and it can bring a more realistic and smooth visual experience to users. In short, through reasonable design and optimization of the real-time radiosity algorithm, developers can maximize the rendering speed and efficiency without sacrificing image quality, meeting the requirements of modern high-performance graphics applications.

[0083] In a specific embodiment, performing time-domain reprojection on the scattering scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data includes:

[0084] Performing spectral decomposition on the scattering scene data through a preset frequency-domain analysis technique to obtain spectral distribution data, and performing phase offset analysis on the spectral distribution data to obtain phase offset data;

[0085] Performing time-domain conversion on the phase offset data through 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;

[0086] 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;

[0087] Calculating the light intensity of the projection transformation data through a preset lighting model to obtain light intensity data, and performing color space conversion on the light intensity data to obtain color space data;

[0088] Performing pixel fusion processing on the color space data to obtain time-domain scene projection data.

[0089] Specifically, the process of performing time-domain reprojection on the scattering scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data aims to achieve efficient and accurate simulation of dynamic light and shadow effects through the conversion between the frequency domain and the time domain. First, the system performs spectral decomposition on the scattering scene data through a preset frequency-domain analysis technique to generate spectral distribution data, and performs phase shift analysis on this data to obtain phase shift data. Spectral decomposition is the process of decomposing a complex time-series signal (such as light and shadow changes) into multiple frequency components, and each frequency component represents changes at different time scales. For example, in an application scenario of a virtual reality game, assume there are 1000 objects in the scene, including trees, grasslands, and buildings, etc. The light and shadow changes of these objects under sunlight can be represented through spectral decomposition. If each object has 5 main light and shadow change patterns, then there will be a total of 5000 frequency components. By performing phase shift analysis on these frequency components, the system can identify the specific phase information of each frequency component, thus providing a basis for subsequent time-domain conversion. Next, the system performs time-domain conversion on the phase shift data through the inverse Fourier transform to generate time-domain conversion data, and performs motion vector estimation on this data to obtain motion vector data. The inverse Fourier transform is the process of converting the 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. Assume that each frequency component requires one inverse Fourier transform operation. Then for 5000 frequency components, the system needs to perform 5000 inverse Fourier transform operations. Motion vector estimation is to capture the motion trajectories of various objects in the scene, which is crucial for simulating dynamic light and shadow effects. For example, in the above virtual reality game, when the player quickly moves the perspective or the character runs fast, the system needs to update the position and shape changes of each object in real time. Assume that each object needs to update its position information 30 times per second. Then for 1000 objects, the system needs to process 30,000 motion vector estimations 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 scattering scene data based on the interpolation frame data to obtain projection transformation data. Time interpolation calculation is to insert new frames between adjacent frames to improve the smoothness of the picture. For example, in the above virtual reality game, assume the current frame rate is 30 frames per second, but to achieve an 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 the objects in the three-dimensional space onto a two-dimensional plane for the display device to present. For example, in a forest environment, the mottled light and shadow formed by sunlight passing through the leaves need to undergo geometric projection transformation to be correctly displayed on the screen.Assume that each object requires 10 geometric projection transformations. Then, for 1000 objects, the system needs to process 10,000 geometric projection transformations. Next, the system calculates the light intensity of the projection transformation data through a preset lighting model, generates light intensity data, and performs color space conversion on this data to generate color space data. The light intensity calculation is based on the material characteristics of the object surface and the environmental light source conditions to calculate the light intensity of each pixel. For example, in the above virtual reality game, sunlight shining on the tree trunks and leaves will produce different reflection effects. Through the light intensity calculation, the system can accurately simulate these reflection phenomena. Assume that each object has 20 different lighting areas. Then, for 1000 objects, the system needs to calculate the light intensity of 20,000 lighting areas. The color space conversion is to convert the light intensity data into color information that the display can recognize. For example, converting from the linear RGB color space to the sRGB color space to ensure that the final output image has accurate and natural colors. Assume that each pixel requires one color space conversion, and the scene resolution is 1920x1080 (about 2 million pixels). Then 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 different levels of light and shadow effects to form a complete image. For example, in the above virtual reality game, the light and shadow effects formed by sunlight passing through the leaves and the shadow effects on the ground need to be perfectly combined through pixel fusion processing. Assume that each pixel requires 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 dealing with a large number of objects in a complex scene or coping 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, and there are various dynamic characters and light and shadow changes around. 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 through the leaves and falls on the ground, the system accurately simulates the light propagation path through spectral decomposition and phase shift analysis; captures and updates the position and shape changes of each object in real time through inverse Fourier transform and motion vector estimation; generates high-frame-rate interpolation frames through time interpolation calculation and geometric projection transformation to ensure the smoothness of the image; accurately simulates the light effect on the surface of each object through light intensity calculation and color space conversion; and finally generates high-quality time-domain scene projection data by seamlessly combining all light and shadow effects through pixel fusion processing.In this way, not only can static scenes present realistic visual effects, but also dynamic changes can 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 techniques and efficient rendering process design, developers can maximize the rendering speed and efficiency without sacrificing image quality, meeting the requirements of modern high-performance graphics applications.

