Cloud rendering method and system based on computer
By dividing the rendering process on the computer's cloud and rendering layer by layer, the efficiency problem of coordinated rendering between computers and cloud is solved, and the accuracy and progress control of game model rendering are achieved.
Patent Information
- Application Number
- CN202510580557.5
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-05-07
- Publication Date
- 2025-08-12
- Estimated Expiration
- 2045-05-07
AI Technical Summary
In the prior art, the cloud of the computer cannot effectively collaborate with the on-site computer to render the rendering game model, which affects the coordination efficiency and accuracy of the rendering task.
By determining the rendering process table, dividing the rendering process and transmitting it to the computer's cloud, rendering layer by layer, and triggering collaborative rendering when the overall rendering progress is below the threshold, ensuring rendering accuracy and progress control.
It realizes layer-by-layer rendering accuracy and precise control of the overall progress of the game model to be rendered, ensuring efficient and coordinated completion of the rendering tasks.
Smart Images

Figure CN120459629A_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to the technical field of cloud rendering methods, and in particular to a computer-based cloud rendering method and system. Background Art
[0002] With the development of science and technology, the game model to be rendered serves as the preliminary model of the game and needs to be subsequently rendered. A computer is used to perform targeted rendering of the game model to be rendered. In the existing technology, the on-site computer collects the rendering tasks of the game model to be rendered, the computer parses the rendering tasks, and renders the game model to be rendered in real time. However, the cloud computer cannot render the game model to be rendered, which affects the collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer. Summary of the Invention
[0003] The purpose of the present invention is to overcome the deficiencies of the prior art, and the present invention provides a computer-based cloud rendering method and system.
[0004] An embodiment of the present invention provides a computer-based cloud rendering method, comprising: Determine a rendering process table for the game model to be rendered according to the game model to be rendered and the game rendering task; Determining a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmitting the plurality of sub-rendering processes and the game model to be rendered to a cloud computing machine; In the cloud of the computer, layer-by-layer rendering of the game model to be rendered is triggered based on multiple sub-rendering processes, and rendering forms of the game model to be rendered at different process nodes are formed; sorting the multiple rendering forms in sequence, and determining the rendering progress of different parts of the game model to be rendered according to the multiple rendering forms, so as to determine the overall rendering progress of the game model to be rendered; If the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering process of the game model to be rendered to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud.
[0005] An embodiment of the present invention provides a computer-based cloud rendering system, which is applied to the above-mentioned computer-based cloud rendering method. The computer-based cloud rendering system includes: A rendering process table module is used to determine a rendering process table for a game model to be rendered according to the game model to be rendered and the game rendering task; A sub-rendering process module, configured to determine a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmit the plurality of sub-rendering processes and the game model to be rendered to a cloud computing system; A rendering form module is used to trigger layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes in the cloud of the computer, and form the rendering form of the game model to be rendered at different process nodes; The overall rendering progress module is used to sort the multiple rendering forms in sequence and determine the rendering progress of different parts of the game model to be rendered according to the multiple rendering forms to determine the overall rendering progress of the game model to be rendered; The collaborative rendering module is used to determine multiple collaborative tasks based on the remaining rendering processes of the game model to be rendered if the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, so as to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud.
[0006] Compared with the prior art, the present invention has the following beneficial effects: In an embodiment of the present invention, through the method in the embodiment of the present invention, a rendering process table of the game model to be rendered is determined according to the game model to be rendered and the game rendering task; multiple sub-rendering processes are determined based on the division of the rendering process table of the game model to be rendered, and the multiple sub-rendering processes and the game model to be rendered are transmitted to the cloud of the computer; in the cloud of the computer, layer-by-layer rendering of the game model to be rendered is triggered based on the multiple sub-rendering processes, and rendering forms of the game model to be rendered at different process nodes are formed, thereby realizing layer-by-layer rendering of the game model to be rendered, and controlling the rendering forms of the game model to be rendered at different process nodes, thereby ensuring the rendering accuracy of the game model to be rendered.
[0007] Therefore, multiple rendering forms are sorted in sequence, and the rendering progress of different parts of the game model to be rendered is determined according to the multiple rendering forms to determine the overall rendering progress of the game model to be rendered; if the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, multiple collaborative tasks are determined according to the remaining rendering processes of the game model to be rendered to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud, fully manage the overall rendering progress of the game model to be rendered and the remaining rendering processes of the game model to be rendered, and collaboratively render the game model to be rendered, thereby ensuring accurate control of the rendering progress of the game model to be rendered. BRIEF DESCRIPTION OF THE DRAWINGS
[0008] Figure 1 is a flowchart of a computer-based cloud rendering method in an embodiment of the present invention; Figure 2 is a flow chart of step S11 in the computer-based cloud rendering method in an embodiment of the present invention; Figure 3 is a flow chart of step S12 in the computer-based cloud rendering method in an embodiment of the present invention; Figure 4 is a flow chart of step S13 in the computer-based cloud rendering method in an embodiment of the present invention; Figure 5 is a flow chart of step S14 in the computer-based cloud rendering method in an embodiment of the present invention; Figure 6 is a flow chart of step S15 in the computer-based cloud rendering method in an embodiment of the present invention; Figure 7 Schematic diagram of the structure of a computer-based cloud rendering system in an embodiment of the present invention. DETAILED DESCRIPTION
[0009] The technical solutions in the embodiments of the present invention will be described clearly and completely below with reference to the accompanying drawings in the embodiments of the present invention.
[0010] See also Figures 1 to 7 , a computer-based cloud rendering method includes: Step S11: determining a rendering process table for the game model to be rendered according to the game model to be rendered and the game rendering task; Step S12: determining a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmitting the plurality of sub-rendering processes and the game model to be rendered to the cloud of the computer; Step S13: In the cloud of the computer, triggering layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes, and forming rendering forms of the game model to be rendered at different process nodes; Step S14: sorting the multiple rendering forms in sequence, and determining the rendering progress of different parts of the game model to be rendered according to the multiple rendering forms, so as to determine the overall rendering progress of the game model to be rendered; Step S15: If the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering steps of the game model to be rendered, so as to trigger collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer; refer to Figure 2 , in step S11, determining a rendering process table of the game model to be rendered according to the game model to be rendered and the game rendering task; In the specific implementation process of the present invention, the specific steps are: S111: collecting a game model to be rendered, determining a corresponding rendering target according to the game model to be rendered and a game database, and determining a game rendering task based on a comparison between the rendering target and the game model to be rendered; S112: Determine multiple rendering levels based on the analysis of the game rendering task, and determine multiple contents to be rendered based on the multiple rendering levels and the game model to be rendered; S113: Determine a rendering process table for the game model to be rendered according to the plurality of contents to be rendered.
[0011] In an embodiment of the present application, a game model to be rendered is collected, and a corresponding rendering target is determined based on the game model to be rendered and a game database. The game rendering task is determined based on the comparison between the rendering target and the game model to be rendered, which is compatible with the overall consideration of the comparison between the rendering target and the game model to be rendered, thereby ensuring the accuracy of the game rendering task.
[0012] At this point, the game models that need to be rendered are extracted from the game development environment. These models usually exist in the form of 3D meshes, which contain information such as the model's geometry, vertices, and faces. In addition, the model also contains additional information such as textures, materials, and animation data. At this point, in a role-playing game (RPG) project, the developer needs to render a character model, which includes the character's body, head, weapons, equipment, and other parts. The developer will extract these model files from the game's asset library and ensure that they are complete and usable.
[0013] The rendering target refers to the desired visual effect or quality standard after rendering, which is usually determined based on factors such as the overall style of the game, scene requirements, platform limitations, and player expectations. At this point, continuing with the RPG game as an example, the developer hopes that the character model will have realistic textures, delicate lighting effects, and smooth movements after rendering. They will refer to other parts of the game (such as the background, other characters, etc.) to determine the rendering target to ensure that the character looks coordinated and attractive in the game.
