Computer-based cloud rendering methods and systems

By dividing the rendering process and rendering the game model layer by layer in the cloud, the problem of low efficiency in the collaboration between computer and cloud rendering is solved, and the rendering task is completed efficiently and accurately.

CN120459629BActive Publication Date: 2025-10-31BEIJING CHUANDU HAPPY TECHNOLOGY CO LTD
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Patent Information

Application Number
CN202510580557.5
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-05-07
Publication Date
2025-10-31
Estimated Expiration
2045-05-07

AI Technical Summary

Technical Problem

In existing technologies, computers cannot effectively collaborate with the cloud to render game models, resulting in low rendering efficiency for both on-site computers and the cloud.

Method used

By defining a rendering process schedule, dividing the process into sub-rendering processes and transmitting them to the cloud on the computer, the game models are rendered layer by layer, and on-site and cloud-based collaborative rendering is triggered when the overall rendering progress falls below a threshold.

Benefits of technology

It achieves accurate rendering of game models layer by layer and precise control of the overall rendering progress, ensuring the efficient completion of rendering tasks.

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Abstract

This invention discloses a computer-based cloud rendering method and system. The invention relates to the technical field of cloud rendering methods, and triggers the layer-by-layer rendering of a game model to be rendered based on multiple sub-rendering processes, forming rendering forms of the game model at different process nodes. By controlling the rendering forms of the game model at different process nodes, the rendering accuracy of the game model is ensured. Therefore, the rendering progress of the game model at different parts is determined based on multiple rendering forms to determine the overall rendering progress of the game model. If the overall rendering progress of the game model is lower than a preset rendering progress threshold, multiple collaborative tasks are determined based on the remaining rendering processes of the game model to trigger collaborative rendering of the game model on-site and in the cloud, ensuring precise control of the rendering progress of the game model.
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Description

Technical Field

[0001] This invention relates to the technical field of cloud rendering methods, and more particularly to a computer-based cloud rendering method and system. Background Technology

[0002] With the development of technology, the game model to be rendered serves as the initial model of the game and requires subsequent rendering. Computers are used to perform targeted rendering of the game model to be rendered. In the current technology, the on-site computer collects the rendering task of the game model to be rendered, the computer parses the rendering task, and renders the game model to be rendered in real time. However, the cloud-based computer cannot render the game model to be rendered, which affects the collaborative rendering of the game model to be rendered by both the on-site computer and the cloud-based computer. Summary of the Invention

[0003] The purpose of this invention is to overcome the shortcomings of the prior art. This invention provides a computer-based cloud rendering method and system.

[0004] This invention provides a computer-based cloud rendering method, including:

[0005] Determine the rendering process table for the game model to be rendered based on the game model to be rendered and the game rendering task.

[0006] Based on the division of the rendering process table of the game model to be rendered, multiple sub-rendering processes are determined, and the multiple sub-rendering processes and the game model to be rendered are transmitted to the cloud of the computer.

[0007] In the cloud of the computer, the rendering of the game model to be rendered is triggered layer by layer based on multiple sub-rendering processes, and the rendering form of the game model to be rendered is formed at different process nodes.

[0008] The multiple rendering modes are sorted sequentially, and the rendering progress of the game model to be rendered in different parts is determined based on the multiple rendering modes, so as to determine the overall rendering progress of the game model to be rendered.

[0009] 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 processes of the game model to be rendered, so as to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud.

[0010] This invention provides a computer-based cloud rendering system, which is applied to the aforementioned computer-based cloud rendering method. The computer-based cloud rendering system includes:

[0011] The rendering process table module is used to determine the rendering process table of the game model to be rendered based on the game model to be rendered and the game rendering task.

[0012] The sub-rendering process module is used to determine multiple sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and to transmit the multiple sub-rendering processes and the game model to be rendered to the cloud of the computer.

[0013] The rendering form module is used to trigger the layer-by-layer rendering of the game model to be rendered in the cloud of the computer based on multiple sub-rendering processes, and to form the rendering form of the game model to be rendered at different process nodes.

[0014] The overall rendering progress module is used to sort multiple rendering modes sequentially and determine the rendering progress of the game model to be rendered in different parts based on the multiple rendering modes, so as to determine the overall rendering progress of the game model to be rendered.

[0015] The collaborative rendering module is used to determine multiple collaborative tasks based on the remaining rendering steps 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 on the on-site computer and the cloud computer.

[0016] Compared with the prior art, the beneficial effects of the present invention are:

[0017] In this embodiment of the invention, the method is used to determine the rendering process table of the game model to be rendered based on 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, the layer-by-layer rendering of the game model to be rendered is triggered based on the multiple sub-rendering processes, and the rendering form of the game model to be rendered at different process nodes is formed, thereby realizing the layer-by-layer rendering of the game model to be rendered and controlling the rendering form of the game model to be rendered at different process nodes, ensuring the rendering accuracy of the game model to be rendered.

[0018] Therefore, multiple rendering modes are sequentially sorted, and the rendering progress of the game model to be rendered in different parts is determined based on the multiple rendering modes 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 processes of the game model to be rendered to trigger the collaborative rendering of the game model to be rendered on the site and in the cloud, so as to fully control the overall rendering progress of the game model to be rendered and the remaining rendering processes of the game model to be rendered, and to perform collaborative rendering of the game model to be rendered, thus ensuring the accurate control of the rendering progress of the game model to be rendered. Attached Figure Description

[0019] Figure 1This is a flowchart illustrating the computer-based cloud rendering method in an embodiment of the present invention.

[0020] Figure 2 This is a flowchart illustrating step S11 in the computer-based cloud rendering method of this invention.

[0021] Figure 3 This is a flowchart illustrating step S12 in the computer-based cloud rendering method of this invention.

[0022] Figure 4 This is a flowchart illustrating step S13 in the computer-based cloud rendering method of this invention.

[0023] Figure 5 This is a flowchart illustrating step S14 in the computer-based cloud rendering method of this invention.

[0024] Figure 6 This is a flowchart illustrating step S15 in the computer-based cloud rendering method of this invention.

[0025] Figure 7 This is a schematic diagram of the structural composition of a computer-based cloud rendering system in an embodiment of the present invention. Detailed Implementation

[0026] The technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings in the embodiments of the present invention.

[0027] Please see Figures 1 to 7 A computer-based cloud rendering method includes:

[0028] Step S11: Determine the rendering process table for the game model to be rendered based on the game model to be rendered and the game rendering task;

[0029] Step S12: Based on the division of the rendering process table of the game model to be rendered, determine multiple sub-rendering processes, and transmit the multiple sub-rendering processes and the game model to be rendered to the cloud of the computer.

[0030] Step S13: In the cloud of the computer, the rendering of the game model to be rendered is triggered layer by layer based on multiple sub-rendering processes, and the rendering form of the game model to be rendered at different process nodes is formed.

[0031] Step S14: Sort the multiple rendering modes in sequence, and determine the rendering progress of the game model to be rendered in different parts according to the multiple rendering modes, so as to determine the overall rendering progress of the game model to be rendered.

[0032] Step S15: If the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, then determine multiple collaborative tasks based on the remaining rendering processes of the game model to be rendered, so as to trigger the collaborative rendering of the game model to be rendered by the on-site computer and the computer's cloud.