[0090] In a specific embodiment, the calculation of the light intensity of the projection transformation data through the lighting model to obtain light intensity data includes:

[0091] Sampling the spatial distribution of the light source for the projection transformation data through a preset lighting model to obtain light source distribution data, and performing a solid angle mapping calculation on the light source distribution data to obtain angle mapping data;

[0092] Calculating the attenuation factor for the angle mapping data through a preset light energy propagator to obtain attenuation data, and performing a hemispherical area integral operation on the attenuation data to obtain integral intensity data;

[0093] Performing surface albedo analysis on the integral intensity data to obtain albedo parameters, and synthesizing radiance based on the albedo parameters to obtain radiance data;

[0094] Performing ambient occlusion processing on the radiance data through a light compensation device to obtain occlusion intensity data, and performing light superposition fusion based on the occlusion intensity data to obtain light intensity data.

[0095] Specifically, the process of calculating the light intensity data by means of a preset lighting model for the projection transformation data aims to accurately simulate the propagation and reflection characteristics of light in a three-dimensional scene, thereby enhancing the realism of the rendered image. First, the system samples the light source spatial distribution of the projection transformation data through a preset lighting model to generate light source distribution data, and performs a solid angle mapping calculation on these data to obtain angle mapping data. The 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 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 1000 sampling point data. By performing a solid angle mapping calculation on these sampling points, the system can determine the light intensity distribution of each light source in different directions. The solid angle mapping calculation converts the spatial distribution of the light source into an angular distribution, making the subsequent lighting calculation more accurate. Next, the system calculates the attenuation factor for the angle mapping data through a preset light energy propagator to generate attenuation data, and performs a hemispherical area 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 virtual reality game, when sunlight shines through the leaves onto the ground, the light will attenuate due to passing through the leaves. Assuming each light source has 5 different attenuation modes, then for 1000 sampling points, the system needs to calculate the attenuation factor 5000 times. The hemispherical area integral operation is to calculate the comprehensive effect of light reaching the object surface from all directions. Assuming each sampling point needs to perform 20 hemispherical area integral operations, then for 1000 sampling points, the system needs to perform 20,000 hemispherical area integral operations. This can ensure 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 a surface albedo analysis on the integral intensity data to generate albedo parameters, and based on these albedo parameters, performs a radiance synthesis to obtain radiance data. The surface albedo analysis is to determine the ability of the object surface to reflect light, which depends on the material properties of the object. For example, in a forest environment, the tree trunks and leaves have different albedos. The tree trunks are usually darker and rougher, while the leaves are smoother and reflect more light. Assuming each object has 3 different albedo parameters, then for 1000 sampling points, the system needs to process 3000 albedo parameters. Based on these albedo parameters for radiance synthesis, the system can calculate the radiance value of each pixel point. For example, assuming the scene resolution is 1920x1080 (about 2 million pixels), then the system needs to calculate the radiance value for each pixel, and a total of 2 million radiance data need to be processed.Finally, the system performs ambient occlusion processing on the radiance data through a light compensator to generate occlusion intensity data, and performs light overlay fusion based on these occlusion intensity data to obtain light 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 are formed between trees. Through ambient occlusion processing, the system can more accurately simulate these shadow effects. Assuming that each pixel needs to undergo one ambient occlusion process, for 2 million pixels, the system needs to perform 2 million ambient occlusion calculations. Light overlay fusion combines direct light sources, indirect light sources, and the ambient occlusion effect to generate the final light intensity data. For example, in the above virtual reality game, the light and shadow effects formed by sunlight passing through the leaves and the shadow effects on the ground need to be perfectly combined through light overlay fusion. Assuming that each pixel needs to undergo 5 light overlay operations, for 2 million pixels, the system needs to perform 10 million light overlay operations. Through this multi-level and refined light calculation method, not only can the realism and detail performance of the rendered image be significantly improved, but also high-quality visual effects can be ensured. Whether dealing with a large number of objects in a complex scene or coping with rapidly changing dynamic elements, this method can provide efficient and stable rendering support. Specifically, in the application scenario of a virtual reality game, the player quickly moves in a forest environment with intertwined light and shadow, and there are various dynamic characters and light and shadow changes around. 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 through the leaves onto the ground, the system accurately simulates the propagation path of the light through light source spatial distribution sampling and solid angle mapping calculations; simulates the attenuation and comprehensive effects of the light during propagation through attenuation factor calculations and hemispherical area integration operations; accurately simulates the reflection effect of each object surface through surface albedo analysis and radiance synthesis; and through ambient occlusion processing and light overlay fusion, seamlessly combines all light and shadow effects together to finally generate 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 light model design and efficient rendering process optimization, developers can maximize the rendering speed and efficiency without sacrificing image quality, meeting the requirements of modern high-performance graphics applications.

