3D Scene Rendering With Selective Wavelength Sampling

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Solution Overview

Problem

Ray-traced spectral rendering is computationally intensive due to tracing each ray at multiple wavelengths, leading to high processing demands.

Innovation Solution

A method for rendering graphics data by identifying a subset of scene wavelengths that meet a threshold contribution to the scene, using lightmap data to reduce computational intensity through Fourier transform and wavelength multiplexing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If ray-traced spectral rendering traces each ray at multiple wavelengths, then image realism and accuracy are improved, but computational intensity and processing power requirements increase significantly

Engineering Contradiction:
Improverendering accuracyVSAvoidcomputational efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent extracts only the relevant wavelengths from the full spectrum that actually contribute to the scene rendering. By analyzing the lightmap data and identifying which wavelengths interact with scene materials, the system removes unnecessary wavelength calculations, thereby reducing computational intensity while preserving rendering accuracy for the remaining relevant wavelengths.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the parameter of wavelength sampling from a dense full-spectrum approach to a sparse selective approach. By modifying how wavelengths are sampled and processed—using techniques like wavelength multiplexing and focusing only on wavelengths that meet contribution thresholds—the system achieves comparable rendering quality with significantly reduced computational requirements.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If ray-traced spectral rendering simulates interaction of continuous spectrum wavelengths, then material interaction realism is improved, but processing time and computational resources increase

Engineering Contradiction:
Improvematerial interaction accuracyVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies partial action by computing spectral interactions only for wavelengths that actually contribute to the final image, rather than processing the entire continuous spectrum. By identifying and processing only the subset of wavelengths that interact with scene materials above a certain threshold, the system maintains material interaction accuracy where needed while avoiding unnecessary calculations for wavelengths that would not affect the rendering.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent performs preliminary analysis of the scene and lightmap data before full rendering to identify which wavelengths are relevant. This pre-computation step allows the system to prepare a filtered set of wavelengths to process, thereby reducing the overall rendering time while maintaining accuracy for the identified relevant wavelengths.

Inventive Principle:
Principle #10Preliminary action

3Productivity

If wavelength multiplexing techniques are used to trace multiple wavelengths per ray, then spectral rendering efficiency is improved, but computational complexity remains high

Engineering Contradiction:
Improverendering throughputVSAvoidalgorithm complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent segments the wavelength spectrum into distinct bands or groups that can be processed separately. By dividing the full spectrum into manageable wavelength segments and processing each segment independently or in parallel, the system reduces algorithmic complexity while maintaining the benefits of multi-wavelength processing through techniques like wavelength multiplexing.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20250378618A1System and method for rendering graphics data
Publication Date: 2025.12.11 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250378618A1 patent drawing
  • US20250378618A1 patent drawing

AI summary

A computer implemented method for rendering graphics data of a 3D scene on a video gaming system comprising a GPU, the method comprising: obtaining lightmap data of the 3D scene; identifying a plurality of scene wavelengths based on the lightmap data, wherein the plurality of scene wavelengths are wavelengths that meet a threshold contribution to the 3D scene; and rendering the scene based on the plurality of scene wavelengths.