[0033] refer to Figure 2 In step S11, the rendering process table of the game model to be rendered is determined based on the game model to be rendered and the game rendering task.

[0034] In the specific implementation of this invention, the specific steps are as follows:

[0035] S111: Collect the game model to be rendered, and determine the corresponding rendering target based on the game model to be rendered and the game database. Based on the comparison between the rendering target and the game model to be rendered, determine the game rendering task.

[0036] S112: Determine multiple rendering layers based on the analysis of game rendering tasks, and determine multiple content to be rendered based on multiple rendering layers and the game model to be rendered.

[0037] S113: Determine the rendering process table for the game model to be rendered based on multiple contents to be rendered.

[0038] In the embodiments of this 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 the game database. The game rendering task is determined based on the comparison between the rendering target and the game model to be rendered, which takes into account the overall consideration of the comparison between the rendering target and the game model to be rendered, and ensures the accuracy of the game rendering task.

[0039] At this point, the game models to be rendered are extracted from the game development environment. These models are usually in the form of 3D meshes, containing information such as the model's geometry, vertices, and faces. In addition, the models also contain additional information such as textures, materials, and animation data. In a role-playing game (RPG) project, the developer needs to render a character model, which includes multiple parts such as the character's body, head, weapons, and equipment. The developer will extract these model files from the game's asset library and ensure that they are complete and usable.

[0040] Rendering goals refer to the desired visual effects or quality standards after rendering. These are usually determined based on factors such as the overall style of the game, scene requirements, platform limitations, and player expectations. To continue with RPG games as an example, developers want the character model to 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 goals to ensure that the character looks harmonious and attractive in the game.

[0041] Developers compare the game model to be rendered with the rendering target, analyzing the differences between the current state of the model and the target state. These differences include texture resolution, lighting and shadow processing, and geometric precision of the model. Based on these differences, developers determine the rendering tasks that need to be performed. In the example of an RPG game, developers might find that the texture resolution of the character model is too low and needs to be improved; or that the geometry of the model is not refined enough in some parts and needs to be refined; or that the lighting and shadow effects are not realistic enough and the lighting model needs to be adjusted. Based on these findings, developers create a list of rendering tasks, including tasks such as improving texture resolution, refining model geometry, and adjusting lighting effects.

[0042] Specifically, suppose we are rendering a character model named "Eileen" for an RPG game called *Fantasy Kingdom*. We extracted Eileen's 3D model files from the game's asset library, including her body, head, weapons, and equipment. These files contain the model's geometry, textures, and material information. We referenced other parts of the game (such as the background and other characters) and determined the rendering target for Eileen's character model. The desired effect is for her to have realistic textures, detailed lighting effects, and smooth movements in the game. We compared Eileen's model with the rendering target and identified areas for improvement. For example, her texture resolution is low and needs to be increased to 4K or higher; her hair and clothing appear insufficiently detailed in some areas and require geometric refinement; her lighting effects are not realistic enough and the lighting model needs adjustment to better simulate real-world lighting effects. Based on these findings, a rendering task list was created, and the rendering work began.

[0043] Furthermore, multiple rendering layers are determined based on the analysis of the game rendering task, and multiple content to be rendered are determined based on the multiple rendering layers and the game model to be rendered. This overall consideration of multiple rendering layers and the game model to be rendered ensures the accuracy of the multiple content to be rendered.

[0044] At this point, a thorough analysis and interpretation of the game rendering task is conducted to understand its specific requirements and expected effects. Based on these requirements, the rendering process is divided into multiple levels or stages, including basic rendering (such as geometry and texture rendering), lighting rendering, and special effects rendering. Each level has its specific goals and outputs to ensure the quality and efficiency of the final rendering result. Optionally, in a racing game, the rendering task includes rendering the geometry and texture of the racing car, the rotation effect of the wheels, the lighting 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 mapping rendering, wheel rotation animation rendering, car body lighting rendering, and special effects rendering.

[0045] After determining the rendering layers, the specific content to be rendered needs to be determined based on the specific information of the game model to be rendered and the requirements of each layer. This content includes specific parts of the model, texture resolution, lighting type and intensity, and special effects type and parameters. At this point, optionally, for the basic geometry rendering layer, the content to be rendered includes the rendering of the car body, wheels, windows, and other geometric shapes; for the texture mapping rendering layer, the content to be rendered includes the texture maps of the car body, wheels, and windows; for the wheel rotation animation rendering layer, the content to be rendered includes the animation parameters such as the rotation speed and direction of the wheels; for the vehicle body lighting rendering layer, the content to be rendered includes the lighting type (such as parallel light, point light, etc.), lighting intensity, color, and direction; and for the special effects rendering layer, the content to be rendered includes the density, color, and diffusion speed of smoke, as well as the shape, size, color, and generation frequency of sparks.

[0046] Specifically, suppose we are rendering a racing car model named "Lightning" for a racing game called "Speed ​​Racer". The rendering task for "Speed ​​Racer" was analyzed, and the following rendering layers were determined: basic geometry rendering, texture mapping rendering, wheel rotation animation rendering, vehicle lighting rendering, and special effects rendering. For the basic geometry rendering layer, the geometry of the "Lightning" race car's body, wheels, and windows was determined to be rendered. For the texture mapping rendering layer, the appropriate texture maps were applied to the body, wheels, and windows. For the wheel rotation animation rendering layer, the animation parameters such as the wheel's rotation speed and direction were determined. For the vehicle lighting rendering layer, parallel lighting was used to simulate sunlight, and parameters such as the intensity, color, and direction of the lighting were set. For the special effects rendering layer, smoke effects were generated when the race car accelerates, and parameters such as the smoke's density, color, and diffusion speed were set. Through this process, it was ensured that each rendering layer had clearly defined content to be rendered, thus progressing the rendering work systematically and ultimately obtaining a high-quality rendering result.

[0047] Therefore, determining the rendering process table for the game model to be rendered based on multiple contents to be rendered takes into account the overall consideration of multiple contents to be rendered, and ensures the accuracy of the rendering process table for the game model to be rendered.

[0048] At this point, the previously determined content to be rendered is transformed into a specific rendering process schedule. The rendering process schedule 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 for each step.

[0049] Classify and organize all content to be rendered according to the rendering hierarchy; ensure that each piece of content has a clear description and required resources; based on the classification and organization of the content to be rendered, formulate one or more rendering processes for each piece of content; each process should clearly define the inputs (such as model files, texture files, etc.), outputs (such as rendered models, textures, etc.), required resources, and execution steps.

[0050] Analyze the dependencies between each rendering process and determine their execution order; for example, basic geometry rendering is a prerequisite for texture mapping rendering, while lighting rendering depends on the rendering results of basic geometry and texture mapping; arrange all rendering processes in logical order to form a complete rendering process table; the rendering process table should be clear and easy to understand, facilitating communication and collaboration among team members.

[0051] Specifically, suppose we are rendering a spaceship model called "Star Explorer" for a space shooter game called Star Trek; organize the content to be rendered:

[0052] Basic geometry rendering: rendering the geometry of the spaceship's hull, engines, weapon systems, etc.; texture mapping rendering: texture mapping of the spaceship's surface, including metallic textures, paint patterns, etc.; lighting rendering: adding lighting effects to the spaceship to simulate the lighting environment in space; special effects rendering: including flame effects of the spaceship's engines, light effects when weapons are fired, etc.