[0014] Developers will compare the game model to be rendered with the rendering target, and analyze the differences between the current state of the model and the target state. These differences include texture resolution, light and shadow processing methods, and the geometric accuracy of the model. Based on these differences, developers will determine the rendering tasks that need to be performed. At this time, in the example of an RPG game, developers will find that the texture resolution of the character model is low and needs to be improved; or the geometry of the model is not fine enough in some parts and needs to be refined; or the lighting and shadow effects are not realistic enough and the lighting model needs to be adjusted. Based on these findings, developers will develop a rendering task list, including tasks such as increasing texture resolution, refining model geometry, and adjusting lighting effects.
[0015] Specifically, suppose you are rendering a character model named "Erin" for an RPG game called "Fantasy Kingdom"; you extract the 3D model files of "Erin" from the game's asset library, including parts such as the body, head, weapons, and equipment. These model files contain the model's geometry, texture, and material information; you refer to other parts of the game (such as the background, other characters, etc.), and determine the rendering target for the "Erin" character model; you hope that she will have realistic textures, delicate lighting effects, and smooth movements in the game; you compare the "Erin" model with the rendering target, and find some areas that need improvement; for example, her texture resolution is low and needs to be increased to 4K or higher; her hair and clothes do not look detailed enough in some parts, and the geometry needs to be refined; her lighting effects are not realistic enough, and the lighting model needs to be adjusted to better simulate the lighting effects of the real world; based on these findings, you make a rendering task list and start rendering work.
[0016] Furthermore, multiple rendering levels are determined based on the analysis of the game rendering task, and multiple contents to be rendered are determined based on the multiple rendering levels and the game model to be rendered. This is compatible with the overall consideration of multiple rendering levels and the game model to be rendered, ensuring the accuracy of the multiple contents to be rendered.
[0017] At this point, the game rendering task is deeply analyzed and parsed to understand the specific requirements and expected effects of the rendering task; based on these requirements, the rendering process is divided into multiple levels or stages, which include basic rendering (such as rendering of geometric shapes and textures), lighting rendering, special effects rendering, etc.; each level has its specific goals and outputs to ensure the quality and efficiency of the final rendering results; optionally, in a racing game, the rendering task includes rendering the geometry of the car, textures, wheel rotation effects, light and shadow effects of the car body, and special effects such as smoke and sparks on the track; based on these requirements, the rendering process is divided into the following levels: basic geometry rendering, texture map rendering, wheel rotation animation rendering, car body lighting rendering, and special effects rendering.
[0018] After determining the rendering levels, it is necessary to determine the specific content to be rendered based on the specific information of the game model to be rendered and the requirements of each level. These contents include specific parts of the model, texture resolution, type and intensity of lighting, type and parameters of special effects, etc.; at this time, optionally, for the basic geometric shape rendering level, the content to be rendered includes rendering of geometric shapes such as the car body, wheels, and windows; for the texture map rendering level, the content to be rendered includes the texture map of the car body, the texture map of the wheels, and the transparency map of the windows, etc.; for the wheel rotation animation rendering level, the content to be rendered includes animation parameters such as the rotation speed and direction of the wheels; for the body lighting rendering level, the content to be rendered includes parameters such as the type of lighting (such as parallel light, point light source, etc.), intensity, color and direction of lighting; for the special effects rendering level, the content to be rendered includes parameters such as the density, color, diffusion speed of smoke, and the shape, size, color and generation frequency of sparks; Specifically, let's assume you're rendering a car model named "Lightning" for a racing game called "Need for Speed." After analyzing the rendering tasks for "Need for Speed," the following rendering layers have been identified: basic geometry rendering, texture mapping rendering, wheel rotation animation rendering, car body lighting rendering, and special effects rendering. For the basic geometry rendering layer, the geometry of the "Lightning" car, including its body, wheels, and windows, needs to be rendered. For the texture mapping rendering layer, the corresponding texture maps need to be applied to the car body, wheels, and windows. For the wheel rotation animation rendering layer, animation parameters such as the wheel rotation speed and direction are determined. For the car body lighting rendering layer, parallel light is used to simulate sunlight, and parameters such as the light intensity, color, and direction are set. For the special effects rendering layer, smoke effects are generated when the car accelerates, and parameters such as the smoke density, color, and diffusion speed are set. This process ensures that each rendering layer has clear content to render, allowing the rendering work to proceed in an orderly manner, ultimately achieving high-quality rendering results.
[0019] Therefore, determining the rendering process table of the game model to be rendered according to the multiple contents to be rendered is compatible with the overall consideration of the multiple contents to be rendered, and ensures the accuracy of the rendering process table of the game model to be rendered.
[0020] At this point, the multiple previously determined contents to be rendered are converted into a specific rendering process table; the rendering process table is a detailed plan that lists all the steps required to complete the rendering task, including the input, output, required resources (such as computing resources, texture files, lighting models, etc.), execution order, and dependencies of each step.
[0021] Classify and organize all content to be rendered according to rendering levels; ensure that each content has a clear description and required resources; based on the classification and organization results of the content to be rendered, develop one or more rendering processes for each content; each process should clearly define the input (such as model files, texture files, etc.), output (such as rendered models, textures, etc.), required resources, and execution steps.
[0022] Analyze the dependencies between the various rendering steps and determine their execution order; for example, basic geometry rendering is a prerequisite for texture mapping rendering, and lighting rendering depends on the rendering results of basic geometry and texture mapping; arrange all rendering steps in a logical order to form a complete rendering step table; the rendering step table should be clear and easy to understand to facilitate communication and collaboration among team members.
[0023] Specifically, suppose you are rendering a model of a spaceship called "Star Explorer" for a space shooting game called "Star Trek"; organize the content to be rendered: Basic geometry rendering: rendering of the geometric shapes of the spacecraft's hull, engine, weapon system, etc.; texture mapping rendering: texture mapping of the spacecraft's surface, including metal texture, paint patterns, etc.; lighting rendering: adding lighting effects to the spacecraft to simulate the lighting environment in space; special effects rendering: including the flame effects of the spacecraft engine, the lighting effects when the weapon is launched, etc.
[0024] Process 1: Basic geometry rendering: Input: 3D model file of the spacecraft; Output: rendered spacecraft geometry; Required resources: 3D rendering engine, computing resources; Process 2: Texture map rendering: Input: rendered spacecraft geometry, texture file; Output: spacecraft model with texture; Required resources: texture mapping tool, computing resources; Process 3: Lighting rendering: Input: spacecraft model with texture, lighting model; Output: spacecraft model with lighting effects; Required resources: lighting rendering engine, computing resources; Process 4: Special effects rendering: Input: spacecraft model with lighting effects, special effects file; Output: spacecraft model with special effects; Required resources: special effects rendering engine, computing resources; Process 1 is the basis and must be completed before other processes; Process 2 depends on the output result of process 1; Process 3 depends on the output result of process 2; Process 4 depends on the output result of process 3; Finally, a clear rendering process table is formed, listing all the steps and dependencies required to complete the rendering of the "Star Explorer" spacecraft model.
[0025] In one embodiment of the present application, a preset matching table of content to be rendered is collected to match the content to be rendered with the rendering process; the matching table of content to be rendered is shown in Table 1: Table 1: Content matching table to be rendered
[0026] In this to-be-rendered content matching table, each row represents a to-be-rendered content, its corresponding rendering step, and the required resources. This helps to clearly understand the specific tasks and resource requirements of each rendering step.
