Three-dimensional animation special effect real-time rendering optimization method

By dividing 3D animation effects into three categories—static attachment, dynamic tracking, and environmental interaction—and dynamically adjusting the rendering strategy based on behavioral logic and performance monitoring, the problem of imbalance between rendering efficiency and visual quality in existing technologies is solved, and adaptive optimization on different platforms is achieved.

CN121982179APending Publication Date: 2026-05-05SHENZHEN DAIBAO TECH CO LTD
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHENZHEN DAIBAO TECH CO LTD
Filing Date
2026-02-24
Publication Date
2026-05-05

AI Technical Summary

Technical Problem

Existing technologies for real-time rendering of 3D animation special effects suffer from a "one-size-fits-all" approach to optimization, leading to an imbalance between visual quality and rendering efficiency. They also lack intelligent classification and resource scheduling based on the behavior logic of special effects, making it difficult to achieve adaptive and refined control on different performance platforms.

Method used

The special effects are divided into three categories: static attachment effects, dynamic tracking effects, and environmental interaction effects. Based on their behavioral logic and interaction relationships, the rendering priority and level of detail are dynamically adjusted, and differentiated strategies are adjusted through real-time performance monitoring.

Benefits of technology

It achieves the best balance between rendering efficiency and visual quality of 3D animation effects under limited hardware resources, improving the gaming experience and applicability.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention provides a three-dimensional animation special effect real-time rendering optimization method. The method comprises the following steps: dividing special effects into three types: a static attachment special effect, a dynamic tracking special effect and an environment interaction special effect; determining the rendering priority and detail level of the static attachment special effect; determining whether to carry out view cone elimination or delayed rendering on the dynamic tracking special effect; determining a detail level model adopted by the environment interaction special effect; performing predictive asynchronous loading and unloading on the special effect resources in response to the change of the game process or the scene state; and the rendering performance is monitored in real time, and the optimization strategy strength for different special effect types is dynamically adjusted according to the monitored performance indexes. According to the method, the maximized rendering efficiency and the visual fidelity can be balanced under limited hardware resources, and the applicability of the scheme on different performance platforms is enhanced.
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Description

Technical Field

[0001] This application relates to the field of computer graphics processing technology, and more specifically, to a method for optimizing real-time rendering of 3D animation effects. Background Technology

[0002] In video games, especially large-scale 3D games, real-time rendering is a core and computationally intensive task. As game scene complexity increases and players' demands for visual quality continue to rise, 3D animation effects (such as explosions, magic, fire, and air currents) play a crucial role in creating immersion, but the performance pressure they bring is also becoming increasingly significant.

[0003] Currently, the industry widely employs various optimization techniques to ensure smooth real-time rendering, primarily including: Level of Detail (LOD) models, which switch between models of different precision based on the distance between the object and the camera; frustum culling, which ignores rendering objects outside the camera's field of view; and asynchronous resource loading, which avoids stuttering caused by disk I / O. However, these techniques still have significant shortcomings when applied to a massive number of effects with diverse behaviors. First, existing methods typically treat effects as ordinary visual objects, using a uniform standard (such as distance) for optimization decisions, while ignoring the distinctly different behavioral patterns of various effects within the game logic (such as attaching to characters, tracking targets, and interacting with the environment). This "one-size-fits-all" optimization strategy either leads to visually critical effects being oversimplified due to their distance, impacting the core gameplay experience, or it severely wastes graphics processing resources by retaining a large number of unnecessary high-detail effects. Secondly, existing systems lack a dynamic classification and resource scheduling framework based on special effects behavior logic. This prevents them from intelligently and differentiatedly adjusting the strength and priority of optimization strategies during game execution based on scene state changes (such as combat outbreaks and scene transitions) and real-time performance metrics (such as frame rate and GPU load). Finally, in performance- or latency-sensitive scenarios such as mobile devices and virtual reality (VR), existing general-purpose solutions often struggle to maintain the optimal balance between visual quality and smoothness of special effects under limited computing power and stringent latency requirements.

[0004] Therefore, there is an urgent need in this field for a smarter and more refined method for real-time rendering optimization of 3D animation effects, which can understand the interactive intent of the effects and implement adaptive and differentiated resource management and rendering strategies accordingly. Summary of the Invention

[0005] The present invention aims to overcome the shortcomings of the prior art and provide a real-time rendering optimization method for 3D animation special effects. This method addresses the technical problems in the prior art, such as the imbalance between visual quality and rendering efficiency caused by the "one-size-fits-all" optimization of special effects, the lack of intelligent classification and resource scheduling based on the behavior logic of special effects, and the difficulty in achieving adaptive fine-grained control on different performance platforms.

[0006] In a first aspect, the present invention provides a method for real-time rendering optimization of three-dimensional animation special effects, applied to video games, the method comprising: Based on the dynamic interaction between special effects resources and target objects in the game scene, special effects are divided into three types: static attachment effects, dynamic tracking effects, and environmental interaction effects. The rendering priority and level of detail of the static attachment effect are determined based on the visual importance of the target object to which the static attachment effect is attached in the game screen. Based on the relative position and motion state of the dynamic tracking effect and the virtual camera, determine whether to perform frustum culling or delayed rendering on the dynamic tracking effect. The level of detail model used for the environmental interaction effects is determined based on the distance between the environmental interaction effects and the virtual camera. In response to changes in game progress or scene state, the special effects resources are predictively loaded and unloaded asynchronously; Real-time monitoring of rendering performance, and dynamic adjustment of optimization strategies for different effects types based on the monitored performance metrics.