[0053] Step 1: Basic Geometry Rendering: Input: 3D model file of the spaceship; Output: Rendered spaceship geometry; Required resources: 3D rendering engine, computing resources; Step 2: Texture Mapping Rendering: Input: Rendered spaceship geometry, texture file; Output: Spaceship model with texture; Required resources: Texture mapping tool, computing resources; Step 3: Lighting Rendering: Input: Textured spaceship model, lighting model; Output: Spaceship model with lighting effects; Required resources: Lighting rendering engine, computing resources; Step 4: Special Effects Rendering: Input: Spaceship model with lighting effects, special effects file; Output: Spaceship model with special effects; Required resources: Special effects rendering engine, computing resources; Step 1 is fundamental and must be completed before other steps; Step 2 depends on the output of Step 1; Step 3 depends on the output of Step 2; Step 4 depends on the output of Step 3; Ultimately, a clear rendering process table is formed, listing all the steps and dependencies required to complete the rendering of the "Interstellar Explorer" spaceship model.

[0054] In one embodiment of this application, a preset content-to-be-rendered matching table is collected, and the content to be rendered is matched with the rendering process; the content-to-be-rendered matching table is shown in Table 1:

[0055] Table 1: Matching Table of Contents to be Rendered

[0056]

[0057] In this table of content to be rendered, each row represents a piece of content to be rendered, its corresponding rendering process, and the resources required. This helps to clearly understand the specific tasks and resource requirements of each rendering process.

[0058] refer to Figure 3 In step S12, 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.

[0059] In the specific implementation of this invention, the specific steps are as follows:

[0060] S121: Collect the rendering process table of the game model to be rendered and transmit the rendering process table of the game model to be rendered to the cloud of the computer.

[0061] S122: In the cloud of the computer, collect the software operation parameters and load parameters of the cloud of the computer, and determine the rendering level of the cloud of the computer based on the software operation parameters and load parameters of the cloud of the computer.

[0062] S123: Based on the rendering level and rendering process table in the cloud, multiple sub-rendering processes are determined; the computer in the cloud obtains multiple sub-rendering processes and the game model to be rendered, and triggers the rendering process in 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.

[0063] In the embodiments of this application, the rendering process table of the game model to be rendered is collected and transmitted to the cloud of the computer so as to facilitate subsequent management and control by the cloud of the computer.

[0064] At this point, it is necessary to export or query the rendering sequence table from the project management software, version control system, or rendering management system. This usually involves accessing specific databases or files and using appropriate query or export functions to obtain the required data. At this time, it is important to ensure that the obtained rendering sequence table is up-to-date, complete, and matches the game model to be rendered. This includes checking the version number, date stamp, or other identifying information of the sequence table to ensure that it is consistent with the current project status.

[0065] Securely and efficiently transmit the rendering schedule to the cloud so that subsequent rendering tasks can be scheduled and executed there. This involves using file transfer protocols (such as FTP, SFTP), cloud storage services (such as AWS S3, Google Cloud Storage), or dedicated rendering management interfaces to upload the rendering schedule. Encryption is required during transmission to ensure data security, and authentication and authorization are required to ensure that only authorized users can access and modify the data.

[0066] 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 with its unique geometry, texture, and lighting requirements. You have exported a rendering sequence table for the space station model from project management software (such as Jira). This table details the inputs, outputs, required resources, execution order, and dependencies for each rendering sequence. For example, it indicates that the main structure needs to be rendered before the solar panels, because the position and orientation of the solar panels depend on the layout of the main structure.

[0067] The version number of the rendering sequence table was checked to ensure it was up-to-date and matched the current game model version. Each sequence in the table was also verified to have a clear description and a list of required resources. The rendering sequence table was uploaded using 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 sequence table received in the cloud was checked to ensure it matched the local version. Appropriate access control policies were also set to ensure that only authorized users could access and modify the file. This process ensured that the rendering sequence table was securely and efficiently transmitted to the cloud, providing the necessary information for subsequent rendering task scheduling and execution.

[0068] Furthermore, in the cloud, the software operation parameters and load parameters of the computer are collected. Based on these parameters, the rendering level of the computer is determined, taking into account both the software operation parameters and load parameters of the computer, thus ensuring the accuracy of the rendering level.

[0069] At this point, in the cloud, software runtime parameters and load parameters are collected. Through the cloud management interface or API (Application Programming Interface), key information such as the currently running software version, configuration settings, and supported rendering features is queried and recorded. This involves accessing operating system logs, rendering engine configuration files, or specific monitoring tools. Simultaneously, load parameters are collected from the cloud. The goal of this step is to monitor and record the current load status of the cloud server, including CPU utilization, memory usage, disk I / O, and network bandwidth. Optionally, monitoring tools provided by the cloud or third-party performance monitoring services can be 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.

[0070] By combining software operating parameters and load parameters, the rendering capabilities of the cloud are comprehensively evaluated and a rendering level is assigned to it; optionally, the collected parameter data is analyzed according to preset evaluation standards or algorithms to determine the rendering level of the cloud, which is divided based on multiple dimensions such as rendering speed, resource utilization, and stability.

[0071] Specifically, assuming you are using an AWS (Amazon Web Services) EC2 (Elastic Compute Cloud) instance as your 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 might find that the instance is running Blender version 2.93, which supports GPU-accelerated rendering. You would also check the compatibility of the operating system version (such as Ubuntu 20.04 LTS) and drivers (such as NVIDIA drivers) to ensure they match the requirements of the rendering engine.

[0072] By utilizing AWS CloudWatch monitoring service, real-time load parameters such as CPU utilization, memory usage, disk I / O, and network bandwidth of EC2 instances are collected. CloudWatch provides a detailed graphical interface and alerting functions to help intuitively understand the performance status of instances. For example, it was found that the instance's CPU utilization fluctuated around 80%, memory usage remained stable at around 60%, and disk I / O and network bandwidth did not reach bottlenecks. Combining the collected software running parameters and load parameters, the rendering capabilities of the EC2 instance were evaluated. Based on preset evaluation criteria, the instance's rendering level 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 rendering task scheduling strategy was optimized, such as allocating more time-consuming rendering tasks to higher-level instances to improve overall rendering efficiency and resource utilization. Through this process, cloud resources can be fully utilized, and rendering strategies can be dynamically adjusted according to actual performance to ensure the successful completion of rendering tasks.

[0073] Therefore, multiple sub-rendering processes are determined based on the rendering level and rendering process table in the cloud; the computer obtains multiple sub-rendering processes and the game model to be rendered in the cloud, and triggers the rendering process in 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. This takes into account the overall consideration of the rendering level and rendering process table in the cloud and ensures the accuracy of multiple sub-rendering processes.

[0074] At this point, based on the cloud rendering level (reflecting the current performance and resource status of the cloud) and the rendering process table (which details the rendering process and dependencies), multiple sub-rendering processes that can be executed in parallel or sequentially 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 executing each process in the cloud are evaluated. Accordingly, the rendering process table is split into multiple sub-processes, each containing a set of related and independently executable rendering tasks.