[0096] In a specific embodiment, the high-frame-rate pixel shading rendering process is performed on the time-domain scene projection data based on a preset programmable pipeline technology to obtain shading rendering data, including:

[0097] Perform depth test analysis on the time-domain scene projection data to obtain a pixel depth map, and perform occlusion culling based on the pixel depth map to obtain a set of visible pixels;

[0098] Perform polygon tessellation on the set of visible pixels through a geometry shader to obtain tessellated vertex data, and perform texture coordinate mapping based on the tessellated vertex data to obtain texture mapping data;

[0099] Perform material property analysis on the scene objects based on the texture mapping data to obtain a set of material parameters, and perform normal map calculation on the set of material parameters to obtain surface normal data;

[0100] Perform lighting interaction rendering calculation on the surface normal data through a pixel shader unit to obtain lighting rendering data, and perform shadow projection processing on the lighting rendering data to obtain shadow mapping data;

[0101] Perform anti-aliasing edge processing on the shadow mapping data to obtain smooth edge data, and perform gamma correction calculation based on the smooth edge data to obtain color correction data;

[0102] Through a preset programmable pipeline technology, perform high-frame-rate pixel shading rendering processing on the multiple scene data based on the color correction data to obtain shaded rendering data.

[0103] Specifically, the process of performing high-frame-rate pixel shading rendering on time-domain scene projection data based on a preset programmable pipeline technology to obtain shaded rendering data aims to optimize the rendering process through a series of fine steps, improving image quality and rendering efficiency. First, the system conducts a depth test analysis on the time-domain scene projection data to generate a pixel depth map, and performs occlusion culling based on this pixel depth map to obtain a set of visible pixels. The depth test analysis is to identify and record the distance of each pixel point to the camera, thereby determining which pixels are in the foreground and which are in the background. For example, in an application scenario of a virtual reality game, assuming there are 1000 different objects in the scene, including trees, grasslands, and buildings, etc., the system will conduct a 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 occluded by other objects and cull these invisible pixels, only retaining the set of visible pixels. Assuming each object has 1000 pixel points, then a total of 1 million pixel point data needs to be processed. Subsequently, the system performs polygon tessellation on the set of visible pixels through a geometry shader to generate tessellated vertex data, and performs texture coordinate mapping based on these tessellated vertex data to obtain texture mapping data. Polygon tessellation is to increase the detailed performance of the object surface, making the rendering effect more delicate. For example, in the above virtual reality game, the leaves of the trees can become more realistic through polygon tessellation. Assuming each object needs to be tessellated 10 times, then for 1000 objects, the system needs to process 10,000 tessellation operations. Texture coordinate mapping is to accurately map a two-dimensional texture map onto the surface of a three-dimensional object to enhance the visual effect. Assuming each tessellated vertex needs to perform one texture coordinate mapping, then for 10,000 tessellated vertices, the system needs to perform 10,000 texture coordinate mapping operations. Next, based on the texture mapping data, the system conducts a material property analysis on the scene objects to generate a set of material parameters, and performs normal map calculation on these sets of material parameters to obtain surface normal data. Material property analysis is to determine the reflection characteristics, color, and other optical properties of the object surface. For example, in a forest environment, the trunks and leaves of the trees have different material characteristics. The trunks are usually darker and rougher, while the leaves are smoother and reflect more light. Assuming each object has 3 different material properties, then for 1000 objects, the system needs to process 3000 sets of material parameters. Normal map calculation is to simulate the tiny bumps and depressions on the object surface, thereby enhancing the realism of the lighting effect. Assuming each set of material parameters needs to perform one normal map calculation, then for 3000 sets of material parameters, the system needs to perform 3000 normal map calculations.Then, the system performs lighting interaction rendering calculations on the surface normal data through the pixel shader unit to generate lighting rendering data, and performs shadow projection processing on these lighting rendering data to obtain shadow mapping data. Lighting interaction rendering calculations are based on the normal direction of the object's surface and the position of the light source to calculate the lighting intensity of each pixel. For example, in the above virtual reality game, sunlight shining on the tree trunks and leaves will produce different reflection effects. Through lighting interaction rendering calculations, the system can accurately simulate these reflection phenomena. Assuming that each pixel requires one lighting interaction rendering calculation, and the scene resolution is 1920x1080 (about 2 million pixels), then the system needs to perform 2 million lighting interaction rendering calculations. Shadow projection processing is to simulate the shadow effect of the light source on the object and enhance the realism of the image. Assuming that each pixel requires one shadow projection processing, then for 2 million pixels, the system needs to perform 2 million shadow projection processing. Next, 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 image smoother and more natural. For example, in a forest environment, the edges of the leaves may appear jagged. Through anti-aliasing edge processing, the system can significantly improve these details. Assuming that each pixel requires one anti-aliasing edge processing, then for 2 million pixels, the system needs to perform 2 million anti-aliasing edge processing. Gamma correction