[0007] Preferably, determining the rendering priority and level of detail of the static attachment effect specifically includes: When the target object is a player-controlled character, or the main interactive object of the character, the high level of detail rendering of the static attachment effect is maintained. When the target object is a scene background element or a non-critical object, the level of detail of the static attachment effect is reduced or simplified.

[0008] Preferably, determining whether to perform frustum culling or deferred rendering on the dynamic tracking effect specifically includes: For the dynamic tracking effect whose motion trajectory is about to enter the virtual camera's view frustum, preload the high level of detail resources of the dynamic tracking effect; For dynamic tracking effects that involve fast movement and short screen dwell time, a simplified motion blur model is used for rendering.

[0009] Preferably, determining the level of detail model used for the environmental interaction effects specifically includes: For environmental interaction effects within a first proximity threshold of the virtual camera, physical interaction simulation and high particle number rendering are enabled. For environmental interactive effects where the distance exceeds the first near-distance threshold but does not exceed the second far-distance threshold, simplified particle systems or animated textures are used for rendering. For environmental interactive effects where the distance exceeds the second long-distance threshold, static bulletin boards or simplified color blocks are used for rendering.

[0010] Preferably, the predictive asynchronous loading and unloading of the special effects resources specifically includes: Based on predefined data of the game level map or analysis of player movement trends, the environmental interaction effects resource pack that may appear in the next game area is loaded into memory in advance; Mark non-essential special effects resource packs that the player character has moved away from as uninstallable.

[0011] Preferably, the real-time monitoring of rendering performance and the dynamic adjustment of optimization strategy intensity for different special effects types based on the monitored performance indicators include: Multiple strategy levels are predefined to correspond to the performance metrics, and each strategy level is associated with a set of differentiated detail levels configurations for the static attachment effect, the dynamic tracking effect, and the environmental interaction effect. The monitored performance metrics are compared in real time with the threshold values ​​of each policy level to determine the current policy level. Based on the configuration associated with the current strategy level, the rendering detail level of various special effects is dynamically adjusted; wherein, when switching from a low performance level to a high performance level, the detail level of the static attachment effect and the dynamic tracking effect is restored first, and then the detail level of the environmental interaction effect is restored.

[0012] Preferably, the static attachment effects include persistent status indication effects attached to the surface of the interactive object, and persistent defensive visual effects surrounding the target object; The dynamic tracking effects include projector effects with autonomous motion trajectories, and trajectory residue effects generated behind moving objects. The environmental interaction effects include persistent environmental atmosphere effects that are fixedly associated with the scene, dynamically spreading regional visual occlusion effects, and surface disturbance effects triggered by interaction.

[0013] Preferably, the rendering detail level of the persistent state indicator effect is dynamically adjusted according to the current interactive state of the interactive object; When the interactive object is in a highly interactive state, the persistent state indication effect is rendered with high level of detail. When the interactive object is in a low-interactivity or idle state, the persistent state indication effect is rendered with low level of detail.

[0014] Preferably, the method is applied to a mobile terminal device; the dynamic adjustment of the optimization strategy strength for different special effects types further includes: When the mobile terminal device is detected to be overheating or experiencing a drop in frame rate, the global particle count and physical simulation accuracy of the environmental interaction effects are reduced first, and the number of dynamic tracking effects displayed simultaneously is limited.

[0015] Preferably, the method is applied to a virtual reality system equipped with a head-mounted display device; determining whether to perform frustum culling or deferred rendering on the dynamic tracking effect includes: Based on the real-time posture data of the head-mounted display device, the frustum range of the virtual camera in the next frame is predicted, and progressive detail loading is enabled for the dynamic tracking effects located in the predicted frustum edge region.

[0016] In a second aspect, the present invention provides a readable medium including executable instructions, which, when executed by a processor of an electronic device, cause the electronic device to perform any of the methods described in the first aspect.

[0017] Thirdly, the present invention provides an electronic device including a processor and a memory storing execution instructions, wherein when the processor executes the execution instructions stored in the memory, the processor performs any of the methods described in the first aspect.

[0018] This invention provides a method for optimizing real-time rendering of 3D animation effects. By classifying effects based on dynamic interaction relationships and subsequent differentiated strategies, this invention achieves a significant improvement in rendering optimization. First, optimization rules matching the behavioral logic of three types of effects—static attachment, dynamic tracking, and environmental interaction—are applied, achieving intelligent and refined resource allocation. Second, real-time performance monitoring and adaptive adjustment of multi-level strategies ensure stable frame rates in complex scenes. Third, predictive resource scheduling effectively reduces stuttering and memory usage. These effects work synergistically to achieve the core goal of maximizing the balance between rendering efficiency and visual fidelity with limited hardware resources, and enhance the applicability of the solution across different performance platforms.