[0075] Ensure that the cloud can access and obtain all necessary sub-rendering process information and game model data to be rendered, in preparation for the execution of the rendering process; optionally, upload the sub-rendering process description file 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 needs to verify the integrity and security of the data, and start processing only after ensuring that there are no errors.

[0076] Utilizing cloud resources, the rendering process is initiated to execute specific rendering tasks based on the division of sub-rendering processes. Optionally, the cloud rendering management system dynamically schedules rendering tasks to appropriate cloud nodes based on the description of the sub-rendering processes. 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 tasks are completed on time and handle any anomalies that occur.

[0077] Specifically, suppose we are rendering a complex island scene for the game "Mysterious Island," which includes lush vegetation, detailed buildings, and dynamic water effects. Based on the rendering workflow, the following key processes are identified: vegetation rendering, building rendering, water effect rendering, and post-compositing. Considering that the cloud rendering level is "advanced" (supporting GPU acceleration and with ample resources), these processes are further broken down into multiple sub-processes. For example, vegetation rendering is divided into three sub-processes: tree rendering, shrub rendering, and grassland rendering, each of which can be executed in parallel.

[0078] Using AWS S3 cloud storage services, game scene rendering task packages containing descriptions of sub-rendering processes and island scene model data are uploaded to the cloud. The cloud system securely receives this data via HTTPS and performs integrity verification and decryption. The cloud rendering management system reads the descriptions of the sub-rendering processes 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. The rendering engine on each instance (such as Blender or Maya) loads the island scene model data according to the task requirements and begins 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 performs post-compositing on the intermediate rendering results to generate the final island scene rendering. 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.

[0079] refer to Figure 4 In step S13, in the cloud of the computer, the rendering of the game model to be rendered is triggered layer by layer based on multiple sub-rendering processes, and the rendering form of the game model to be rendered at different process nodes is formed.

[0080] In the specific implementation of this invention, the specific steps are as follows:

[0081] S131: Real-time monitoring of the rendering of the game model to be rendered on the cloud of the computer, collecting multiple sub-rendering processes, and determining multiple rendering layers based on the hierarchical comparison of multiple sub-rendering processes.

[0082] S132: Determine the rendering order of multiple rendering layers based on multiple rendering layers and the game model to be rendered, and trigger the layer-by-layer rendering of the game model to be rendered based on the rendering order of multiple rendering layers.

[0083] S133: In the layer-by-layer rendering of the game model to be rendered, the 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.

[0084] In the embodiments of this application, the rendering of the game model to be rendered on the cloud of the real-time monitoring computer is carried out, multiple sub-rendering processes are collected, and multiple rendering layers are determined based on the hierarchical comparison of multiple sub-rendering processes, thus introducing multiple rendering layers.

[0085] At this point, the rendering of the game model to be rendered on the cloud is monitored in real time to ensure that the cloud rendering process proceeds as planned, and potential problems are identified and resolved in a timely manner. Optionally, the execution status of the rendering task can be obtained in real time using the API or management interface provided by the cloud. Key performance indicators such as CPU utilization, memory usage, disk I / O, and network bandwidth are monitored to ensure that resources are not over-consumed. The rendering engine's log files are checked to identify and record any errors or warning messages. Rendering previews or intermediate results are viewed in real time to evaluate rendering quality and progress.

[0086] Collect the completion status and output data of each sub-process during the rendering process; optionally, identify and record the start and end times of each sub-process according to the rendering process table or rendering script; collect the output files of the sub-processes, such as intermediate rendering images, texture maps, shadow maps, etc.; ensure that the output of each sub-process meets the expected quality standards.

[0087] Based on the dependencies, resource requirements, and complexity of sub-processes, the rendering task is divided into multiple logical layers. Optionally, the dependencies between sub-processes are analyzed to determine which processes need to be completed first and which can be processed in parallel. Based on the resource requirements and complexity of the sub-processes, they are divided into different rendering layers. Typically, low-level rendering involves basic geometry and simple textures, mid-level rendering includes complex textures and lighting effects, and high-level rendering involves final compositing and post-processing. The output requirements and dependencies of each rendering layer are recorded for subsequent rendering management and compositing.

[0088] Specifically, suppose we are rendering a complex forest scene containing various elements such as trees, grass, sky, and animals; we are using an AWS EC2 instance as the rendering cloud and monitoring the execution status of the rendering task in real time through the AWS Management Console; we notice that 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; we regularly check the rendering engine's log files and find no errors or warnings; we evaluate the rendering quality and progress through a live preview and find that the detailed rendering of trees and grass requires more time.

[0089] The following sub-processes were identified and recorded: tree geometry rendering, tree texture mapping rendering, grass geometry rendering, grass texture mapping 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 outputs the basic shape of the tree, and tree texture mapping rendering adds detailed textures to the tree.

[0090] Based on the dependencies and resource requirements of the sub-processes, the rendering task is divided into three rendering layers: low-level rendering (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 compositing and post-processing, such as adding sky backgrounds and adjusting color balance).

[0091] Furthermore, the rendering order of multiple rendering layers is determined based on the multiple rendering layers and the game model to be rendered. The rendering of the game model to be rendered is triggered layer by layer according to the rendering order of the multiple rendering layers. This takes into account the overall consideration of multiple rendering layers and the game model to be rendered, and ensures the accuracy of the rendering order of multiple rendering layers.

[0092] At this point, the rendering order of multiple rendering layers is determined based on the game model to be rendered, ensuring the orderly execution of the rendering process, avoiding resource conflicts and dependency issues, and optimizing rendering efficiency. Optionally, the dependencies between each rendering layer are analyzed. Typically, lower-level rendering (such as basic geometry and simple textures) needs to be completed first to provide a foundation for subsequent higher-level rendering (such as complex textures, lighting effects, and post-processing). Resource requirements and rendering complexity are considered. Rendering layers with lower resource requirements and lower complexity are arranged in earlier stages to fully utilize cloud resources and balance the load. The rendering order is adjusted according to the characteristics and requirements of the game model to be rendered. For example, if the game model emphasizes lighting effects, the lighting rendering layer needs to be rendered earlier or its rendering priority increased. The rendering order is recorded, and a rendering plan or script is generated for subsequent execution.

[0093] The rendering process automatically triggers rendering tasks for each rendering layer according to a predetermined rendering order, achieving layer-by-layer rendering. Optionally, a cloud-based rendering management system or automated scripts can be used to trigger rendering tasks for each rendering layer sequentially according to the rendering order. The execution status of each rendering layer is monitored to ensure that the tasks proceed as planned. If an error or delay occurs in a rendering layer, the subsequent rendering plan is adjusted in a timely manner. During the rendering process, resource allocation is adjusted as needed to optimize rendering speed and efficiency. For example, for rendering layers with high resource requirements, the number of cloud instances is increased or the instance specifications are upgraded. The output files of each rendering layer are collected and saved for subsequent compositing and verification.

[0094] Specifically, assuming a complex game scene containing a castle, mountains, and a river is being rendered, the dependencies between each rendering layer were analyzed, and the following rendering order was determined: low-level rendering (geometry and simple textures of the castle and mountains), mid-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). Considering resource requirements and rendering complexity, low-level rendering was scheduled earlier because it involves basic geometry and simple textures with lower resource requirements; mid-level rendering followed immediately because it requires adding complex textures on top of the low-level rendering; and high-level rendering was scheduled last because the calculations for lighting effects, shadows, and reflections were more time-consuming. The rendering order was recorded, and a rendering plan script was generated.