[0027] refer to Figure 3 In step S12, a plurality of sub-rendering processes are determined based on the division of the rendering process table of the game model to be rendered, and the plurality of sub-rendering processes and the game model to be rendered are transmitted to the cloud of the computer; In the specific implementation process of the present invention, the specific steps are: S121: collecting a rendering process table of the game model to be rendered, and transmitting the rendering process table of the game model to be rendered to the cloud of the computer; S122: In the cloud of the computer, collecting software operating parameters and load parameters of the cloud of the computer, and determining a rendering level of the cloud of the computer based on the software operating parameters and load parameters of the cloud of the computer. S123: Determining a plurality of sub-rendering steps based on the rendering level and the rendering step table on the cloud; the cloud of the computer obtains the plurality of sub-rendering steps and the game model to be rendered, and triggers a rendering process on the cloud based on the plurality of sub-rendering steps and the game model to be rendered, so as to perform online rendering of the game model to be rendered; In an embodiment of the present application, a rendering process table of a game model to be rendered is collected and transmitted to a cloud of a computer for subsequent management and control of the cloud of the computer.
[0028] At this point, you need to export or query the rendering process sheet from the project management software, version control system or rendering management system, which usually involves accessing a specific database or file and using the appropriate query or export function to obtain the required data; at this point, ensure that the obtained rendering process sheet is the latest, complete, and matches the game model to be rendered, which includes checking the version number, date stamp or other identification information of the process sheet to ensure that it is consistent with the current project status.
[0029] Safely and efficiently transfer the rendering schedule to the cloud on your computer for subsequent rendering task scheduling and execution in the cloud. This involves uploading the rendering schedule using file transfer protocols (such as FTP, SFTP), cloud storage services (such as AWS S3, Google Cloud Storage), or a dedicated rendering management interface. Encryption is required during transmission to ensure data security, and verification and authorization are required to ensure that only authorized users can access and modify the data.
[0030] Specifically, suppose you are rendering a complex space station model for a space adventure game called "Interstellar". This model contains multiple parts, such as the main structure, solar panels, antennas, and weapon systems, each of which has its own unique geometry, textures, and lighting requirements. A rendering process table for the space station model is exported from project management software (such as Jira). This table lists in detail the input, output, required resources, execution order, and dependencies of each rendering process. For example, it points out that the main structure needs to be rendered before rendering the solar panels because the position and orientation of the solar panels depend on the layout of the main structure.
[0031] The version number of the rendering process table was checked to ensure that it was the latest and matched the current game model version. It was also verified that each process in the table had a clear description and a list of required resources. The rendering process table was uploaded using the AWS S3 cloud storage service. First, the file was encrypted on the on-site computer to ensure security during transmission. Then, the encrypted file was uploaded to the designated S3 bucket using the AWS CLI (command line interface) or AWS Management Console. During the upload process, the success of the transmission was verified, and the rendering process table received by the cloud was checked to ensure that it was consistent with the local version. Appropriate access control policies were also set to ensure that only authorized users could access and modify this file. This process ensured that the rendering process table could be transmitted to the cloud securely and efficiently, providing the necessary information for subsequent rendering task scheduling and execution.
[0032] Furthermore, in the computer's cloud, the computer's cloud software operating parameters and the computer's cloud load parameters are collected, and the computer's cloud rendering level is determined based on the computer's cloud software operating parameters and the computer's cloud load parameters, which is compatible with the overall consideration of the computer's cloud software operating parameters and the computer's cloud load parameters, ensuring the accuracy of the computer's cloud rendering level.
[0033] At this time, in the cloud of the computer, the software running parameters and load parameters of the cloud are collected, and the key information such as the currently running software version, configuration settings, supported rendering features, etc. are queried and recorded through the cloud management interface or API (application programming interface). This involves access to operating system logs, rendering engine configuration files or specific monitoring tools; at the same time, the load parameters of the cloud are collected. The goal of this step is to monitor and record the current load status of the cloud server, including CPU usage, memory usage, disk I / O, network bandwidth, etc.; optionally, the monitoring tools provided by the cloud or third-party performance monitoring services are used to collect these load parameters in real time or periodically. These tools can usually generate detailed performance reports and historical data for easy analysis and comparison.
[0034] Combine software operating parameters and load parameters to comprehensively evaluate the cloud's rendering capabilities and assign a rendering grade to it. Optionally, based on pre-set evaluation criteria or algorithms, the collected parameter data is analyzed to determine the cloud's rendering grade. This grade is based on multiple dimensions such as rendering speed, resource utilization, and stability. Specifically, suppose you are using an AWS (Amazon Web Services) EC2 (Elastic Compute Cloud) instance as a rendering cloud; access the EC2 instance through the AWS Management Console and check the version and configuration of the rendering engine (such as Blender, Maya, etc.) running on it; for example, you find that Blender version 2.93 is installed on the instance, which supports GPU-accelerated rendering; at the same time, you also check the compatibility of the operating system version (such as Ubuntu 20.04 LTS) and driver (such as NVIDIA driver) to ensure that they match the requirements of the rendering engine.
[0035] AWS CloudWatch monitoring service is used to collect load parameters such as CPU usage, memory usage, disk I / O, and network bandwidth of EC2 instances in real time. CloudWatch provides a detailed graphical interface and alarm function to help intuitively understand the performance status of the instance. For example, it was found that the CPU usage of the instance fluctuated around 80%, the memory usage was stable at around 60%, and the disk I / O and network bandwidth had not reached bottlenecks. The rendering capabilities of the EC2 instance were evaluated by combining the collected software operating parameters and load parameters. According to the preset evaluation criteria, the rendering level of the instance was classified as "advanced" because it supports GPU-accelerated rendering and the current load parameters indicate that it has sufficient resources to handle complex rendering tasks. Based on this rendering level, the scheduling strategy of the rendering task is optimized, for example, more time-consuming rendering tasks are assigned to higher-level instances to improve overall rendering efficiency and resource utilization. Through this process, cloud resources can be fully utilized and the rendering strategy can be dynamically adjusted according to their actual performance to ensure the smooth completion of the rendering task.
[0036] Therefore, multiple sub-rendering processes are determined based on the rendering level and rendering process table of the cloud; the cloud of the computer obtains multiple sub-rendering processes and the game model to be rendered, and triggers the rendering process of the cloud based on the multiple sub-rendering processes and the game model to be rendered, so as to perform online rendering of the game model to be rendered, which is compatible with the overall consideration of the rendering level and rendering process table of the cloud, and ensures the accuracy of multiple sub-rendering processes.
[0037] At this time, based on the cloud rendering level (reflecting the current performance and resource status of the cloud) and the rendering process table (listing the rendering process and dependencies in detail), multiple sub-rendering processes that can be executed in parallel or serially are reasonably divided; optionally, each process in the rendering process table is analyzed, considering its resource requirements, execution order and dependencies; combined with the cloud rendering level, the feasibility and efficiency of each process in the cloud are evaluated; accordingly, the rendering process table is split into multiple sub-processes, each of which contains a set of related and independently executable rendering tasks.
[0038] Ensure that the cloud can access and obtain all necessary sub-rendering process information and the game model data to be rendered in preparation for the execution of the rendering process. Optionally, upload the sub-rendering process description files and game model data to the cloud via a secure file transfer protocol (such as HTTPS, SFTP) or cloud storage service (such as AWS S3). The cloud system must verify the integrity and security of the data and start processing after ensuring that it is correct. Utilize cloud resources and start the rendering process to execute specific rendering tasks according to the division of sub-rendering steps. Optionally, the cloud rendering management system dynamically schedules rendering tasks to appropriate cloud nodes based on the description of sub-rendering steps. The rendering engine on each node loads game model data according to task requirements, performs rendering operations, and generates intermediate or final rendering results. The rendering management system needs to monitor the task execution status to ensure that the task is completed on time and handle any exceptions that arise.
[0039] Specifically, suppose you are rendering a complex island scene for the game "Mysterious Island", which contains lush vegetation, detailed buildings, and dynamic water effects. According to the rendering process table, the following key processes are identified: vegetation rendering, building rendering, water effect rendering, and post-composition. Considering that the cloud rendering level is "advanced" (supports GPU acceleration and has sufficient resources), these processes are further divided into multiple sub-processes. For example, vegetation rendering is divided into three sub-processes: tree rendering, shrub rendering, and grass rendering. Each sub-process can be executed in parallel.