[0019] The further effects of the aforementioned non-conventional preferred method will be explained below in conjunction with specific embodiments. Attached Figure Description

[0020] To more clearly illustrate the embodiments of the present invention or the existing technical solutions, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are only some embodiments recorded in the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0021] Figure 1A schematic diagram illustrating an application scenario of a real-time rendering optimization method for 3D animation special effects provided in an embodiment of the present invention; Figure 2 This is a flowchart illustrating a real-time rendering optimization method for three-dimensional animation special effects provided in an embodiment of the present invention. Figure 3 A flowchart illustrating another method for real-time rendering optimization of 3D animation special effects provided in an embodiment of the present invention; Figure 4 A flowchart illustrating another method for real-time rendering optimization of 3D animation special effects provided in an embodiment of the present invention; Figure 5 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0022] To make the objectives, technical solutions, and advantages of this invention clearer, the technical solutions of this invention will be clearly and completely described below in conjunction with specific embodiments and corresponding drawings. Obviously, the described embodiments are only a part of the embodiments of this invention, and not all of them. Based on the embodiments of this invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this invention.

[0023] In video games, especially large-scale 3D games, real-time rendering is a core and computationally intensive task. As game scene complexity increases and players' demands for visual quality continue to rise, 3D animation effects (such as explosions, magic, fire, and air currents) play a crucial role in creating immersion, but the performance pressure they bring is also becoming increasingly significant.

[0024] Currently, the industry widely employs various optimization techniques to ensure smooth real-time rendering, primarily including: Level of Detail (LOD) models, which switch between models of different precision based on the distance between the object and the camera; frustum culling, which ignores rendering objects outside the camera's field of view; and asynchronous resource loading, which avoids stuttering caused by disk I / O. However, these techniques still have significant shortcomings when applied to a massive number of effects with diverse behaviors. First, existing methods typically treat effects as ordinary visual objects, using a uniform standard (such as distance) for optimization decisions, while ignoring the distinctly different behavioral patterns of various effects within the game logic (such as attaching to characters, tracking targets, and interacting with the environment). This "one-size-fits-all" optimization strategy either leads to visually critical effects being oversimplified due to their distance, impacting the core gameplay experience, or it severely wastes graphics processing resources by retaining a large number of unnecessary high-detail effects. Secondly, existing systems lack a dynamic classification and resource scheduling framework based on special effects behavior logic. This prevents them from intelligently and differentiatedly adjusting the strength and priority of optimization strategies during game execution based on scene state changes (such as combat outbreaks and scene transitions) and real-time performance metrics (such as frame rate and GPU load). Finally, in performance- or latency-sensitive scenarios such as mobile devices and virtual reality (VR), existing general-purpose solutions often struggle to maintain the optimal balance between visual quality and smoothness of special effects under limited computing power and stringent latency requirements.

[0025] Therefore, there is an urgent need in this field for a smarter and more refined method for real-time rendering optimization of 3D animation effects, which can understand the interactive intent of the effects and implement adaptive and differentiated resource management and rendering strategies accordingly.

[0026] The following will describe in detail, with reference to the accompanying drawings, a method for real-time rendering optimization of three-dimensional animation special effects according to an embodiment of this application.

[0027] Figure 1 This is a schematic diagram illustrating an application scenario according to an embodiment of this application. The application scenario may include terminal devices 101, 102, and 103, server 104, and network 105.

[0028] Terminal devices 101, 102, and 103 can be hardware or software. When terminal devices 101, 102, and 103 are hardware, they can be various electronic devices with displays that support communication with server 104, including but not limited to smartphones, tablets, laptops, and desktop computers. When terminal devices 101, 102, and 103 are software, they can be installed in the aforementioned electronic devices. Terminal devices 101, 102, and 103 can be implemented as multiple software programs or software modules, or as a single software program or software module; this application embodiment does not impose any limitations on this. Furthermore, various applications can be installed on terminal devices 101, 102, and 103, such as data processing applications, instant messaging tools, social platform software, search applications, shopping applications, etc.

[0029] Server 104 can be a server that provides various services, such as a backend server that receives requests sent by terminal devices with which it has established communication connections. This backend server can receive and analyze the requests sent by the terminal devices and generate processing results. Server 104 can be a single server, a server cluster consisting of several servers, or a cloud computing service center. This application embodiment does not limit this.

[0030] It should be noted that server 104 can be either hardware or software. When server 104 is hardware, it can be various electronic devices that provide various services to terminal devices 101, 102, and 103. When server 104 is software, it can be multiple software programs or software modules that provide various services to terminal devices 101, 102, and 103, or it can be a single software program or software module that provides various services to terminal devices 101, 102, and 103. This application embodiment does not impose any limitations on this.

[0031] Network 105 can be a wired network using coaxial cable, twisted pair, and fiber optic connection, or it can be a wireless network that enables interconnection of various communication devices without wiring, such as Bluetooth, Near Field Communication (NFC), and Infrared. This application embodiment does not limit this.