[0095] Using the cloud-based rendering management system, the rendering tasks of each rendering layer were triggered sequentially according to the rendering plan script. First, the low-level rendering task was triggered, rendering the basic geometry and simple textures of the castle and mountains. Next, the mid-level rendering task was triggered, adding complex textures of the castle and mountains, as well as the geometry and textures of the river, on the basis of the low-level rendering. Finally, the high-level rendering task was triggered, adding lighting effects, shadows, reflections, and post-processing to make the scene more realistic and vivid.

[0096] 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. Output files of each rendering layer were collected and preliminary quality checks were performed. These output files will be used for subsequent compositing 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, thereby ensuring the orderly and efficient completion of the rendering process.

[0097] 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 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, which is compatible with the overall consideration of the rendering of each rendering layer and the rendering of the game model to be rendered, and ensures the accuracy of the corresponding rendering form.

[0098] 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 rendering images, texture maps, light maps, etc.; compare with 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 effects such as color, texture, lighting, and shadows.

[0099] Based on the output of each rendering layer, determine the rendering form of the game model to be rendered at different process nodes; optionally, combine the design requirements and rendering plan of the game model to analyze the contribution of each rendering layer to the final rendering form; 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.

[0100] Construct a complete rendering sequence to demonstrate the evolution of the game model from initial rendering to final rendering. At this point, combine the rendering forms of each process node in sequence to form a rendering sequence. Use rendering management tools or video editing software to visualize the rendering sequence for easy review and communication by team members.

[0101] Specifically, suppose we are rendering a complex game scene that includes characters, backgrounds, and effects; we checked the output files of each rendering layer, including the basic geometry of the characters, background texture maps, and effect light maps; we checked the rendering plan to confirm the correspondence between each output file and the corresponding rendering layer and process node; we used an image comparison tool to evaluate the quality of the output files and found that the basic geometry of the characters and the background texture maps were of good quality, but the effect light maps needed further optimization.

[0102] 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 the basic geometric form, texture map 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 a slight shadow flickering problem occurred during the rendering process of the character's lighting and shadow form, which needs to be corrected by adjusting the lighting parameters.

[0103] The rendering forms of each process node are combined sequentially 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 discuss it. 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 forms of the game model to be rendered at different process nodes can be determined and recorded.

[0104] In one embodiment of this application, a preset rendering layer matching table is collected, as shown in Table 2:

[0105] Table 2 Rendering Layer Matching Table

[0106] refer to Figure 5 In step S14, multiple rendering modes are sorted sequentially, and the rendering progress of the game model to be rendered in different parts is determined according to the multiple rendering modes, so as to determine the overall rendering progress of the game model to be rendered.

[0107] In the specific implementation of this invention, the specific steps are as follows:

[0108] S141: Collect multiple rendering modes and trigger the sorting of multiple rendering modes according to the corresponding rendering layer; determine the corresponding rendering change part based on the comparison of two adjacent rendering modes, and collect multiple rendering change parts in sequence.

[0109] S142: Determine the rendered content of the game model to be rendered in different parts based on multiple rendered changes and the game model to be rendered;

[0110] S143: Determine the rendering progress of the game model to be rendered in different parts based on the rendered content of the game model to be rendered in different parts and the preset rendering target; determine the overall rendering progress of the game model to be rendered based on the rendering progress of the game model to be rendered in different parts and the position markers of different parts.

[0111] In the embodiments of this application, multiple rendering modes are collected, and the sorting of multiple rendering modes is triggered according to the corresponding rendering layer; the corresponding rendering change part is determined based on the comparison of two adjacent rendering modes, and multiple rendering change parts are collected in sequence, thus introducing multiple rendering change parts.

[0112] At this point, collect the rendering results corresponding to all rendering layers to prepare for subsequent analysis; at this point, extract the output file of each rendering layer from the rendering management tool or storage system; ensure that the output of each rendering layer is complete and matches the requirements in the rendering plan;

[0113] Ensure that the rendered forms are arranged in the order of the rendering layers to accurately reflect the evolution of the rendering process. At this point, sort the collected rendered forms according to the rendering layer order defined in the rendering plan or script. Use version numbers, timestamps, or other identifiers to assist in the sorting. Ensure that the sorted sequence of rendered forms can clearly show the evolution from the initial rendering to the final rendering.

[0114] Identify the differences between adjacent rendering forms to determine the parts that change during the rendering process; at this point, use image comparison tools or algorithms to automatically compare two adjacent rendering forms; identify the differences between them, including changes in geometry, the addition or modification of textures, adjustments to lighting effects, etc.; record information such as the location, size, and type of these rendering changes.

[0115] Collect information on all rendered changes for subsequent analysis and processing; at this point, traverse the entire rendered pattern sequence and compare each adjacent rendered pattern pair; collect and record all identified rendered changes; use a database, file, or memory structure to store information on these rendered changes.

[0116] Specifically, suppose we are rendering a game scene that includes characters and backgrounds, and the rendering of the base geometry layer, texture layer, and lighting layer has been completed; 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; and store these rendering forms in a specified directory on the server.

[0117] According to the rendering layer order defined in the rendering plan (basic geometry layer → texture layer → lighting layer), the collected rendering forms are sorted; the version number in the file name is used to assist in the sorting, ensuring that the rendering form sequence can clearly show the evolution process from the initial rendering to the final rendering; an image comparison tool is used to automatically compare the rendering forms between the basic geometry layer and the texture layer; the parts on the character with added textures are identified; the rendering forms between the texture layer and the lighting layer are then compared; the parts on the character and the background with added lighting effects are identified; the position, size, and type of these rendering changes are recorded, for example: "Character body texture added (position: full body, size: 100%, type: texture added)".

[0118] The entire rendering pattern sequence is traversed, and each adjacent rendering pattern pair is compared; all identified rendering changes are collected and recorded, such as: rendering change 1: "Addition of character body texture"; rendering change 2: "Adjustment of character facial lighting"; rendering change 3: "Addition of background lighting effects"; and the information of these rendering changes is stored in the database for subsequent analysis and processing.

[0119] Furthermore, based on multiple rendering variations and the game model to be rendered, the rendered content of the game model to be rendered in different parts is determined. This takes into account the overall consideration of multiple rendering variations and the game model to be rendered, ensuring the accuracy of the rendered content of the game model to be rendered in different parts.

[0120] At this point, carefully examine each rendered change to understand its contribution to the overall rendering of the game model; examine the specific content of each rendered change, including geometry, texture, lighting effects, etc.; assess whether these changes have been fully rendered or still require further processing; record the rendering status of each rendered change (e.g., rendered, partially rendered, not rendered).

[0121] The rendered changes are mapped to specific parts of the game model to determine which parts have been rendered. At this point, the UV mapping, mesh generation, or other identifiers of the game model are used to locate the rendered changes within the game model, ensuring that each rendered change is accurately mapped to the corresponding part of the game model.

[0122] Based on the mapping relationship and rendering status of the rendered changes, determine the rendered content of the game model in different parts; at this time, traverse all parts of the game model and check whether each part has been covered by the rendered changes; for parts that have been fully rendered, mark them as "rendered"; for parts that are partially rendered or not rendered, mark them as "partially rendered" or "not rendered", and record the content that needs further processing.