[0040] Using AWS S3 cloud storage service, the game scene rendering task package containing sub-rendering process descriptions and island scene model data are uploaded to the cloud; the cloud system securely receives this data through the HTTPS protocol and performs integrity verification and decryption operations; the cloud rendering management system reads the sub-rendering process descriptions and identifies sub-processes that can be executed in parallel (such as tree rendering, shrub rendering, and grass rendering); it dynamically schedules these sub-processes to different EC2 instances, and the rendering engine on each instance (such as Blender or Maya) loads the island scene model data according to the task requirements and starts rendering operations; the rendering management system monitors the task execution status in real time to ensure that all sub-processes are completed on time; once all sub-processes are completed, the management system will post-synthesize the intermediate rendering results to generate the final island scene rendering image; through this process, the powerful performance and resources of the cloud can be fully utilized to efficiently complete the rendering tasks of complex game scenes.
[0041] refer to Figure 4 In step S13, in the cloud of the computer, layer-by-layer rendering of the game model to be rendered is triggered based on multiple sub-rendering processes, and rendering forms of the game model to be rendered at different process nodes are formed; In the specific implementation process of the present invention, the specific steps are: S131: monitoring the rendering of the game model to be rendered by the cloud computer in real time, collecting multiple sub-rendering processes, and determining multiple rendering layers based on hierarchical comparison of the multiple sub-rendering processes; S132: Determine a rendering order of the multiple rendering layers according to the multiple rendering layers and the game model to be rendered, and trigger layer-by-layer rendering of the game model to be rendered according to the rendering order of the multiple rendering layers; S133: In the layer-by-layer rendering of the game model to be rendered, a corresponding rendering form is determined based on each rendering layer and the rendering of the game model to be rendered, so as to form the rendering form of the game model to be rendered at different process nodes.
[0042] In an embodiment of the present application, a cloud-based computer monitors the rendering of a game model in real time, collects multiple sub-rendering processes, and determines multiple rendering layers based on hierarchical comparison of the multiple sub-rendering processes, thereby introducing multiple rendering layers.
[0043] At this time, monitor the computer's cloud rendering of the game model to be rendered in real time to ensure that the cloud rendering process proceeds as planned and to promptly identify and resolve potential problems. Optionally, use the API or management interface provided by the cloud to obtain the execution status of the rendering task in real time. Monitor key performance indicators such as CPU usage, memory usage, disk I / O, network bandwidth, etc. to ensure that resources are not over-occupied. Check the rendering engine's log files to identify and record any errors or warnings. View rendering previews or intermediate results in real time to evaluate rendering quality and progress.
[0044] Collect the completion status and output data of each sub-process in the rendering process; optionally, identify and record the start and end time of each sub-process based on the rendering process table or rendering script; collect the output files of the sub-process, such as intermediate rendering images, texture maps, shadow maps, etc.; ensure that the output of each sub-process meets the expected quality standards.
[0045] Divide the rendering task into multiple logical layers based on the dependencies, resource requirements, and complexity of the sub-processes; optionally, analyze the dependencies between the sub-processes to determine which processes need to be completed first and which ones to be processed in parallel; divide the sub-processes into different rendering layers based on their resource requirements and complexity; typically, the bottom-level rendering involves basic geometry and simple textures, the middle-level rendering includes complex textures and lighting effects, and the high-level rendering involves final synthesis and post-processing; record the output requirements and dependencies of each rendering layer for subsequent rendering management and synthesis.
[0046] Specifically, suppose you are rendering a complex forest scene that contains multiple elements such as trees, grass, sky, animals, etc.; use AWS's EC2 instance as the rendering cloud, and monitor the execution status of the rendering task in real time through the AWS Management Console; notice that the CPU usage is higher when rendering trees and grass, but lower when rendering the sky and animals; memory usage remains stable throughout the rendering process; regularly check the rendering engine log files and find no errors or warning messages; evaluate the rendering quality and progress through real-time preview, and find that rendering the details of trees and grass requires more time.
[0047] The following sub-processes were identified and documented: tree geometry rendering, tree texture map rendering, grass geometry rendering, grass texture map rendering, sky rendering, animal model rendering, etc.; the output files of each sub-process were collected and their quality was checked; for example, tree geometry rendering output the basic shape of the tree, and tree texture map rendering added detailed textures to the tree.
[0048] Based on the dependencies and resource requirements of the sub-processes, the rendering task is divided into three rendering layers: low-level rendering (the geometry and simple textures of trees and grass), mid-level rendering (complex textures and lighting effects, such as high-definition textures of trees and light and shadow effects of grass), and high-level rendering (final synthesis and post-processing, such as adding a sky background, adjusting color balance, etc.).
[0049] Furthermore, the rendering order of multiple rendering layers is determined according to the multiple rendering layers and the game model to be rendered, and the layer-by-layer rendering of the game model to be rendered is triggered according to the rendering order of the multiple rendering layers, which is compatible with the overall consideration of the multiple rendering layers and the game model to be rendered, and ensures the accuracy of the rendering order of multiple rendering layers.
[0050] At this time, the rendering order of multiple rendering layers is determined according to the multiple rendering layers and the game model to be rendered to ensure the orderly progress of the rendering process, avoid resource conflicts and dependency issues, and optimize rendering efficiency; optionally, the dependency relationship between the rendering layers is analyzed; usually, the bottom-level rendering (such as basic geometry and simple textures) needs to be completed first to provide a basis for subsequent high-level rendering (such as complex textures, lighting effects and post-processing); consider resource requirements and rendering complexity; arrange rendering layers with lower resource requirements and less complexity at an earlier stage to make full use of cloud resources and balance the load; adjust the rendering order according to the characteristics and requirements of the game model to be rendered; for example, if the game model emphasizes light and shadow effects, the lighting rendering layer needs to be advanced or its rendering priority needs to be increased; record the rendering order, and generate a rendering plan or script for subsequent execution.
[0051] Automatically trigger the rendering tasks of each rendering layer in the predetermined rendering order to achieve layer-by-layer rendering; optionally, use a cloud-based rendering management system or automated script to trigger the rendering tasks of each rendering layer in sequence according to the rendering order; monitor the execution status of each rendering layer to ensure that the tasks proceed as planned; if an error or delay occurs in a rendering layer, adjust the subsequent rendering plan in time; during the rendering process, adjust resource allocation as needed to optimize rendering speed and efficiency; for example, for rendering layers with higher resource requirements, increase the number of cloud instances or improve the instance specifications; collect and save the output files of each rendering layer for subsequent synthesis and verification.
[0052] Specifically, suppose that a complex game scene containing a castle, mountains and rivers is being rendered; the dependencies between the rendering layers are analyzed, and the following rendering order is determined: bottom-level rendering (geometry and simple textures of the castle and mountains), middle-level rendering (complex textures of the castle and mountains, geometry and textures of the river), and high-level rendering (lighting effects, shadows, reflections, and post-processing); taking into account resource requirements and rendering complexity, the bottom-level rendering is arranged at an earlier stage because the basic geometry and simple textures it involves have lower resource requirements; the middle-level rendering follows closely because it needs to add complex textures on the basis of the bottom-level rendering; the high-level rendering is arranged last because the calculations involved, such as lighting effects, shadows, and reflections, are more time-consuming; the rendering order is recorded, and a rendering plan script is generated.
[0053] Using the cloud-based rendering management system, the rendering tasks of each rendering layer were triggered in sequence according to the rendering plan script. First, the bottom-level rendering task was triggered to render the basic geometry and simple textures of the castle and mountains. Then, the middle-level rendering task was triggered to add the complex textures of the castle and mountains, as well as the geometry and textures of the river, based on the bottom-level rendering. Finally, the high-level rendering task was triggered to add lighting effects, shadows, reflections, and post-processing to make the scene more realistic and vivid.