[0032] Users can establish a communication connection with server 104 via network 105 through terminal devices 101, 102, and 103 to receive or send information. Specifically, server 104 classifies special effects into three types based on the dynamic interaction between special effects resources and target objects in the game scene: static attachment effects, dynamic tracking effects, and environmental interaction effects; it determines the rendering priority and level of detail of static attachment effects based on the visual importance of the target object to which the static attachment effect is attached in the game screen; it determines whether to perform frustum culling or delayed rendering of dynamic tracking effects based on the relative position and motion state of dynamic tracking effects and the virtual camera; it determines the level of detail model used for environmental interaction effects based on the distance between environmental interaction effects and the virtual camera; it predictively and asynchronously loads and unloads special effects resources in response to changes in game progress or scene state; it monitors rendering performance in real time and dynamically adjusts the strength of optimization strategies for different types of special effects based on the monitored performance indicators.

[0033] It should be noted that the specific types, quantities, and combinations of terminal devices 101, 102, and 103, server 104, and network 105 can be adjusted according to the actual needs of the application scenario, and this application embodiment does not impose any restrictions on this.

[0034] Figure 2 This invention provides a specific embodiment of a real-time rendering optimization method for 3D animation special effects. In this embodiment, the real-time rendering optimization method for 3D animation special effects includes:

[0035] Step 201: Based on the dynamic interaction between special effects resources and target objects in the game scene, special effects are divided into three types: static attachment effects, dynamic tracking effects, and environmental interaction effects. Specifically, this embodiment is applied to video games, where special effects resources refer to the collection of digital assets used in the game engine to generate visual effects, typically including particle systems, texture maps, shader programs, and animation keyframe data. Target objects refer to entities in the game scene that can logically relate to special effects, such as player characters, non-player characters (NPCs), weapons, or interactive props in the scene. The core of this step lies in functionally classifying special effects based on the behavioral logic dimension of the dynamic interaction relationship between the special effects and the target objects. In this embodiment, static attachment effects include persistent status indication effects attached to the surface of interactive objects, and persistent defensive visual effects surrounding the target objects; dynamic tracking effects include projector effects with autonomous movement trajectories, and trajectory residue effects generated behind moving objects; environmental interaction effects include persistent environmental atmosphere effects fixedly associated with the scene, dynamically spreading regional visual occlusion effects, and surface disturbance effects triggered by interactions. Specifically, static attachment effects refer to effects whose spatial coordinates and posture continuously depend on the surface or local coordinate system of a target object, and are typically used to characterize the object's continuous state (such as weapon enhancement effects or character shield auras). Dynamic tracking effects refer to effects that, after generation, have a motion trajectory independent of the camera and actively track or fly towards a target or location (such as launched magic bullets or guided missile contrails). Environmental interaction effects refer to effects whose behavior is primarily bound to a fixed scene area, used to create an environmental atmosphere or respond to events within the scene, rather than following specific moving objects (such as the flame of a fixed torch, scene fog, or ground ripples upon impact). This classification based on interactive intent rather than visual form forms is the logical foundation for all subsequent differentiated optimization strategies.

[0036] Step 202: Determine the rendering priority and level of detail of the static attachment effect based on the visual importance of the target object to which the static attachment effect is attached in the game screen. Furthermore, in this embodiment, visual importance is a comprehensive evaluation parameter used to quantify the weight of a specific target object in the player's current focus of attention. The criteria for judgment may include, but are not limited to: whether the object is an avatar directly controlled by the player, whether it is located in the center of the screen, or whether it is engaged in a crucial interaction with the player character (such as an enemy boss in combat). This step stipulates that static attachment effects attached to objects of high visual importance should maintain their high level of detail rendering, i.e., using the full number of particles, complex shader calculations, and high-resolution textures; conversely, for similar effects attached to the background or non-critical objects, reduction or simplification operations are initiated, such as reducing the number of particle emissions, using a simpler shader model, or reducing texture sampling precision. This ensures that limited graphics processing resources are prioritized for the visual elements most impactful on the game experience.

[0037] Step 203: Based on the relative position and motion state of the dynamic tracking effect and the virtual camera, determine whether to perform frustum culling or delayed rendering on the dynamic tracking effect. Further, determining whether to perform frustum culling or deferred rendering on the dynamic tracking effect specifically includes: for dynamic tracking effects whose motion trajectory is about to enter the virtual camera's frustum, preloading the high-detail resources of the dynamic tracking effect; for dynamic tracking effects with fast movement and short screen dwell time, using a motion blur simplified model for rendering. The relative position and motion state in this embodiment include the instantaneous coordinates, velocity vector, and acceleration information of the dynamic tracking effect in three-dimensional space. Frustum culling is a standard optimization technique in computer graphics, referring to removing geometry or effect systems completely outside the visible frustum space of the virtual camera from the rendering queue of the current frame to save unnecessary rendering overhead. Deferred rendering, in this context, specifically refers to a resource allocation strategy, where some high-overhead calculations (such as complex lighting or physics simulations) can be postponed for effects that are not urgent in the current frame. Preloading high-detail resources means preparing the required high-precision models, textures, and other data from memory or video memory in advance before the effect enters the field of view to avoid frame rate fluctuations or effect pop-ups caused by real-time loading. Motion blur simplification is a visual approximation technique for high-speed moving objects. It replaces the original complex and detailed model with blurred textures or trailing particles, which greatly reduces the burden of geometric and pixel processing with almost no impact on visual perception.