calculations are to adjust the brightness and contrast of the image to ensure that the final output image has accurate and natural colors. Assuming that each pixel requires one gamma correction calculation, 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 shader rendering processing is performed on multiple scene data based on the color correction data to generate shader rendering data. Programmable pipeline technology allows developers to customize and adjust each stage in the rendering process according to specific application requirements, thereby maximizing the rendering efficiency while ensuring image quality. For example, in the above virtual reality game example, when the player quickly moves 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 image. Through programmable pipeline technology, the system can dynamically adjust the rendering priority according to the change of the current perspective, prioritize the processing of data in the center area of the field of view, and reduce the detailed rendering of the edge area. This can not only ensure the high-quality display of the main view area but also maintain the overall high-frame-rate performance. This efficient and flexible rendering strategy not only improves the consistency of the 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 immersion and interactive experience.

[0104] In a specific embodiment, the frame synchronization process of the shading and rendering data through the cache management mechanism to obtain synchronized rendering data includes:

[0105] Performing inter-frame difference scanning on the shading and rendering data to obtain difference region data, and performing double-buffer exchange processing based on the difference region data to obtain cache exchange data;

[0106] 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;

[0107] 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;

[0108] Performing frame switching synchronization on the cache scheduling data through a frame buffer controller to obtain frame switching data, and performing display timing alignment on the frame switching data to obtain synchronized rendering data.

[0109] Specifically, in the process of implementing frame synchronization processing on the shading rendering data through the 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 region data, and perform double-buffer swapping processing based on these difference region data to obtain cache swap data. The purpose of this process is to identify the changing parts between two frames in order to more effectively update the display content. For example, in a virtual reality game scenario, assume that the player is passing through a forest with alternating light and shadow. As the viewing angle changes, the details in the picture are constantly changing. The system will compare the differences between two consecutive frames, find the pixel regions where changes occur, such as moving animals or swaying leaves in the wind, and then record these difference information to form difference region data. For a 60-frame-per-second video, 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 rapid movement. Next, the cache swap data is scanned line synchronized by a 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 virtual reality game, when the player turns quickly, the system must ensure that each frame of the picture can be presented completely and correctly. If the picture fails to be properly synchronized, it may lead to a sense of 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 monitor while minimizing latency. For example, if the monitor supports a refresh rate of 120Hz and the current game scenario complexity allows maintaining a stable 120 frames per second (fps), then the system will allocate resources accordingly to achieve the best performance; conversely, if the scene complexity increases resulting in a decrease in the frame rate, the system will automatically adjust the frame rate allocation to balance performance and image quality. Subsequently, temporal jitter compensation is performed on the frame rate allocation data to generate jitter compensation data, and cache refresh scheduling is performed based on these jitter compensation data to obtain cache scheduling data. Temporal jitter compensation is to offset the time error caused by frame rate fluctuations so that each frame can be correctly displayed at the predetermined time point. Continuing with the previous virtual reality game example, if the player enters a highly complex scene from a relatively simple environment, such as passing through the forest to a city square full of detailed models, the frame rate may decrease. At this time, the system adjusts the time interval through the temporal jitter compensation algorithm to ensure that the display time 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 scheduling 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.Suppose the system detects an impending frame loss. It will schedule the next cache refresh in advance to minimize visual interruptions. Finally, the frame buffer controller synchronizes the frame switching of the cached scheduling data, generates frame switching data, and aligns the display timings of these frame switching data to finally obtain synchronized rendering data. Frame switching synchronization is a crucial step to ensure a smooth transition between the old and new frames, preventing screen flickering or stuttering caused by incomplete frame data preparation. In the aforementioned example of a virtual reality game, when the player experiences an intense battle with frequent changes in the surrounding environment and enemy movements, the frame buffer controller precisely controls the switching timing of each frame to ensure a seamless and smooth display. Additionally, display timing alignment is to make each frame strictly follow the clock signal of the display to achieve the best visual effect. This means that regardless of the frame rate changes, the system will strive to display each frame at the most appropriate time point, providing the player with the best visual experience. Through such a series of precise operations, the system not only improves the image quality but also enhances the consistency and immersion of the user experience, making the virtual world more realistic and captivating. The entire process relies on efficient cache management and precise synchronization technologies working together to achieve the best rendering effect.