[0054] During the rendering process, the execution status of each rendering layer was monitored and resource allocation was adjusted as needed. For example, in the high-level rendering stage, the number of cloud instances was increased to improve rendering speed. The output files of each rendering layer were collected and a preliminary quality check was performed. These output files will be used in subsequent synthesis and verification steps. Through this process, the rendering order can be determined based on the dependencies, resource requirements and complexity of the rendering layers, and layer-by-layer rendering tasks can be automatically triggered, ensuring the orderly and efficient completion of the rendering process.
[0055] Therefore, in the layer-by-layer rendering of the game model to be rendered, the corresponding rendering form is determined based on the rendering of each rendering layer and the game model to be rendered, so as to form the rendering form of the game model to be rendered at different process nodes, which is compatible with the overall consideration of the rendering of each rendering layer and the game model to be rendered, and ensures the accuracy of the corresponding rendering form.
[0056] At this point, check whether the output of each rendering layer meets expectations to ensure rendering quality; optionally, review the output files of each rendering layer, such as intermediate renderings, texture maps, light maps, etc.; check the rendering plan or script to confirm whether each output file corresponds to the correct rendering layer and process node; use image comparison tools or visual inspection methods to evaluate the quality of the output files, including color, texture, lighting, shadow and other effects.
[0057] Based on the output of each rendering layer, determine the rendering form of the game model to be rendered at different process nodes; optionally, analyze the contribution of each rendering layer to the final rendering form in combination with the design requirements and rendering plan of the game model; identify and record the rendering form of the game model at each process node, including basic geometric form, texture map form, lighting and shadow form, etc.; use a version control system or rendering management tool to track and record the version and changes of each rendering form.
[0058] Build a complete rendering form sequence to show the evolution of the game model from preliminary rendering to final rendering. At this point, combine the rendering forms of each process node in sequence to form a rendering form sequence. Use rendering management tools or video editing software to visualize the rendering form sequence for easy review and communication among team members.
[0059] Specifically, suppose you are rendering a complex game scene containing characters, backgrounds, and special effects; check the output files of each rendering layer, including the character's basic geometry, background texture maps, special effects light maps, etc.; compare the rendering plan to confirm the correspondence between each output file and the corresponding rendering layer and process node; use the image comparison tool to evaluate the quality of the output files and find that the quality of the character's basic geometry and background texture maps is good, but the special effects light maps need further optimization.
[0060] The contribution of each rendering layer to the final rendering form was analyzed, and the rendering form of the character at different process nodes was determined, including basic geometric form, texture mapping form, lighting and shadow form, etc.; the rendering form of the game model at each process node was recorded, and the version control system was used to track the version and changes of each rendering form; it was found that during the rendering process of the character's lighting and shadow form, a slight shadow flickering problem occurred, which required adjusting the lighting parameters for correction.
[0061] The rendering forms of each process node are combined in sequence to form a complete rendering form sequence; the rendering form sequence is visualized using rendering management tools, and team members are invited to review and communicate; the metadata of the rendering form sequence is recorded, including rendering time, rendering engine and parameters used, rendering quality assessment, etc., for subsequent analysis and optimization; through this process, the output of each rendering layer can be analyzed in detail, and the rendering form of the game model to be rendered at different process nodes can be determined and recorded.
[0062] In one embodiment of the present application, a preset rendering layer matching table is collected, and the rendering layer matching table is shown in Table 2: Table 2 Rendering layer matching table
[0063] refer to Figure 5 In step S14, the plurality of rendering forms are sequentially sorted, and the rendering progress of different parts of the to-be-rendered game model is determined according to the plurality of rendering forms to determine the overall rendering progress of the to-be-rendered game model; In the specific implementation process of the present invention, the specific steps are: S141: collecting multiple rendering forms and triggering sorting of the multiple rendering forms according to corresponding rendering layers; determining corresponding rendering changes based on a comparison of two adjacent rendering forms, and collecting the multiple rendering changes in sequence; S142: Determine rendered content in different parts of the game model to be rendered according to the multiple rendering change parts and the game model to be rendered; S143: Determine the rendering progress of different parts of the game model to be rendered based on the rendered content of different parts and the preset rendering targets; determine the overall rendering progress of the game model to be rendered based on the rendering progress of different parts of the game model to be rendered and the position marks of different parts.
[0064] In an embodiment of the present application, multiple rendering forms are collected and sorting of the multiple rendering forms is triggered according to the corresponding rendering layers; the corresponding rendering variation part is determined based on the comparison of two adjacent rendering forms, and the multiple rendering variation parts are collected in sequence, thereby introducing multiple rendering variation parts.
[0065] At this point, collect the rendering results corresponding to all render layers in preparation for subsequent analysis; at this point, extract the output files of each render layer from the render management tool or storage system; ensure that the output of each render layer is complete and matches the requirements of the render plan; Ensure that the render forms are arranged in the order of the render layers to accurately reflect the evolution of the rendering process; at this time, sort the collected render forms according to the render layer order defined in the rendering plan or script; use version numbers, timestamps or other identifiers to assist in sorting; ensure that the sorted render form sequence can clearly show the evolution process from preliminary rendering to final rendering.
[0066] Identify the differences between adjacent rendering forms to determine the changes in the rendering process; at this time, use image comparison tools or algorithms to automatically compare two adjacent rendering forms; identify the differences between them, which include changes in geometric shapes, additions or modifications to textures, adjustments to lighting effects, etc.; record information such as the location, size, and type of these rendering changes.
[0067] Collect information about all rendering changes for subsequent analysis and processing; at this point, traverse the entire rendering form sequence and compare each adjacent rendering form pair; collect and record all identified rendering changes; use a database, file, or memory structure to store information about these rendering changes.
[0068] Specifically, assume that you are rendering a game scene containing characters and backgrounds, and have completed the rendering of the base geometry layer, texture layer, and lighting layer; extract the rendering output of the base geometry layer, texture layer, and lighting layer from the rendering management tool; ensure that the output of each rendering layer is complete and matches the requirements in the rendering plan; store these rendering forms in the specified directory of the server.
[0069] Sort the collected rendering forms according to the rendering layer order defined in the rendering plan (base geometry layer → texture layer → lighting layer); use the version number in the file name to assist in sorting, and ensure that the rendering form sequence can clearly show the evolution process from preliminary rendering to final rendering; use the image comparison tool to automatically compare the rendering forms between the base geometry layer and the texture layer; identify the changing parts of the character with added textures; then compare the rendering forms between the texture layer and the lighting layer; identify the changing parts of the character and background with added lighting effects; record the position, size, type and other information of these rendering changes, for example: "Character body texture added (position: full body, size: 100%, type: texture added)".
[0070] Traverse the entire rendering form sequence and compare each adjacent rendering form pair; collect and record all identified rendering changes, for example: Rendering Change Part 1: "Adding character body texture"; Rendering Change Part 2: "Character facial lighting adjustment"; Rendering Change Part 3: "Adding background lighting effects"; store the information of these rendering changes in the database for subsequent analysis and processing.
[0071] Furthermore, the rendered content in different parts of the game model to be rendered is determined based on multiple rendering change parts and the game model to be rendered, which is compatible with the overall consideration of multiple rendering change parts and the game model to be rendered, and ensures the accuracy of the rendered content in different parts of the game model to be rendered.
[0072] At this point, carefully review each rendering variation to understand its contribution to the overall rendering of the game model; at this point, check the specific content of each rendering variation, including geometry, textures, lighting effects, etc.; evaluate whether these variations have been fully rendered or still require further processing; record the rendering status of each rendering variation (such as rendered, partially rendered, not rendered).
[0073] Map rendering variations to specific parts of the game model to determine which parts have been rendered. At this point, use the game model's UV mapping, mesh divisions, or other identifiers to locate the rendering variations in the game model. Ensure that each rendering variation accurately maps to the corresponding part of the game model.
[0074] According to the mapping relationship and rendering status of the rendering change part, determine the rendered content of different parts of the game model; at this time, traverse all parts of the game model and check whether each part has been covered by the rendering change part; for the parts that have been fully rendered, mark them as "rendered"; for the parts that are partially rendered or not rendered, mark them as "partially rendered" or "not rendered", and record the content that needs further processing.