[0038] Step 204: Determine the level of detail model used for the environmental interaction effects based on the distance between the environmental interaction effects and the virtual camera; Furthermore, the level of detail (LOD) model used for environmental interaction effects is determined, specifically including: for environmental interaction effects within a first proximity threshold of the virtual camera, physical interaction simulation and high particle count rendering are enabled; for environmental interaction effects exceeding the first proximity threshold but not exceeding the second distance threshold, simplified particle systems or animated textures are used for rendering; for environmental interaction effects exceeding the second distance threshold, static bulletin boards or simplified color blocks are used for rendering. This step details the LOD switching strategy for environmental interaction effects, with the core control variable being the Euclidean distance between the effect and the virtual camera. The first proximity threshold (referred to as the "near threshold") and the second distance threshold (referred to as the "far threshold") satisfy a strictly increasing relationship: 0 < first proximity threshold < second distance threshold. These two thresholds together divide the three-dimensional space around the camera into three continuous and mutually exclusive annular decision regions:

[0039] High Detail Zone: A spherical spatial region between the camera's origin and the first proximity threshold. Environmental interactive effects falling within this region are considered to be within the player's close-up viewing range and must retain full visual realism.

[0040] Medium detail area: A spherical spatial region between the first near-distance threshold and the second far-distance threshold. Special effects in this region are at a mid-range field of view, and their visual importance is reduced, so a moderate simplification strategy can be adopted.

[0041] Low detail area: The entire spatial region beyond the second distance threshold. Effects in this area occupy very few pixels on the screen due to the great distance, thus allowing for extreme simplification.

[0042] Initial threshold values ​​are typically set as a percentage of the virtual camera's frustum depth range or in game world units. For example, the near threshold can be set to 20% of the frustum depth, and the far threshold to 60% of the frustum depth, to ensure that the division conforms to the actual field of view distribution.

[0043] On different performance platforms, the threshold can be dynamically adjusted to balance image quality and performance. On mobile devices, to reduce load, the range of high detail areas can be appropriately reduced (i.e., the near threshold is lowered) and the range of low detail areas can be expanded (i.e., the far threshold is lowered), allowing more effects to be simplified more quickly. On high-end PCs or consoles, the opposite adjustment can be made, expanding the high detail area to improve overall visual fidelity. In this embodiment, the first near threshold and the second far threshold can divide the space into three attention zones: high, medium, and low. In the near zone, effects enable physical interaction simulation (such as flames being affected by wind, and water ripples spreading) and high particle count rendering to provide the highest realism. In the medium zone, it degenerates into simplified particle systems or animated textures, that is, using pre-rendered sequence frame images or simplified particle effects to simulate dynamics. In the far zone, it is further simplified to a static bulletin board (a two-dimensional plane that always faces the camera, covered with simplified images of effects) or pure color blocks, at which point only its most basic color and shape information is retained. This technology, which dynamically degrades based on distance, greatly reduces the pixel filling and fragment shading pressure on the GPU while maintaining the overall scene atmosphere.

[0044] Step 205: In response to changes in game progress or scene state, perform predictive asynchronous loading and unloading of special effects resources; Furthermore, predictive asynchronous loading and unloading of special effects resources is implemented. Specifically, this includes: based on predefined data from the game level map or player movement trend analysis, preloading environmental interaction effects resource packages that may appear in the next game area into memory; and marking non-essential effects resource packages that the player character has moved away from as unloadable. Predictive asynchronous loading and unloading refers to loading the effects resource packages (including models, textures, etc.) that may be used in the next area into RAM or VRAM in a background thread, without blocking the main rendering thread, based on predictions of game logic (such as the player moving along a preset path or about to enter a new area). Simultaneously, effects resource packages corresponding to areas where the player has moved away and will not return in the short term are marked as unloadable, allowing the memory management system to reclaim the space occupied by these resources when needed. This mechanism effectively avoids game stuttering caused by the simultaneous loading of a large number of resources during scene transitions and optimizes the application's memory usage.

[0045] Step 206: Monitor rendering performance in real time and dynamically adjust the strength of optimization strategies for different effects types based on the monitored performance metrics.

[0046] Furthermore, real-time monitoring of rendering performance and dynamic adjustment of optimization strategy strength for different effect types based on monitored performance metrics include: predefining multiple strategy levels corresponding to performance metrics, with each strategy level associated with a set of differentiated detail levels configurations for static attachment effects, dynamic tracking effects, and environmental interaction effects; comparing monitored performance metrics with the thresholds of each strategy level in real time to determine the current strategy level; and dynamically adjusting the rendering detail levels of various effects based on the configuration associated with the current strategy level. Specifically, when switching from a low performance level to a high performance level, the detail levels of static attachment effects and dynamic tracking effects are restored first, followed by the detail levels of environmental interaction effects. Rendering performance metrics typically include, but are not limited to, frames per second (FPS), GPU utilization, and rendering time per frame. Dynamically adjusting the optimization strategy strength means that the system does not use a fixed configuration but can respond based on real-time performance feedback. This step predefines multiple strategy levels (such as "Extreme Quality," "Balanced," and "Performance Mode"), each associated with a set of detail level parameter tables configured for the three types of effects. The system continuously compares monitored performance metrics with the thresholds of each level to determine the current strategy level. Subsequently, based on the parameter table corresponding to the level, the rendering detail levels of various special effects are dynamically adjusted. Among them, the strategy of prioritizing the restoration of the detail levels of static attachment effects and dynamic tracking effects when performance recovers reflects an optimization strategy that prioritizes the core game interaction experience, because these two types of effects are more closely related to player operations and direct objectives.

