Area Light Rendering Without Horizon Clipping

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Solution Overview

Problem

Existing rendering technologies face inefficiencies and high memory resource occupation due to horizon clipping when integrating area lights, particularly in mobile platforms, leading to increased computational complexity and reduced rendering performance.

Innovation Solution

A method that generates a target transformation matrix to projectively transform vertices of area lights onto a spherical surface, determining lighting vectors without horizon clipping, thereby reducing the number of instructions and memory resources required for rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If horizon clipping is applied when integrating area lights, then rendering accuracy is improved, but computational complexity and memory resource occupation increase

Engineering Contradiction:
Improverendering accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent extracts and eliminates the horizon clipping operation from the area light integration process. By removing this complex computational step, the patent reduces the number of instructions and memory resource occupation while maintaining rendering accuracy through alternative mathematical formulations that avoid horizon clipping entirely.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent changes the mathematical parameters and formulation of the area light integration equation. By reformulating the integration process with different mathematical parameters and approaches, the patent achieves accurate rendering without requiring horizon clipping, thus reducing computational complexity.

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If horizon clipping is applied when integrating area lights, then rendering accuracy is improved, but rendering efficiency deteriorates

Engineering Contradiction:
Improverendering accuracyVSAvoidrendering efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent removes the horizon clipping operation from the rendering pipeline, which directly improves rendering efficiency by reducing the number of computational instructions and memory accesses required, while maintaining accuracy through alternative mathematical approaches.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent skips the horizon clipping step entirely by using a simplified mathematical formulation that directly computes the area light integration without needing to clip horizons, thereby rushing through the rendering process more efficiently while maintaining accuracy.

Inventive Principle:
Principle #21Skipping (Rushing through)

3Measurement precision

If horizon clipping is applied when integrating area lights, then rendering accuracy is improved, but memory resource occupation increases

Engineering Contradiction:
Improverendering accuracyVSAvoidmemory resource occupation
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent extracts and removes the horizon clipping operation that consumes memory resources. By eliminating this operation and its associated data structures, the patent reduces memory resource occupation while maintaining rendering accuracy through a more memory-efficient mathematical formulation.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS12412336B2Data processing method, data processing apparatus, and computer-readable storage medium
Publication Date: 2025.09.09 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12412336B2 patent drawing
  • US12412336B2 patent drawing
  • US12412336B2 patent drawing

AI summary

This application discloses a method performed by a computer device. The method includes: obtaining service resource data in a virtual scene containing an area light; generating a target transformation matrix based on the inverse matrix transformation data, projectively transforming a vertex corresponding to vertex position data onto a spherical surface based on a target transformation matrix, shading point data and vertex position data, and generating a first lighting vector based on the vertex projectively transformed onto the spherical surface; determining relative position information between a shading point corresponding to the shading point data and the area light based on plane equation data and the shading point data, and a second lighting vector based on the relative position information and the first lighting vector; and generating target rendering data for rendering the virtual scene based on the second lighting vector and the inverse matrix transformation data.