[0075] Save information about the rendered content and update the rendering status of the game model so that subsequent rendering tasks can be performed based on this information; at this time, use a database, file, or memory structure to store information about the rendered content, including position, size, rendering status, etc.; update the rendering status record of the game model so that team members can understand the rendering progress in real time; generate reports or visual displays for team members to review and communicate.
[0076] Specifically, assume that a game model containing a character and a weapon is being rendered, and multiple rendering change parts have been determined through step S141; each rendering change part is checked, and it is found that they include texture addition of the character, lighting effect adjustment of the weapon, and shadow rendering of the character and the weapon; the rendering status of these change parts is evaluated, and it is found that the texture addition of the character and the lighting effect adjustment of the weapon have been completely rendered, while the shadow rendering of the character and the weapon still needs further processing.
[0077] Use the UV mapping of the game model to locate the positions of these rendering variation parts in the game model; ensure that each rendering variation part can be accurately mapped to the corresponding part of the game model, such as the character's body texture is mapped to the character's body mesh, and the weapon's lighting effect is mapped to the weapon's mesh; traverse all parts of the game model and check whether each part has been covered by the rendering variation part; find that the surface parts of the character's body and weapons have been completely rendered, while the shadow parts of the character and weapons still need further processing; therefore, mark the surface parts of the character's body and weapons as "rendered", and mark the shadow parts as "not rendered".
[0078] A database is used to store information about rendered content, including location (character's body, weapon surface), size (full body, entire weapon surface), rendering status (rendered, unrendered), etc.; the rendering status record of the game model is updated so that team members can understand the rendering progress in real time; a rendering progress report is generated, which includes a visual display of rendered and unrendered content for team members to review and communicate; through this process, the rendered content of different parts of the game model to be rendered can be accurately determined, and the rendering status record can be updated to provide strong support for subsequent rendering tasks.
[0079] Therefore, the rendering progress of different parts of the game model to be rendered is determined according to the rendered content of different parts of the game model to be rendered and the preset rendering targets; the overall rendering progress of the game model to be rendered is determined based on the rendering progress of different parts of the game model to be rendered and the position marks of different parts, which is compatible with the overall consideration of the rendering progress of different parts of the game model to be rendered and the position marks of different parts, thereby ensuring the accuracy of the overall rendering progress of the game model to be rendered.
[0080] At this point, evaluate the rendering progress of different parts of the game model to be rendered in order to understand which parts are close to completion and which parts still need more work; at this point, check whether the rendered content of each part meets the requirements against the preset rendering targets (such as quality indicators, visual effects, etc.); for parts that have reached or exceeded the rendering targets, mark them as "completed" or "nearly complete"; for parts that have not yet reached the rendering targets, evaluate their rendering progress (such as "in progress", "need more work", etc.) based on the gap between them and the targets.
[0081] Record the rendering progress and evaluation reasons of each part; use location markers (such as grid division, area identification, etc.) to more accurately evaluate the overall rendering progress of the game model; at this time, assign location markers to different parts of the game model to ensure that each part has a unique and easily identifiable identifier; based on the location markers, summarize the rendering progress of each part into a unified schedule; use color coding, percentages or other visual methods to represent the rendering progress of different parts, and combine the information of the rendering progress and location markers of each part to determine the overall rendering progress of the game model to be rendered; optionally, analyze the distribution of the rendering progress of each part in the schedule; identify parts with slow rendering progress or problems, and evaluate their impact on the overall progress; based on the overall rendering goals and current progress, predict the time and resources required to complete the remaining work; record the overall rendering progress and generate reports or visual presentations so that team members can understand the current status and subsequent plans.
[0082] Specifically, suppose you are rendering a complex game scene containing characters, backgrounds, and special effects. You check the rendered content of the characters, backgrounds, and special effects against the preset rendering targets. You find that the texture and lighting effects of the characters have reached the rendering targets and are marked as "completed." The texture and lighting effects of some areas of the background (such as the sky and the ground) have also reached the targets, but the rendering of other areas (such as buildings and vegetation) still requires more work and are marked as "in progress." The rendering progress of special effects is slow, especially explosion and smoke effects, which are marked as "need more work."
[0083] Location markers were assigned to different parts of the game scene, such as characters (R1, R2), backgrounds (B1, B2, B3), and special effects (E1, E2). Based on the location markers, the rendering progress of each part was summarized in a schedule, with color coding used to indicate the rendering progress of different parts (green indicates "completed", yellow indicates "in progress", and red indicates "needs more work"). Analysis of the distribution of rendering progress in each part of the schedule revealed that the rendering progress of the background and special effects was slow. The rendering of buildings and vegetation in the background was identified as a bottleneck, requiring additional rendering resources to accelerate progress. Based on the overall rendering goals and current progress, it was estimated that completing the remaining work would require an additional two weeks and more rendering resources.
[0084] refer to Figure 6 In step S15, if the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering steps of the game model to be rendered to trigger collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer; In the specific implementation process of the present invention, the specific steps are: S151: collecting a preset rendering progress threshold, and comparing the overall rendering progress of the rendered game model with the preset rendering progress threshold; S152: If the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, determining the remaining rendering progress, and determining the remaining rendering steps of the game model to be rendered based on the remaining rendering progress and the current state of the game model to be rendered; S153: Based on the analysis of the remaining rendering process of the game model to be rendered, multiple sub-rendering tasks are determined, and the coordination coefficients of the multiple sub-rendering tasks are determined according to the multiple sub-rendering tasks, the on-site computer and the computer's cloud. The rendering tasks of the on-site computer and the computer's cloud are determined according to the coordination coefficients and the coordination mapping relationship of the multiple sub-rendering tasks, and the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud is triggered.
[0085] In an embodiment of the present application, a preset rendering progress threshold is collected, and the overall rendering progress of the rendered game model is compared with the preset rendering progress threshold.
[0086] At this point, collect the preset rendering progress thresholds and obtain the rendering progress standards set in the project or task for comparison with the current rendering progress; optionally, find the preset rendering progress thresholds in the project plan document, task list or configuration file. These thresholds are usually set based on the project schedule, resource allocation and expected completion quality; ensure that the thresholds found are accurate and up-to-date to avoid incorrect decisions due to the use of outdated information; record the found rendering progress thresholds for use in subsequent steps.
[0087] Understand the overall completion status of the current rendering task in order to compare it with the preset threshold; optionally, collect the overall progress data of the current rendering task from the rendering system or management tool, which includes the number of completed rendering tasks, the percentage of rendering, the remaining time, etc.; based on the collected data, calculate the overall rendering progress of the rendered game model, which involves summarizing and averaging the progress of multiple parts or subtasks.
[0088] Evaluate whether the current rendering progress meets the preset criteria to determine whether further action is needed; optionally, compare the calculated overall rendering progress with a preset rendering progress threshold; based on the comparison result, determine whether the current rendering progress is above, equal to, or below the preset threshold; record the judgment result for reference in subsequent steps.
[0089] Specifically, suppose you are processing a rendering task for a game model. This task has a preset rendering progress threshold, which is used to evaluate whether the task is completed on time. In the project plan document, the preset rendering progress threshold is found, which is 80%. This means that by the end of the game model rendering task, at least 80% of the content is expected to have been rendered.
[0090] Data on current rendering tasks was collected through the rendering system's management tool. The data showed that 65% of the game model had been rendered so far, while the remaining 35% was still in progress. The collected overall rendering progress (65%) was compared with the preset rendering progress threshold (80%). The results showed that the current rendering progress was lower than the preset threshold. Based on this comparison result, it was concluded that the current rendering progress did not meet the preset standards and further action was needed to speed up the rendering process to ensure that the task could be completed on time. This included strategies such as increasing rendering resources, optimizing the rendering process, or adjusting task allocation.
