3D Scene Rendering Split for Multi-Client Cloud Game Images
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Solution Overview
Problem
In cloud games, rendering a three-dimensional virtual environment for multiple clients results in low efficiency and high cost due to repeated rendering of the same environment for each client, leading to increased performance consumption.
Innovation Solution
Render the three-dimensional virtual scene once to obtain a scene background rendering map, and then blend it with foreground target rendering maps to generate individual client pictures, decoupling the rendering process to improve efficiency and reduce costs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the server renders the three-dimensional virtual environment separately for each client, then each client can obtain its own game picture, but the rendering efficiency is low and the performance consumption is high
Solution Approach 1:
The patent segments the rendering process into two independent parts: (1) rendering the three-dimensional virtual environment once to obtain a background rendering map, and (2) rendering each client's foreground target separately. This segmentation allows the environment to be rendered only once while still providing customized views for multiple clients, thereby improving rendering efficiency and reducing performance consumption.
Solution Approach 2:
The patent merges the separately rendered background rendering map and foreground target rendering map through blending to generate the final game picture. This combining approach allows the system to reuse the environment rendering across multiple clients while maintaining individual client perspectives, resolving the contradiction between rendering efficiency and customization.
2Productivity
If the server renders the three-dimensional virtual environment for multiple clients, then each client receives its game picture, but the rendering cost increases
Solution Approach 1:
The background rendering map serves multiple functions and multiple clients simultaneously. By rendering the three-dimensional virtual environment once and reusing the resulting background rendering map for all clients, the system achieves multi-functionality where a single rendering operation supports multiple clients, thereby reducing rendering cost while maintaining the ability to serve multiple clients.
3Adaptability or versatility
If the server processes each client's user image and renders the complete scene for each client, then personalized game pictures are achieved, but the processing time increases
Solution Approach 1:
The patent performs preliminary rendering of the three-dimensional virtual environment to create the background rendering map before processing individual client requests. This preliminary action allows the time-consuming environment rendering to be done once in advance, while subsequent client-specific processing only requires rendering the foreground target and blending, significantly reducing the processing time for each client while maintaining personalization capability.
Data Source
AI summary
Disclosed are a picture generation method performed by a computer device. The method includes: rendering a three-dimensional virtual scene to obtain a scene background rendering map; rendering a first foreground target reported by a first terminal associated with a first client to obtain a first foreground target rendering map; blending the scene background rendering map and the first foreground target rendering map to obtain a first picture, the first picture including the first foreground target displayed in the three-dimensional virtual scene; and providing the first picture to the first terminal associated with the first client for displaying the first picture. A technology of thousand people with thousand faces is achieved, the rendering efficiency can be improved, and the cost is saved.