[0110] The high-frame-rate rendering method based on a display driver chip in the embodiments of the present invention has been described above. Next, the high-frame-rate rendering system based on a display driver chip in the embodiments of the present invention will be described. Please refer to Figure 2 , an embodiment of the high-frame-rate rendering system based on a display driver chip in the embodiments of the present invention includes:

[0111] A sorting module 21, configured to hierarchically sort a plurality of scene data through a preset hierarchical rendering algorithm to obtain sorted scene data;

[0112] A scattering module 22, configured to perform bidirectional scattering distribution processing on the sorted scene data through a preset real-time radiosity algorithm to obtain scattered scene data;

[0113] A projection module 23, configured to perform time-domain reprojection on the scattered scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data;

[0114] A rendering module 24, configured to perform high-frame-rate pixel shading rendering processing on the time-domain scene projection data based on a preset programmable pipeline technology to obtain shaded rendering data;

[0115] A driving module 25, configured to perform frame synchronization processing on the shaded rendering data through a cache management mechanism to obtain synchronized rendering data, and input the synchronized rendering data into a preset display driver chip to drive the display screen to present a target rendering image.

[0116] In this embodiment, for the specific implementation of each unit in the above system embodiment, please refer to the description in the above method embodiment, and details are not described herein again.

[0117] Refer to Figure 3 , an embodiment of the present invention further provides a computer device, the internal structure of which can be as Figure 3 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 of the computer design 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.

[0118] Those skilled in the art can understand that Figure 3 the structure shown in

[0119] is only a block diagram of a part 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.

[0120] Those of ordinary skill in the art can understand that all or part of the processes in the methods of the above embodiments can be completed by instructing relevant hardware through a computer program. 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 methods. Among them, any reference to a memory, storage, database, or other medium provided by the present invention and used in the embodiments can include non-volatile and / or volatile memories. Non-volatile memory can include read-only memory (ROM), programmable ROM (PROM), electrically programmable ROM (EPROM), electrically erasable programmable ROM (EEPROM), or flash memory. Volatile memory can include random access memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in various forms, such as static RAM (SRAM), dynamic RAM (DRAM), synchronous DRAM (SDRAM), double data rate SDRAM (SSRSDRAM), enhanced SDRAM (ESDRAM), synchronous link (Synchlink) DRAM (SLDRAM), Rambus direct RAM (RDRAM), direct memory bus dynamic RAM (DRDRAM), and memory bus dynamic RAM, etc.

[0121] It should be noted that in this document, the term "comprising", "including" or any other variant thereof is intended to cover a non-exclusive inclusion, such that a process, apparatus, article or method comprising a series of elements includes not only those elements but also other elements not expressly listed, or elements inherent to such process, apparatus, article or method. Without further limitation, an element defined by the statement "comprising an..." does not exclude the presence of additional identical elements in the process, apparatus, article or method comprising the element.