[0091] Furthermore, if the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, the remaining rendering progress is determined, and the remaining rendering steps of the game model to be rendered are determined based on the remaining rendering progress and the current form of the game model to be rendered. This is compatible with the overall consideration of the remaining rendering progress and the current form of the game model to be rendered, and ensures the accuracy of the remaining rendering steps of the game model to be rendered.
[0092] At this time, determine whether further action is needed based on the comparison results; optionally, check the comparison result of the overall rendering progress obtained in step S151 with the preset rendering progress threshold; if the overall rendering progress is lower than the preset threshold, proceed to the next step; if it is higher than or equal to the preset threshold, no additional action is required, or other related quality checks or optimization work is performed.
[0093] Quantify the remaining workload in order to plan subsequent work appropriately; optionally, subtract the current overall rendering progress from 100% of the total progress to get the remaining rendering progress percentage; for example, if the total progress is 100% and the current progress is 60%, the remaining rendering progress is 40%; at the same time, understand the completed and unfinished parts in order to plan subsequent processes; optionally, review the game models to be rendered, especially those that have not yet been rendered; pay attention to the model's structure, textures, lighting, animation and other elements, as well as the dependencies and priorities between them; identify any potential problems or bottlenecks, such as complex textures, large amounts of geometry, or special effects that require high-precision rendering.
[0094] Plan specific rendering steps based on the remaining rendering progress and the current state; optionally, develop a detailed rendering step plan based on the remaining rendering progress percentage and the analysis results of the current state; the step plan should cover all unfinished parts and sort them according to priority, dependency, and resource availability; the step plan includes steps such as texture rendering, lighting calculation, animation synthesis, and post-processing; allocate estimated time and resources for each step, and consider any necessary adjustments or optimizations.
[0095] Specifically, assuming that a rendering task of a complex game character model is being processed, the preset rendering progress threshold is 80%; in step S151, it is determined that the current overall rendering progress is 65%, which is lower than the preset 80% threshold; subtract 65% from the total progress of 100%, and the remaining rendering progress is 35%.
[0096] After checking the current state of the game character model, I found that the character's head, arms, and legs had been rendered, but the body, clothing details, and background environment had not yet been rendered. In addition, the character's lighting effects also needed further adjustment and optimization. Based on the remaining rendering progress and the analysis results of the current state, the following rendering process plan was formulated: Body texture rendering: Prioritize the texture of the body part because it is one of the most conspicuous parts of the character model; it is estimated to take 15% of the progress and 2 days to complete; Clothing detail rendering: Next, process the details of the clothing, including texture, wrinkles and light and shadow effects; it is estimated to take 10% of the progress and 1.5 days to complete; Background environment rendering: Render the background environment that matches the character model, including the ground, sky, buildings, etc.; it is estimated to take 5% of the progress and 1 day to complete; Lighting effect adjustment: Adjust and optimize the lighting effects of the entire scene to ensure that the light and shadow transition between the character and the background is natural and coordinated; it is estimated to take 5% of the progress and 0.5 days to complete.
[0097] Therefore, based on the analysis of the remaining rendering processes of the game model to be rendered, multiple sub-rendering tasks are determined, and the coordination coefficients of the multiple sub-rendering tasks are determined according to the multiple sub-rendering tasks, the on-site computer and the computer's cloud. The rendering tasks of the on-site computer and the computer's cloud are determined according to the coordination coefficients and coordination mapping relationships of the multiple sub-rendering tasks, and the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud is triggered, which is compatible with the overall consideration of the coordination coefficients and coordination mapping relationships of multiple sub-rendering tasks, ensuring the accuracy of the rendering tasks of the on-site computer and the computer's cloud.
[0098] At this point, decompose the complex rendering process into smaller, manageable subtasks to allocate resources and monitor progress more efficiently; at this point, carefully analyze the remaining rendering processes determined in step S152 and identify the parts that can be executed independently or processed in parallel; further refine these parts into specific sub-rendering tasks, each of which should have clear goals, inputs, outputs, and expected completion time; ensure that the dependencies between subtasks are properly handled so that they can be executed sequentially when needed.
[0099] Evaluate the efficiency and cost-effectiveness of each rendering subtask when executed on the on-site computer and on the cloud. Consider factors such as the subtask's computing requirements, data transfer volume, execution time, and resource availability. For each subtask, calculate the synergy coefficient when executed on the on-site computer and on the cloud. The synergy coefficient is a comprehensive indicator that reflects the performance, cost, and efficiency of a task in different computing environments. The synergy coefficient is determined through experiments, simulations, or empirical data, and is adjusted as the project progresses and resources change.
[0100] Rationally allocate sub-rendering tasks to on-site computers and computers in the cloud to achieve the best collaborative rendering effect; at this time, formulate a collaborative mapping relationship, which defines the optimal allocation method for different sub-tasks in different computing environments; allocate sub-rendering tasks to on-site computers and computers in the cloud based on the collaborative coefficient and the collaborative mapping relationship; ensure that task allocation takes into account resource constraints, task dependencies and expected execution time; when allocating tasks, also consider using load balancing strategies to balance the workload in different computing environments.
[0101] Start the rendering process and ensure that the on-site computers and the cloud-based computers can work together according to the assigned tasks; at this time, establish the necessary network connection and data transmission channels between the on-site computers and the cloud-based computers.
[0102] Specifically, assume that a rendering task of a game model containing multiple complex scenes is being processed, and the remaining rendering steps have been determined (as described in step S152); the remaining rendering steps are decomposed into the following subtasks: building and vegetation rendering in scene one; character and prop rendering in scene two; special effects and lighting calculation in scene three.
[0103] By evaluating the computational requirements, data transfer volume, and execution time of each subtask, the following coordination coefficients were determined: The building and vegetation rendering in scene one was performed on computers in the cloud with a coordination coefficient of 0.8 (efficient and cost-effective); the character and prop rendering in scene two was performed on computers on site with a coordination coefficient of 0.9 (due to the need to access locally stored high-resolution textures); and the special effects and lighting calculations in scene three were performed on computers in the cloud with a coordination coefficient of 0.7 (due to the need for high-performance computing resources).
[0104] According to the coordination coefficient and coordination mapping relationship, the tasks are allocated as follows: the building and vegetation rendering tasks in scene one are assigned to the computer's cloud; the character and prop rendering tasks in scene two are assigned to the on-site computer; the special effects and lighting calculation tasks in scene three are assigned to the computer's cloud (considering load balancing, some tasks are assigned to multiple cloud instances). At the same time, a network connection is established between the on-site computer and the computer's cloud, and the necessary rendering software is configured; then, the rendering engine is triggered to start executing the assigned sub-rendering tasks; during the rendering process, the execution progress of the tasks is monitored and adjusted when necessary; finally, the rendering task of the game model is successfully completed, and the expected quality and effect are achieved.
[0105] In one embodiment of the present application, the remaining rendering steps include texture rendering of scene A, lighting calculation of scene B, and animation synthesis of scene C. These steps are parsed into the following sub-rendering tasks: Subtask 1: Ground texture rendering for scene A; Subtask 2: Building texture rendering for scene A; Subtask 3: Global illumination calculation for scene B; Subtask 4: Local illumination adjustment for scene B; Subtask 5: Character animation synthesis for scene C; Subtask 6: Prop animation synthesis for scene C; Collect the synergy coefficient matching table, which is shown in Table 3: Table 3 Synergy coefficient matching table
[0106] A weight is set for each subtask, and a score is calculated based on the synergy coefficient. Tasks with high scores are preferentially assigned to computing environments with high synergy coefficients. At the same time, a weight matching table is introduced, as shown in Table 4: Table 4 Weight matching table
[0107] Calculate the scores: Subtask 1: Local score = 0.6*2 = 1.2; Cloud score = 0.8*2 = 1.6 (allocated to the cloud); Subtask 2: Local score = 0.7*3 = 2.1; Cloud score = 0.75*3 = 2.25 (allocated to the cloud); Subtask 3: Local score = 0.5*4 = 2; Cloud score = 0.9*4 = 3.6 (allocated to the cloud); Subtask 4: Local score = 0.65*3 = 1.95; Cloud score = 0.85*3 = 2.55 (allocated to the cloud); Subtask 5: Local score = 0.8*2 = 1.6; Cloud score = 0.7*2 = 1.4 (allocated to the local); Subtask 6: Local score = 0.9*1 = 0.9; Cloud score = 0.6*1 = 0.6 (allocated to local), therefore, the task allocation results are: on-site computer: subtask 5, subtask 6; computer in the cloud: subtask 1, subtask 2, subtask 3, subtask 4; according to the task allocation results, configure the rendering engine and management tools to ensure data synchronization and communication between the on-site computer and the computer in the cloud; then, trigger the rendering process and start executing the assigned sub-rendering tasks; during the rendering process, continuously monitor the task progress and resource usage to ensure the smooth progress of the rendering process.