[0047] As can be seen from the above technical solution, the beneficial effects of this embodiment are as follows: It innovatively classifies special effects based on the dynamic interaction between special effects and the game world, and formulates precise matching differentiated optimization rules (priority scheduling, intelligent culling, and LOD) for the inherent behavioral patterns of each type of special effect. By combining this differentiated strategy with predictive resource scheduling and an adaptive control loop based on real-time performance feedback, this solution can intelligently and dynamically allocate graphics computing resources in complex and ever-changing game scenes. Ultimately, under limited hardware computing power, it maximizes the visual quality of special effects within the player's focus of attention, while efficiently simplifying a large number of secondary special effects, thereby achieving the optimal balance between overall rendering efficiency and core visual fidelity. This effectively solves the problems of resource waste and uneven experience caused by the "one-size-fits-all" optimization in existing technologies.

[0048] Figure 2 The embodiments shown are merely basic examples of the method of the present invention. Other preferred embodiments of the method can be obtained by making certain optimizations and extensions based on them.

[0049] like Figure 3 The image shows another specific embodiment of the real-time rendering optimization method for 3D animation special effects according to the present invention. This embodiment is a further description based on the foregoing embodiments. In this embodiment, the method includes the following steps:

[0050] Step 301: Continuous state indicator effect, the rendering detail level is dynamically adjusted according to the current interaction state of the interactive object; Specifically, this embodiment establishes a special effects detail control mechanism driven by real-time game interaction logic. The current interactive state of an interactive object is a state variable updated in real-time by the game logic layer, comprehensively reflecting the object's functional activity and strategic importance in the gameplay. This state can be determined based on various preset rules, such as: whether the object is in a player-controlled sequence, whether it participates in skill release or attack actions, whether it is in a critical mission phase, or whether its health / energy value triggers a specific threshold. Dynamic adjustment means that the rendering system no longer allocates appropriate rendering resources for persistent state indication effects, but instead establishes a feedback mechanism linked to the interactive state. When the state changes, the system automatically queries a predefined "state-detail mapping table" and triggers a smooth transition at the corresponding level of detail (such as fade-in / fade-out, geometric deformation, or particle parameter interpolation).

[0051] Step 302: When an interactive object is in a highly interactive state, use high detail rendering for the persistent state indicator effect; Furthermore, this step explicitly defines the rendering strategy for highly interactive states. "Highly interactive states" typically represent a core action phase that directly impacts game progress or player attention, such as a player character activating a special skill, a weapon charging up a powerful attack, a boss entering a berserk state, or a key story item being activated. In this state, high-detail rendering is enforced on associated persistent state indicator effects. This means enabling the highest-level rendering configuration preset in the effect's resource set, which may include: maximum particle emission rate and survival count, enabling complex physical simulations (such as vortex calculations for energy flow), using multi-channel shaders to achieve volumetric or rim lighting effects, and triggering high-fidelity sound effects. The technical objective is to provide the strongest visual impact and feedback clarity during gameplay climaxes, ensuring effective communication of interactive game information and a peak immersive experience.

[0052] Step 303: When an interactive object is in a low-interactivity or idle state, use low-level-of-detail rendering for persistent state indicator effects.

[0053] Furthermore, this step specifies resource-saving strategies for low-interaction or idle states. Low-interaction or idle states encompass scenes where objects are not involved in core gameplay or are in background support, such as: characters standing or moving in non-combat areas, weapons stored in backpacks, the permanent presence of protective auras in peacetime mode, or the normal effects of environmental decorations. In this state, the system will switch associated effects to low-level-of-detail rendering. Specific technical implementations may include: replacing particle systems with more cost-effective presets (reducing particle count and simplifying update frequency), replacing dynamic particle simulations with static or slowly changing animated textures, reducing shader computational complexity (such as removing dynamic lighting calculations), or even merging multiple adjacent low-importance effects for instantiation and rendering. The core effect of this is to significantly reduce GPU pixel and vertex processing load, vertex shader calls, and memory bandwidth usage while maintaining basic visual identity functionality.

[0054] As can be seen from the above technical solutions, the beneficial effects of this embodiment are as follows: Based on basic classification optimization, this embodiment introduces a more refined decision-making dimension based on real-time game logic. This makes the rendering overhead of statically attached effects no longer a fixed value, but rather dynamically fluctuates with the gameplay rhythm and object state. During intense battles and frequent interactions, resources are automatically allocated to key visual feedback; during calm periods, resources are automatically conserved. This on-demand allocation mechanism further optimizes the load curve of the graphics processing unit (GPU), avoiding unnecessary performance waste, enabling the support of more complex effects on screen under the same hardware conditions, or further reducing device power consumption and heat generation while maintaining performance. It enhances the adaptability of the basic solution, making optimization not only based on spatial location and performance, but also directly responding to the core game interaction logic.