[0123] Save the information of 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 the information of 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 visualizations for team members to review and communicate.

[0124] Specifically, suppose a game model containing characters and weapons is being rendered, and multiple rendering changes have been identified through step S141; each rendering change is examined and found to include the addition of textures to the character, the adjustment of lighting effects for the weapon, and the rendering of shadows for the character and weapon; the rendering status of these changes is evaluated and it is found that the addition of textures to the character and the adjustment of lighting effects for the weapon have been fully rendered, while the rendering of shadows for the character and weapon still requires further processing.

[0125] The UV mapping of the game model was used to locate the positions of these rendered changes within the game model; ensuring that each rendered change was accurately mapped to the corresponding part of the game model, such as mapping the character's body texture to the character's body mesh, and the weapon's lighting effects to the weapon's mesh; all parts of the game model were traversed to check if each part had been covered by the rendered changes; it was found that the surface parts of the character's body and weapons had been fully rendered, while the shadow parts of the character and weapons still needed further processing; therefore, the surface parts of the character's body and weapons were marked as "rendered", and the shadow parts were marked as "unrendered".

[0126] A database is used to store information about rendered content, including location (character's body, weapon surface), size (full body, entire weapon surface), and rendering status (rendered, unrendered). 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 visualization 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, providing strong support for subsequent rendering tasks.

[0127] Therefore, the rendering progress of the game model to be rendered in different parts is determined based on the rendered content of the game model in different parts and the preset rendering target; the overall rendering progress of the game model to be rendered is determined based on the rendering progress of the game model in different parts and the position marks of different parts, which takes into account the overall rendering progress of the game model in different parts and the position marks of different parts, and ensures the accuracy of the overall rendering progress of the game model to be rendered.

[0128] At this point, assess the rendering progress of the game model to be rendered in different parts to understand which parts are nearing completion and which parts require more work. Then, check whether the rendered content of each part meets the requirements by comparing it with the preset rendering goals (such as quality indicators, visual effects, etc.). For parts that have reached or exceeded the rendering goals, mark them as "complete" or "near completion". For parts that have not yet reached the rendering goals, assess their rendering progress based on the gap between them and the goals (such as "in progress" or "requires more work").

[0129] Record the rendering progress and evaluation rationale for each part; utilize location markers (such as mesh division, region identification, etc.) to more accurately assess the overall rendering progress of the game model; at this point, 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 progress table; use color coding, percentages, or other visualization methods to represent the rendering progress of different parts, and combine the rendering progress of each part with the information from the location markers 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 progress table; 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 visualizations so that team members can understand the current status and subsequent plans.

[0130] Specifically, assuming a complex game scene containing characters, backgrounds, and special effects is being rendered, the rendered content of the characters, backgrounds, and special effects is checked against the preset rendering goals. It is found that the textures and lighting effects of the characters have reached the rendering goals and are marked as "complete". The textures and lighting effects of some areas of the background (such as the sky and the ground) have also reached the goals, but the rendering of other areas (such as buildings and vegetation) still requires more work and is marked as "in progress". The rendering progress of special effects is slow, especially the explosion and smoke effects, and is marked as "more work needed".

[0131] Location markers were assigned to different parts of the game scene, such as characters (R1, R2), background (B1, B2, B3), and special effects (E1, E2). Based on these location markers, the rendering progress of each part was summarized in a progress table, using color coding to represent the rendering progress of different parts (green for "complete," yellow for "in progress," and red for "more work needed"). Analysis of the distribution of rendering progress in the progress table revealed that the rendering progress of the background and special effects was relatively slow. The rendering of buildings and vegetation in the background was identified as the bottleneck, requiring additional rendering resources to accelerate the process. Based on the overall rendering goals and the current progress, it was predicted that completing the remaining work would require an additional two weeks and more rendering resources.

[0132] refer to Figure 6 In step S15, if the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, then multiple collaborative tasks are determined according to the remaining rendering process of the game model to be rendered, so as to trigger the collaborative rendering of the game model to be rendered by the computer on site and the computer's cloud.

[0133] In the specific implementation of this invention, the specific steps are as follows:

[0134] S151: Collect the preset rendering progress threshold and compare the overall rendering progress of the game model with the preset rendering progress threshold.

[0135] S152: If the overall rendering progress of the game model to be rendered is lower than the preset rendering progress threshold, then determine the remaining rendering progress and determine the remaining rendering process of the game model to be rendered based on the remaining rendering progress and the current form of the game model to be rendered.

[0136] S153: Based on the analysis of the remaining rendering process of the game model to be rendered, determine multiple sub-rendering tasks, determine the coordination coefficient of multiple sub-rendering tasks according to the multiple sub-rendering tasks, the on-site computer and the cloud of the computer, determine the rendering tasks of the on-site computer and the rendering tasks of the cloud of the computer according to the coordination coefficient of multiple sub-rendering tasks and the coordination mapping relationship, and trigger the collaborative rendering of the game model to be rendered by the on-site computer and the cloud of the computer.

[0137] In the embodiments of this application, a preset rendering progress threshold is collected, and the overall rendering progress of the game model is compared with the preset rendering progress threshold.

[0138] At this point, a preset rendering progress threshold is collected to obtain the rendering progress standard set in the project or task for comparison with the current rendering progress. Optionally, preset rendering progress thresholds can be found 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 found thresholds 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.

[0139] Understand the overall completion status of the current rendering task in order to compare it with a preset threshold; optionally, collect overall progress data of the current rendering task from the rendering system or management tools, including 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 game model, which involves summarizing and averaging the progress of multiple parts or sub-tasks.

[0140] Assess whether the current rendering progress meets the preset standard to determine whether further action is needed; optionally, compare the calculated overall rendering progress with the preset rendering progress threshold; based on the comparison result, determine whether the current rendering progress is higher than, equal to or lower than the preset threshold; record the determination result for reference in subsequent steps.

[0141] Specifically, suppose we are working on a game model rendering task. This task has a preset rendering progress threshold to evaluate whether the task is completed on time. In the project plan document, we find the preset rendering progress threshold, which is 80%. This means that we expect at least 80% of the content to be rendered by the end of the game model rendering task.

[0142] Data on the current rendering task was collected using the rendering system's management tools. The data showed that 65% of the game model had been rendered so far, while the remaining 35% was still in progress. The 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, it was concluded that the current rendering progress did not meet the preset standard, and further actions were needed to accelerate the rendering process to ensure that the task could be completed on time. These actions included strategies such as increasing rendering resources, optimizing the rendering process, or adjusting task allocation.

[0143] Furthermore, 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 process for the game model to be rendered is determined based on the remaining rendering progress and the current form of the game model to be rendered. This takes into account both the remaining rendering progress and the current form of the game model to be rendered, ensuring the accuracy of the remaining rendering process for the game model to be rendered.

[0144] At this point, based on the comparison results, determine whether further action is needed; optionally, check the comparison results between the overall rendering progress obtained in step S151 and 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 needed, or other related quality checks or optimizations can be performed.