[0108] See also Figure 7 , Figure 7 : is a schematic diagram of the structure of a computer-based cloud rendering system in an embodiment of the present invention; the computer-based cloud rendering system includes: A rendering process table module 21 is used to determine a rendering process table of a game model to be rendered according to the game model to be rendered and the game rendering task; A sub-rendering process module 22 is configured to determine a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmit the plurality of sub-rendering processes and the game model to be rendered to a cloud computing system; A rendering form module 23 is used to trigger layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes in the cloud of the computer, and form the rendering forms of the game model to be rendered at different process nodes; The overall rendering progress module 24 is used to sequentially sort the multiple rendering forms and determine the rendering progress of different parts of the game model to be rendered according to the multiple rendering forms to determine the overall rendering progress of the game model to be rendered; The collaborative rendering module 25 is used to determine multiple collaborative tasks based on the remaining rendering processes of the game model to be rendered if the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, so as to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer.
[0109] The technical features of the above embodiments may be combined arbitrarily. To make the description concise, not all combinations of the technical features in the above embodiments are described. However, as long as there is no contradiction in the combination of these technical features, they should be considered to be within the scope of this specification.
Claims
1. A computer-based cloud rendering method, characterized in that: include: Determine a rendering process table for the game model to be rendered according to the game model to be rendered and the game rendering task; Determining a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmitting the plurality of sub-rendering processes and the game model to be rendered to a cloud computing machine; In the cloud of the computer, layer-by-layer rendering of the game model to be rendered is triggered based on multiple sub-rendering processes, and rendering forms of the game model to be rendered at different process nodes are formed; sorting the multiple rendering forms in sequence, and determining the rendering progress of different parts of the game model to be rendered according to the multiple rendering forms, so as to determine the overall rendering progress of the game model to be rendered; If the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering process of the game model to be rendered to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud.
2. The computer-based cloud rendering method according to claim 1, wherein: The step of determining the rendering process table of the game model to be rendered according to the game model to be rendered and the game rendering task includes: Collect the game model to be rendered, determine the corresponding rendering target according to the game model to be rendered and the game database, and determine the game rendering task based on the comparison between the rendering target and the game model to be rendered; Determining a plurality of rendering levels based on analysis of the game rendering task, and determining a plurality of contents to be rendered based on the plurality of rendering levels and the game model to be rendered; A rendering process table of a game model to be rendered is determined according to a plurality of contents to be rendered.
3. The computer-based cloud rendering method according to claim 1, wherein: The determining of a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmitting the plurality of sub-rendering processes and the game model to be rendered to the cloud of the computer includes: Collecting a rendering process table of a game model to be rendered, and transmitting the rendering process table of the game model to be rendered to a cloud of a computer; In the cloud of the computer, collecting software operating parameters and load parameters of the cloud of the computer, and determining a rendering level of the cloud of the computer based on the software operating parameters and load parameters of the cloud of the computer; Based on the rendering level and rendering process table of the cloud, multiple sub-rendering processes are determined; the cloud of the computer obtains the multiple sub-rendering processes and the game model to be rendered, and triggers the rendering process of the cloud based on the multiple sub-rendering processes and the game model to be rendered, so as to perform online rendering of the game model to be rendered.
4. The computer-based cloud rendering method according to claim 1, wherein: In the cloud of the computer, triggering layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes, and forming the rendering form of the game model to be rendered at different process nodes, includes: Real-time monitoring of the rendering of the game model to be rendered by the cloud computer, collecting multiple sub-rendering processes, and determining multiple rendering layers based on hierarchical comparison of the multiple sub-rendering processes; The rendering order of the multiple rendering layers is determined according to the multiple rendering layers and the game model to be rendered, and layer-by-layer rendering of the game model to be rendered is triggered according to the rendering order of the multiple rendering layers.
5. The computer-based cloud rendering method according to claim 4, characterized in that: The method of triggering layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes in the cloud of the computer, and forming the rendering form of the game model to be rendered at different process nodes, further includes: In the layer-by-layer rendering of the game model to be rendered, a corresponding rendering form is determined based on each rendering layer and the rendering of the game model to be rendered, so as to form the rendering form of the game model to be rendered at different process nodes.
6. The computer-based cloud rendering method according to claim 1, wherein: The step of sequentially sorting the plurality of rendering forms and determining the rendering progress of different parts of the game model to be rendered according to the plurality of rendering forms to determine the overall rendering progress of the game model to be rendered includes: Collecting multiple rendering forms and triggering sorting of the multiple rendering forms according to corresponding rendering layers; determining corresponding rendering changes based on a comparison of two adjacent rendering forms, and sequentially collecting the multiple rendering changes; The rendered contents of different parts of the game model to be rendered are determined according to the multiple rendering change parts and the game model to be rendered.
7. The computer-based cloud rendering method according to claim 6, wherein: The step of sequentially sorting the plurality of rendering forms and determining the rendering progress of different parts of the to-be-rendered game model according to the plurality of rendering forms to determine the overall rendering progress of the to-be-rendered game model further includes: Determine the rendering progress of different parts of the game model to be rendered based on the rendered content of different parts and the preset rendering targets; determine the overall rendering progress of the game model to be rendered based on the rendering progress of different parts of the game model to be rendered and the position marks of different parts.
8. The computer-based cloud rendering method according to claim 1, wherein: If the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering steps of the game model to be rendered to trigger collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer, including: Collecting a preset rendering progress threshold, and comparing the overall rendering progress of the rendered game model with the preset rendering progress threshold; If the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, the remaining rendering progress is determined, and the remaining rendering steps of the game model to be rendered are determined based on the remaining rendering progress and the current form of the game model to be rendered.
9. The computer-based cloud rendering method according to claim 8, wherein: If the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering steps of the game model to be rendered to trigger collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer, further comprising: Based on the analysis of the remaining rendering process of the game model to be rendered, multiple sub-rendering tasks are determined, and the coordination coefficients of the multiple sub-rendering tasks are determined according to the multiple sub-rendering tasks, the on-site computer and the computer's cloud. The rendering tasks of the on-site computer and the computer's cloud are determined according to the coordination coefficients and the coordination mapping relationship of the multiple sub-rendering tasks, and the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud is triggered.
10. A computer-based cloud rendering system, characterized in that: The computer-based cloud rendering system is applied to the computer-based cloud rendering method according to any one of claims 1 to 9, and the computer-based cloud rendering system includes: A rendering process table module is used to determine a rendering process table for a game model to be rendered according to the game model to be rendered and the game rendering task; A sub-rendering process module, configured to determine a plurality of sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and transmit the plurality of sub-rendering processes and the game model to be rendered to a cloud computing system; A rendering form module is used to trigger layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes in the cloud of the computer, and form the rendering forms of the game model to be rendered at different process nodes; The overall rendering progress module is used to sort the multiple rendering forms in sequence and determine the rendering progress of different parts of the game model to be rendered according to the multiple rendering forms to determine the overall rendering progress of the game model to be rendered; The collaborative rendering module is used to determine multiple collaborative tasks based on the remaining rendering processes of the game model to be rendered if the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, so as to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud.
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