[0055] Figure 2 The embodiments shown are merely basic examples of the method of the present invention. Other preferred embodiments of the method can be obtained by making certain optimizations and extensions based on them.

[0056] like Figure 4 The image shows another specific embodiment of the real-time rendering optimization method for 3D animation special effects according to the present invention. This embodiment is a further description based on the foregoing embodiments. In this embodiment, the method includes the following steps:

[0057] Step 401: When the mobile terminal device is detected to be overheating or the frame rate is dropping, the global particle count and physical simulation accuracy of the environmental interaction effects are reduced first, and the number of dynamic tracking effects displayed at the same time is limited. Specifically, this step addresses typical limitations of mobile terminal devices (such as smartphones and tablets). When the monitoring system detects device overheating or frame rate drops, this embodiment specifies a particular optimization strategy: prioritizing the reduction of the global particle count and physics simulation accuracy of environmental interaction effects. This is because environmental effects are typically numerous, have a wide coverage area, and have a relatively small impact on direct player feedback, making them an ideal entry point for load reduction. Limiting the simultaneous display of dynamic tracking effects is to prevent the generation of a large number of highly dynamic effects (such as explosive skill effects) in a short period of time from causing instantaneous GPU overload. Both of these measures are a concretization and enhancement of the dynamic adjustment optimization strategy in the basic method on mobile platforms, aiming to quickly and effectively suppress the rendering load within the device's sustainable heat dissipation and performance thresholds, ensuring a smooth gaming experience.

[0058] Step 402: Based on the real-time posture data of the head-mounted display device, predict the range of the virtual camera's view frustum in the next frame, and enable progressive detail loading for dynamic tracking effects located in the predicted view frustum edge region.

[0059] Furthermore, this step addresses the extreme requirements of virtual reality systems for low latency and high frame rates (typically above 90fps to avoid motion sickness). This embodiment adds predictive optimization to the basic method's utilization of frustum culling. Based on real-time posture data from the head-mounted display (such as gyroscope and accelerometer data), the system can predict the frustum range of the virtual camera in the next frame with high confidence. For dynamic tracking effects located at the edge of the predicted frustum, the system enables progressive detail loading. That is, when the effect enters the edge of the field of view, it is initially presented with medium or low detail; once it stabilizes in the center of the field of view or the player's gaze point, high-detail resources are then fully loaded. This avoids the instantaneous computational spikes and frame rate increases that might occur when a large number of newly entered high-detail effects are loaded simultaneously during rapid camera rotation, which is crucial for maintaining the extremely stable low-latency rendering necessary for the VR experience.

[0060] As can be seen from the above technical solution, the beneficial effects of this embodiment are as follows: by defining specific optimization measures in two challenging environments—mobile platforms and VR systems—it proves that this solution is not an isolated theoretical method, but a solution with strong engineering practical value. It can implement fast and precise load suppression strategies to address the heat dissipation and computing power bottlenecks of mobile devices; simultaneously, it can achieve forward-looking smooth resource loading to address the latency sensitivity of VR systems. This significantly enhances the practical value and versatility of this optimization method in hardware ecosystems with different performance levels and interaction modes, enabling it to provide key performance optimization support for a wider range of game development and terminal devices.

[0061] Figure 5 This is a schematic diagram of the electronic device 5 provided in an embodiment of this application. Figure 5 As shown, the electronic device 5 of this embodiment includes: a processor 501, a memory 502, and a computer program 503 stored in the memory 502 and executable on the processor 501. When the processor 501 executes the computer program 503, it implements the steps in the various method embodiments described above.

[0062] Electronic device 5 can be a desktop computer, laptop, handheld computer, cloud server, or other electronic device. Electronic device 5 may include, but is not limited to, processor 501 and memory 502. Those skilled in the art will understand that... Figure 5 This is merely an example of electronic device 5 and does not constitute a limitation on electronic device 5. It may include more or fewer components than shown, or different components.

[0063] The processor 501 can be a central processing unit (CPU), or other general-purpose processors, digital signal processors (DSPs), application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc.

[0064] The memory 502 can be an internal storage unit of the electronic device 5, such as a hard disk or RAM of the electronic device 5. The memory 502 can also be an external storage device of the electronic device 5, such as a plug-in hard disk, Smart Media Card (SMC), Secure Digital (SD) card, Flash Card, etc., equipped on the electronic device 5. The memory 502 can also include both internal and external storage units of the electronic device 5. The memory 502 is used to store computer programs and other programs and data required by the electronic device.

[0065] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the above-described division of functional units and modules is merely an example. In practical applications, the above functions can be assigned to different functional units and modules as needed, that is, the internal structure of the device can be divided into different functional units or modules to complete all or part of the functions described above. The functional units and modules in the embodiments can be integrated into one processing unit, or each unit can exist physically separately, or two or more units can be integrated into one unit. The integrated unit can be implemented in hardware or as a software functional unit.