[0145] Quantify the remaining workload to plan subsequent work accordingly; optionally, subtract the current overall rendering progress from 100% of the total progress to obtain the remaining rendering progress percentage; for example, if the total progress is 100% and the current progress is 60%, then the remaining rendering progress is 40%; at the same time, understand the completed and uncompleted parts to plan subsequent processes; optionally, review the game models to be rendered, especially those parts that have not yet been rendered; pay attention to the model's structure, textures, lighting, animation, and other elements, as well as their dependencies and priorities; identify any potential problems or bottlenecks, such as complex textures, a large number of geometry, or special effects that require high-precision rendering.

[0146] Based on the remaining rendering progress and the current state, plan the specific rendering process; optionally, based on the remaining rendering progress percentage and the analysis results of the current state, develop a detailed rendering process plan; the process plan should cover all unfinished parts and be sorted according to priority, dependencies and resource availability; the process plan includes steps such as texture rendering, lighting calculation, animation compositing, and post-processing; allocate the estimated time and resources for each process and consider any necessary adjustments or optimizations.

[0147] Specifically, assuming we are processing a complex game character model rendering task, the preset rendering progress threshold is 80%; in step S151, the current overall rendering progress is determined to be 65%, which is lower than the preset 80% threshold; subtracting 65% from the total progress of 100% gives a remaining rendering progress of 35%.

[0148] The current form of the game character model was checked, and it was found that the textures of the head, arms, and legs had been rendered, but the body, clothing details, and background environment were still not rendered. In addition, the character's lighting effects also need further adjustment and optimization. Based on the remaining rendering progress and the analysis results of the current form, the following rendering process plan was formulated:

[0149] Body texture rendering: Prioritize body texture rendering as it's one of the most prominent parts of the character model; expected to require 15% of the progress and 2 days to complete. Clothing detail rendering: Next, process the details of the clothing, including textures, wrinkles, and lighting effects; expected to require 10% of the progress and 1.5 days to complete. Background environment rendering: Render the background environment to match the character model, including the ground, sky, and buildings; expected to require 5% of the progress and 1 day to complete. Lighting effect adjustment: Adjust and optimize the lighting effects throughout the scene to ensure a natural and harmonious transition between light and shadow between the character and the background; expected to require 5% of the progress and 0.5 days to complete.

[0150] Therefore, based on the analysis of the remaining rendering processes of the game model to be rendered, multiple sub-rendering tasks are determined. The coordination coefficients of the multiple sub-rendering tasks, the on-site computer, and the cloud computer are determined. Based on the coordination coefficients and coordination mapping relationships of the multiple sub-rendering tasks, the rendering tasks of the on-site computer and the cloud computer are determined, and the collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer is triggered. This method takes into account the overall consideration of the coordination coefficients and coordination mapping relationships of the multiple sub-rendering tasks, ensuring the accuracy of the rendering tasks of the on-site computer and the cloud computer.

[0151] At this point, the complex rendering process is broken down into smaller, manageable subtasks to allocate resources and monitor progress more efficiently. The remaining rendering processes identified in step S152 are then carefully analyzed to identify those that are executed independently or in parallel. These subtasks are further refined into specific sub-rendering tasks, each with a clear objective, input, output, and expected completion time. Dependencies between subtasks are properly handled so that they can be executed sequentially when needed.

[0152] Evaluate the efficiency and cost-effectiveness of each sub-rendering task executed on the on-site computer and on the cloud, taking into account factors such as the sub-task's computational requirements, data transfer volume, execution time, and resource availability. For each sub-task, calculate its synergy coefficient for execution on the on-site computer and on the cloud. The synergy coefficient is a comprehensive indicator that reflects the task's performance, cost, and efficiency under different computing environments. The synergy coefficient is determined through experimental, simulation, or empirical data and is adjusted as the project progresses and resources change.

[0153] To achieve optimal collaborative rendering, sub-rendering tasks are rationally allocated to on-site computers and the cloud computing environment. A collaborative mapping relationship is established, defining the optimal allocation method for different sub-tasks under different computing environments. Based on the collaborative coefficient and the collaborative mapping relationship, sub-rendering tasks are allocated to on-site computers and the cloud computing environment. It is ensured that task allocation takes into account resource constraints, task dependencies, and expected execution time. Furthermore, load balancing strategies are considered when allocating tasks to balance the workload across different computing environments.

[0154] Initiate the rendering process, ensuring that the on-site computers and the cloud-based computers can work collaboratively according to the assigned tasks; at this time, establish the necessary network connections and data transmission channels between the on-site computers and the cloud-based computers.

[0155] Specifically, assuming we are processing a rendering task for a game model containing multiple complex scenes, and the remaining rendering steps have been determined (as described in step S152); the remaining rendering steps are broken down into the following sub-tasks: rendering of buildings and vegetation in scene one; rendering of characters and props in scene two; and calculation of special effects and lighting in scene three.

[0156] By evaluating the computational requirements, data transfer volume, and execution time of each subtask, the following synergy coefficients were determined: 0.8 for building and vegetation rendering in Scene 1, performed on the cloud (efficient and cost-effective); 0.9 for character and prop rendering in Scene 2, performed on the on-site computer (due to the need to access high-resolution textures in local storage); and 0.7 for effects and lighting calculations in Scene 3, performed on the cloud (due to the need for high-performance computing resources).

[0157] Based on the collaboration coefficient and collaboration mapping relationship, the tasks were allocated as follows: the rendering tasks of buildings and vegetation in Scene 1 were assigned to the cloud on the computer; the rendering tasks of characters and props in Scene 2 were assigned to the computer on-site; and the special effects and lighting calculation tasks in Scene 3 were assigned to the cloud on the computer (considering load balancing, some tasks were assigned to multiple cloud instances). At the same time, a network connection was established between the computer on-site and the cloud on the computer, and the necessary rendering software was configured. Then, the rendering engine was triggered to start executing the assigned sub-rendering tasks. During the rendering process, the execution progress of the tasks was monitored, and adjustments were made as necessary. Finally, the rendering task of the game model was successfully completed, and the expected quality and effect were achieved.

[0158] In one embodiment of this application, the remaining rendering processes include texture rendering of scene A, lighting calculation of scene B, and animation compositing of scene C; these processes are analyzed into the following sub-rendering tasks:

[0159] 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 compositing for Scene C; Subtask 6: Prop animation compositing for Scene C; Collect the collaboration coefficient matching table, as shown in Table 3:

[0160] Table 3. Matching Table of Synergy Coefficients

[0161]

[0162] Each subtask is assigned a weight, and a score is calculated based on the collaboration coefficient. Tasks with higher scores are preferentially assigned to computing environments with higher collaboration coefficients. A weight matching table is also introduced, as shown in Table 4.

[0163] Table 4 Weight Matching Table

[0164] Score Calculation: 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 local); Subtask 6: Local score = 0.9 * 1 = 0.9; Cloud score = 0.6 * 1 = 0.6 (assigned locally), therefore, the task allocation results are: On-site computer: Subtask 5, Subtask 6; Cloud computer: Subtask 1, Subtask 2, Subtask 3, Subtask 4; Based on the task allocation results, configure the rendering engine and management tools to ensure data synchronization and communication between the on-site computer and the cloud computer; 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.

[0165] Please see Figure 7 , Figure 7 This is a schematic diagram of the structural composition of a computer-based cloud rendering system according to an embodiment of the present invention; the computer-based cloud rendering system includes:

[0166] The rendering process table module 21 is used to determine the rendering process table of the game model to be rendered based on the game model to be rendered and the game rendering task.

