Adaptive Ray Tracing Density for Mobile Rendering Efficiency
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Solution Overview
Problem
Ray tracing technology on mobile terminals results in high power consumption and low execution efficiency due to the need to trace each ray in a scene, leading to computational overheads that are not efficiently managed.
Innovation Solution
Adaptive adjustment of ray emission density based on the visible range proportion and distance of the to-be-rendered model from the photographing apparatus, using a first or second ray emission density depending on specific conditions, and employing a Vulkan ray tracing acceleration structure to optimize rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If ray tracing technology is used to trace each ray in a scene, then rendering quality is improved, but power consumption increases and execution efficiency decreases
Solution Approach 1:
The patent applies local quality by differentiating ray emission density across different spatial regions and object types. Important objects (e.g., characters, weapons) receive high ray emission density for detailed rendering, while background objects receive low or zero ray emission density. This selective approach maintains rendering quality for critical elements while reducing overall power consumption.
Solution Approach 2:
The patent implements dynamic adjustment of ray emission density based on real-time conditions including object importance, distance from camera, and scene complexity. The system continuously adapts rendering parameters during runtime, increasing density for important foreground objects and decreasing it for background elements, thereby optimizing the balance between rendering quality and power consumption.
2Manufacturing precision
If ray tracing technology is used to trace each ray in a scene, then rendering quality is improved, but execution efficiency decreases
Solution Approach 1:
The patent applies local quality by differentiating ray emission density across different spatial regions and object types. Important objects (e.g., characters, weapons) receive high ray emission density for detailed rendering, while background objects receive low or zero ray emission density. This selective approach maintains rendering quality for critical elements while reducing overall power consumption.
Solution Approach 2:
The patent implements dynamic adjustment of ray emission density based on real-time conditions including object importance, distance from camera, and scene complexity. The system continuously adapts rendering parameters during runtime, increasing density for important foreground objects and decreasing it for background elements, thereby optimizing the balance between rendering quality and power consumption.
3Use of energy by moving object
If adaptive ray emission density is used based on visible range proportion and distance, then power consumption is reduced, but rendering complexity increases
Solution Approach 1:
The patent applies preliminary action by pre-calculating and storing importance values for different objects in the scene before rendering begins. These importance values are determined based on object types, material properties, and expected visual impact. During rendering, the system directly references these pre-computed values to determine ray emission density, avoiding complex real-time calculations and reducing overall rendering complexity.
Solution Approach 2:
The patent replaces complex mechanical ray tracing calculations with a simplified importance-based sampling system. Instead of uniformly tracing all rays through complex intersection tests, the system uses pre-computed importance values to selectively emit rays only where needed, substituting complex mechanical computation with a more efficient importance-driven approach.
Data Source
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AI summary
Embodiments of this application relate to the field of electronic technologies. Provided are a rendering method and apparatus, a device, and a storage medium. In a graphics rendering process, for a to-be-rendered model included in to-be-rendered data, when the to-be-rendered model meets a first condition, ray tracing rendering is performed on the to-be-rendered model based on first ray emission density; or when the to-be-rendered model meets a second condition, ray tracing rendering is performed on the to-be-rendered model based on second ray emission density. When the first condition is different from the second condition, the first ray emission density is different from the second ray emission density. In the technical solution, when a condition met by the to-be-rendered model changes, ray emission density for performing ray tracing rendering can be adaptively adjusted, which reduces power consumption during rendering and improves rendering efficiency while ensuring a rendering effect.