[0066] If integrated modules / units are implemented as software functional units and sold or used as independent products, they can be stored in a readable storage medium (e.g., a computer-readable storage medium). Based on this understanding, all or part of the processes in the methods of the above embodiments can also be implemented by a computer program instructing related hardware. The computer program can be stored in a readable storage medium, and when executed by a processor, it can implement the steps of the various method embodiments described above. The computer program may include computer program code, which may be in the form of source code, object code, executable files, or certain intermediate forms. The computer-readable storage medium may include: any entity or device capable of carrying computer program code, recording media, USB flash drives, portable hard drives, magnetic disks, optical disks, computer memory, read-only memory (ROM), random access memory (RAM), electrical carrier signals, telecommunication signals, and software distribution media, etc.

[0067] The above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit them. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some of the technical features. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be included within the protection scope of this application.

Claims

1. A method for optimizing real-time rendering of 3D animation special effects, applied to video games, characterized in that... The method includes: Based on the dynamic interaction between special effects resources and target objects in the game scene, special effects are divided into three types: static attachment effects, dynamic tracking effects, and environmental interaction effects. The rendering priority and level of detail of the static attachment effect are determined based on the visual importance of the target object to which the static attachment effect is attached in the game screen. Based on the relative position and motion state of the dynamic tracking effect and the virtual camera, determine whether to perform frustum culling or delayed rendering on the dynamic tracking effect. The level of detail model used for the environmental interaction effects is determined based on the distance between the environmental interaction effects and the virtual camera. In response to changes in game progress or scene state, the special effects resources are predictively loaded and unloaded asynchronously; Real-time monitoring of rendering performance, and dynamic adjustment of optimization strategies for different effects types based on the monitored performance metrics.

2. The method according to claim 1, characterized in that, Determining the rendering priority and level of detail of the static attachment effect specifically includes: When the target object is a player-controlled character, or the main interactive object of the character, the high level of detail rendering of the static attachment effect is maintained. When the target object is a scene background element or a non-critical object, the level of detail of the static attachment effect is reduced or simplified.

3. The method according to claim 1, characterized in that, The determination of whether to perform frustum culling or deferred rendering on the dynamic tracking effect specifically includes: For the dynamic tracking effect whose motion trajectory is about to enter the virtual camera's view frustum, preload the high level of detail resources of the dynamic tracking effect; For dynamic tracking effects that involve fast movement and short screen dwell time, a simplified motion blur model is used for rendering.

4. The method according to claim 1, characterized in that, The determination of the level of detail model used for the environmental interaction effects specifically includes: For environmental interaction effects within a first proximity threshold of the virtual camera, physical interaction simulation and high particle number rendering are enabled. For environmental interactive effects where the distance exceeds the first near-distance threshold but does not exceed the second far-distance threshold, simplified particle systems or animated textures are used for rendering. For environmental interactive effects where the distance exceeds the second long-distance threshold, static bulletin boards or simplified color blocks are used for rendering.

5. The method according to claim 1, characterized in that, The predictive asynchronous loading and unloading of the special effects resources specifically includes: Based on predefined data of the game level map or analysis of player movement trends, the environmental interaction effects resource pack that may appear in the next game area is loaded into memory in advance; Mark non-essential special effects resource packs that the player character has moved away from as uninstallable.

6. The method according to claim 1, characterized in that, The real-time monitoring of rendering performance, and the dynamic adjustment of optimization strategies for different effects types based on the monitored performance metrics, include: Multiple strategy levels are predefined to correspond to the performance metrics, and each strategy level is associated with a set of differentiated detail levels configurations for the static attachment effect, the dynamic tracking effect, and the environmental interaction effect. The monitored performance metrics are compared in real time with the threshold values ​​of each policy level to determine the current policy level. Based on the configuration associated with the current strategy level, the rendering detail level of various special effects is dynamically adjusted; wherein, when switching from a low performance level to a high performance level, the detail level of the static attachment effect and the dynamic tracking effect is restored first, and then the detail level of the environmental interaction effect is restored.

7. The method according to claim 1, characterized in that, The static attachment effects include persistent status indication effects attached to the surface of interactive objects, and persistent defensive visual effects surrounding the target object. The dynamic tracking effects include projector effects with autonomous motion trajectories, and trajectory residue effects generated behind moving objects. The environmental interaction effects include persistent environmental atmosphere effects that are fixedly associated with the scene, dynamically spreading regional visual occlusion effects, and surface disturbance effects triggered by interaction.

8. The method according to claim 7, characterized in that, The rendering detail level of the persistent state indicator effect is dynamically adjusted according to the current interactive state of the interactive object; When the interactive object is in a highly interactive state, the persistent state indication effect is rendered with high level of detail. When the interactive object is in a low-interactivity or idle state, the persistent state indication effect is rendered with low level of detail.

9. The method according to claim 1, characterized in that, The method is applied to mobile terminal devices; the dynamic adjustment of the optimization strategy intensity for different special effects types also includes: When the mobile terminal device is detected to be overheating or experiencing a drop in frame rate, the global particle count and physical simulation accuracy of the environmental interaction effects are reduced first, and the number of dynamic tracking effects displayed simultaneously is limited.

10. The method according to claim 1, characterized in that, The method is applied to a virtual reality system equipped with a head-mounted display device; determining whether to perform frustum culling or deferred rendering on the dynamic tracking effect includes: Based on the real-time posture data of the head-mounted display device, the frustum range of the virtual camera in the next frame is predicted, and progressive detail loading is enabled for the dynamic tracking effects located in the predicted frustum edge region.