[0167] The sub-rendering process module 22 is used to determine multiple sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and to transmit the multiple sub-rendering processes and the game model to be rendered to the cloud of the computer.

[0168] The rendering form module 23 is used to trigger the layer-by-layer rendering of the game model to be rendered based on multiple sub-rendering processes in the cloud of the computer, and to form the rendering form of the game model to be rendered at different process nodes.

[0169] The overall rendering progress module 24 is used to sort multiple rendering modes sequentially and determine the rendering progress of the game model to be rendered in different parts based on the multiple rendering modes, so as to determine the overall rendering progress of the game model to be rendered.

[0170] 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 on the site and on the cloud.

[0171] The technical features of the above embodiments can be combined arbitrarily. For the sake of brevity, 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: The rendering process of the game model to be rendered is determined based on the game rendering task, including: acquiring the game model to be rendered, determining the corresponding rendering target based on the game model and the game database, determining the game rendering task based on the comparison between the rendering target and the game model to be rendered; determining multiple rendering layers based on the parsing of the game rendering task, determining multiple contents to be rendered based on the multiple rendering layers and the game model to be rendered; and determining the rendering process of the game model to be rendered based on the multiple contents to be rendered. Based on the division of the rendering process table of the game model to be rendered, multiple sub-rendering processes are determined. These processes, along with the game model to be rendered, are then transmitted to the cloud. The process includes: acquiring the rendering process table of the game model to be rendered and transmitting it to the cloud; in the cloud, acquiring the cloud's software operating parameters and load parameters, and determining the cloud's rendering level based on these parameters; determining multiple sub-rendering processes based on the cloud's rendering level and rendering process table; and the cloud acquiring these sub-rendering processes and the game model to be rendered, and triggering the cloud's rendering process based on these processes to perform online rendering of the game model. In the cloud of the computer, the rendering of the game model to be rendered is triggered layer by layer based on multiple sub-rendering processes, and the rendering form of the game model to be rendered at different process nodes is formed. This includes: real-time monitoring of the rendering of the game model to be rendered in the cloud of the computer, collecting multiple sub-rendering processes, and determining multiple rendering layers based on the hierarchical comparison of multiple sub-rendering processes; determining the rendering order of multiple rendering layers based on multiple rendering layers and the game model to be rendered, and triggering the layer-by-layer rendering of the game model to be rendered based on the rendering order of multiple rendering layers. The multiple rendering modes are sorted sequentially, and the rendering progress of the game model to be rendered in different parts is determined based on the multiple rendering modes, 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 processes of the game model to be rendered, so as 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, characterized in that, The process 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, also includes: In the layer-by-layer rendering of the game model to be rendered, the 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.

3. The computer-based cloud rendering method according to claim 1, characterized in that, The process of sequentially sorting multiple rendering modes and determining the rendering progress of the game model to be rendered in different parts based on the multiple rendering modes, in order to determine the overall rendering progress of the game model to be rendered, includes: Collect multiple rendering modes and trigger the sorting of multiple rendering modes according to the corresponding rendering layer; determine the corresponding rendering change part based on the comparison of two adjacent rendering modes, and collect multiple rendering change parts in sequence. The rendered content of the game model to be rendered in different parts is determined based on multiple rendering changes and the game model to be rendered.

4. The computer-based cloud rendering method according to claim 3, characterized in that, The step of sequentially sorting multiple rendering modes and determining the rendering progress of the game model to be rendered in different parts based on the multiple rendering modes, in order to determine the overall rendering progress of the game model to be rendered, also includes: The rendering progress of the game model to be rendered in different parts is determined based on the rendered content in different parts and the preset rendering target; the overall rendering progress of the game model to be rendered is determined based on the rendering progress of the game model in different parts and the position markers of different parts.

5. The computer-based cloud rendering method according to claim 1, characterized in that, If the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, then multiple collaborative tasks are determined based on the remaining rendering processes of the game model to be rendered, to trigger collaborative rendering of the game model to be rendered on-site and in the cloud, including: Collect the preset rendering progress threshold and compare the overall rendering progress of the 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 process of the game model to be rendered is determined based on the remaining rendering progress and the current form of the game model to be rendered.

6. The computer-based cloud rendering method according to claim 5, characterized in that, If the overall rendering progress of the game model to be rendered is lower than a preset rendering progress threshold, then multiple collaborative tasks are determined based on the remaining rendering processes of the game model to be rendered to trigger collaborative rendering of the game model to be rendered on-site and in the cloud, and the process further includes: Based on the analysis of the remaining rendering processes of the game model to be rendered, multiple sub-rendering tasks are determined. The coordination coefficients of the multiple sub-rendering tasks, the on-site computer, and the cloud computer are determined. Based on the coordination coefficients of the multiple sub-rendering tasks and the coordination mapping relationship, the rendering tasks of the on-site computer and the cloud computer are determined, and the collaborative rendering of the game model to be rendered by the on-site computer and the cloud computer is triggered.

7. A computer-based cloud rendering system, characterized in that, The computer-based cloud rendering system is applied to the computer-based cloud rendering method as described in any one of claims 1-6, wherein the computer-based cloud rendering system comprises: The rendering sequence table module is used to determine the rendering sequence table of the game model to be rendered based on the game model to be rendered and the game rendering task. It includes: acquiring the game model to be rendered, determining the corresponding rendering target based on the game model to be rendered and the game database, determining the game rendering task based on the comparison between the rendering target and the game model to be rendered; determining multiple rendering layers based on the parsing of the game rendering task, determining multiple contents to be rendered based on the multiple rendering layers and the game model to be rendered; and determining the rendering sequence table of the game model to be rendered based on the multiple contents to be rendered. The sub-rendering process module is used to determine multiple sub-rendering processes based on the division of the rendering process table of the game model to be rendered, and to transmit the multiple sub-rendering processes and the game model to be rendered to the cloud of the computer. This includes: acquiring the rendering process table of the game model to be rendered and transmitting it to the cloud of the computer; in the cloud of the computer, acquiring the software running parameters and load parameters of the cloud of the computer, and determining the rendering level of the cloud of the computer based on the software running parameters and load parameters of the cloud of the computer; determining multiple sub-rendering processes based on the rendering level and the rendering process table of the cloud of the computer; the cloud of the computer acquiring the multiple sub-rendering processes and the game model to be rendered, and triggering the rendering process of the cloud of the game model to be rendered online. The rendering form module is used to trigger the layer-by-layer rendering of the game model to be rendered in the cloud of the computer based on multiple sub-rendering processes, and to form the rendering form of the game model to be rendered at different process nodes. This includes: real-time monitoring of the rendering of the game model to be rendered in the cloud of the computer, collecting multiple sub-rendering processes, and determining multiple rendering layers based on the layer comparison of multiple sub-rendering processes; determining the rendering order of multiple rendering layers based on multiple rendering layers and the game model to be rendered, and triggering the layer-by-layer rendering of the game model to be rendered based on the rendering order of multiple rendering layers. The overall rendering progress module is used to sort multiple rendering modes sequentially and determine the rendering progress of the game model to be rendered in different parts based on the multiple rendering modes, so as 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 steps 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 on the on-site computer and the cloud computer.

Citation Information

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