Animation Rendering Caching for Still Intervals
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Conventional animation rendering methods increase calculation load, affecting the fluency of animation playback due to the need to compute animation data for each frame based on key frames, leading to inefficiencies in rendering and user experience.
Innovation Solution
A method that identifies and caches 'still' intervals in animation data, allowing for the reuse of initial animation drawing data within these intervals, reducing the need for continuous recalculation and improving rendering efficiency by leveraging 'animation-file caching', 'drawing-data caching', and 'rendering-data caching' techniques.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If animation data for each frame is computed based on key frames, then animation playback can be achieved, but calculation load increases and rendering fluency deteriorates
Solution Approach 1:
The patent pre-calculates and identifies 'still intervals' where animation drawing data remains unchanged during playback. By determining these intervals in advance and caching the animation drawing data, the system avoids real-time recalculation during playback, thus improving rendering efficiency while maintaining playback fluency.
Solution Approach 2:
The patent applies different processing strategies to different parts of the animation data based on their characteristics. For frames identified as being in 'still intervals' where data doesn't change, caching is applied. For other frames requiring updates, normal computation is performed. This localized approach optimizes overall rendering efficiency without compromising playback quality.
2Manufacturing precision
If animation drawing data is recalculated for each frame, then accurate animation rendering is achieved, but repeated data processing increases time consumption
Solution Approach 1:
The system performs preliminary identification of 'still intervals' where animation drawing data remains unchanged. By caching the animation drawing data for these intervals in advance, the system eliminates the need for repeated real-time computation during playback, significantly reducing rendering time while maintaining rendering accuracy through the use of pre-computed data.
Solution Approach 2:
The patent creates cached copies of animation drawing data for frames in 'still intervals'. Instead of recalculating the same data repeatedly during playback, the system uses these pre-generated copies, which maintains rendering accuracy while dramatically reducing the time consumption associated with repeated data processing.
3Reliability
If continuous recalculation of animation data is performed, then up-to-date rendering data is obtained, but calculation amount increases and affects playback smoothness
Solution Approach 1:
The patent pre-identifies 'still intervals' where animation drawing data remains unchanged and caches this data in advance. During playback, the system retrieves cached data for these intervals instead of performing continuous recalculation, ensuring that rendering data remains fresh and accurate while significantly reducing the calculation amount to maintain playback smoothness.
Solution Approach 2:
The system transitions from continuous recalculation to periodic updates based on identified 'still intervals'. By caching animation drawing data for these intervals and updating only when necessary (when exiting a still interval), the system maintains reliable rendering data while reducing continuous computational overhead, thereby improving playback smoothness.
Data Source
Figure 1~2
Figure 3~4
Figure 5~6
AI summary
The present invention relates to a method and device for rendering an animation, a computer readable storage medium, and a computer apparatus. The method comprises: acquiring an animation file in a target format; when the animation file is decoded, determining, from animation drawing data obtained from decoding, an animation drawing data interval meeting a non-motion condition; buffering initial animation drawing data in the animation drawing data interval; in the process of playing the animation file, if animation drawing data corresponding to a frame to be played meets the non-motion condition, reading the buffered initial animation drawing data corresponding to said frame; and performing animation rendering according to the read initial animation drawing data.