[0122] The above are only the preferred embodiments of the present invention, and do not limit the patent scope of the present invention accordingly. Any equivalent structure or equivalent process transformation made by using the specification and drawings of the present invention, or directly or indirectly applied in other related technical fields, shall be equally 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 driving chip according to claim 1, wherein 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, wherein 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 driving chip according to claim 1, wherein 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; Perform time-domain conversion on the phase offset data through inverse Fourier transform to obtain time-domain conversion data, and perform motion vector estimation on the time-domain conversion data to obtain motion vector data; Perform time interpolation calculation on the motion vector data to obtain interpolated frame data, and perform geometric projection transformation on the scattering scene data based on the interpolated frame data to obtain projection transformation data; Calculate the light intensity of the projection transformation data through a preset light model to obtain light intensity data, and perform color space conversion on the light intensity data to obtain color space data; Perform pixel fusion processing on the color space data to obtain time-domain scene projection data.

5. The high frame rate rendering method based on a display driving chip according to claim 4, wherein The step of calculating the light intensity of the projection transformation data through a preset light model to obtain light intensity data includes: Perform light source space distribution sampling on the projection transformation data through a preset light model to obtain light source distribution data, and perform solid angle mapping calculation on the light source distribution data to obtain angle mapping data; Calculate the attenuation factor of the angle mapping data through a preset light energy propagator to obtain attenuation data, and perform hemispherical area integration operation on the attenuation data to obtain integrated intensity data; Perform surface albedo analysis on the integrated intensity data to obtain albedo parameters, and perform radiance synthesis based on the albedo parameters to obtain radiance data; Perform ambient occlusion processing on the radiance data through a light compensation unit to obtain occlusion intensity data, and perform light superposition fusion based on the occlusion intensity data to obtain light intensity data.

6. The high frame rate rendering method based on a display driver chip according to claim 1, wherein The step of 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 includes: Perform depth test analysis on the time-domain scene projection data to obtain a pixel depth map, and perform occlusion culling processing based on the pixel depth map to obtain a set of visible pixels; Perform polygon subdivision processing on the set of visible pixels through a geometry shader to obtain subdivided vertex data, and perform texture coordinate mapping based on the subdivided vertex data to obtain texture mapping data; Perform material property analysis on the scene objects based on the texture mapping data to obtain a set of material parameters, and perform normal map calculation on the set of material parameters to obtain surface normal data; Perform light interaction rendering calculation on the surface normal data through a pixel shading unit to obtain light rendering data, and perform shadow projection processing on the light rendering data to obtain shadow mapping data; Perform anti-aliasing edge processing on the shadow mapping data to obtain smooth edge data, and perform gamma correction calculation based on the smooth edge data to obtain color correction data; Based on the color correction data, perform high-frame-rate pixel shading rendering processing on the multiple scene data through a preset programmable pipeline technology to obtain shading rendering data.

7. The high frame rate rendering method based on a display driving chip according to claim 1, wherein The step of performing frame synchronization processing on the shading rendering data through a cache management mechanism to obtain synchronized rendering data includes: Perform an inter-frame difference scan on the coloring rendering data to obtain difference region data, and perform double-buffer exchange processing based on the difference region data to obtain buffer exchange data; Perform scan line synchronization calculation on the buffer exchange data through a vertical synchronizer to obtain scan synchronization data, and perform frame rate adaptive allocation based on the scan synchronization data to obtain frame rate allocation data; Perform timing jitter compensation on the frame rate allocation data to obtain jitter compensation data, and perform buffer refresh scheduling based on the jitter compensation data to obtain buffer scheduling data; Perform frame switching synchronization on the buffer scheduling data through a frame buffer controller to obtain frame switching data, and perform display timing alignment on the frame switching data to obtain synchronous rendering data.

8. A high frame rate rendering system based on a display driver chip, characterized in that, Comprising: A sorting module, configured to perform hierarchical sorting processing on multiple scene data through a preset hierarchical rendering algorithm to obtain sorted scene data; A scattering module, configured to perform bidirectional scattering distribution processing on the sorted scene data based on a preset real-time radiosity algorithm to obtain scattered scene data; A projection module, configured to perform time-domain reprojection on the scattered scene data through a preset frequency-domain analysis technique to obtain time-domain scene projection data; A rendering module, configured to perform high-frame-rate pixel coloring rendering processing on the time-domain scene projection data based on a preset programmable pipeline technique to obtain coloring rendering data; A driving module, configured to perform frame synchronization processing on the coloring rendering data through a buffer management mechanism to obtain synchronous rendering data, and input the synchronous rendering data into a preset display driving chip to drive the display screen to present a target rendering picture.

9. A computer device, comprising a memory and a processor, wherein a computer program is stored in the memory, characterized in that, 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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