Batch Rendering of 3D Virtual Entities for Game Performance

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Solution Overview

Problem

Video games often render background characters in 2D due to the high computational resources required for rendering large numbers of 3D characters, resulting in unnatural and lifeless appearances within the game environment.

Innovation Solution

A system and method for generating 3D virtual entities in batches based on similar mesh elements, allowing for efficient rendering of varied appearances and animations within a game application, reducing computational load and enhancing visual realism.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Shape

If 3D background characters are rendered individually, then visual realism is improved, but computational resources are consumed excessively and game performance deteriorates

Engineering Contradiction:
Improvevisual realismVSAvoidgame performance
Core Design Contradiction:
ShapeVSProductivity

Solution Approach 1:

The patent merges multiple 3D character models into a single composite mesh structure, allowing the rendering system to process groups of characters as unified objects rather than individual entities. This combining approach maintains visual realism through varied appearances while dramatically reducing the computational overhead of rendering each character separately, thus resolving the contradiction between visual quality and game performance.

Inventive Principle:
Principle #5Merging (Combining)

2Productivity

If 2D rendering is used for background characters, then computational resources are saved and game performance improves, but visual realism and natural appearance deteriorate

Engineering Contradiction:
Improvegame performanceVSAvoidvisual realism
Core Design Contradiction:
ProductivityVSShape

Solution Approach 1:

The patent segments the character rendering process into two distinct phases: an offline preparation phase where complex 3D models are processed and simplified into batch-renderable formats, and a runtime phase where pre-processed batches are efficiently rendered. This segmentation allows the system to achieve both high visual realism through sophisticated offline modeling and excellent runtime performance through optimized batch processing, effectively resolving the contradiction between visual quality and performance.

Inventive Principle:
Principle #1Segmentation

3Shape

If large groups of 3D characters are rendered with varied appearances, then visual realism is improved, but device complexity and resource requirements increase

Engineering Contradiction:
Improvevisual realismVSAvoidresource requirements
Core Design Contradiction:
ShapeVSDevice complexity

Solution Approach 1:

The patent implements preliminary action by pre-processing character models offline to create simplified batch representations that capture essential visual characteristics. During runtime, the system only needs to apply pre-computed transformations and lighting to these simplified models, dramatically reducing the computational complexity and resource requirements while maintaining visual realism. This advance preparation resolves the contradiction between detailed visual appearance and resource constraints.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10403018B1Swarm crowd rendering system
Publication Date: 2019.09.03 ELECTRONIC ARTS INC
  • US10403018B1 patent drawing
  • US10403018B1 patent drawing
  • US10403018B1 patent drawing

AI summary

Embodiments of systems and methods described herein are configured to render a group of virtual entities during runtime of a game application with varied appearances and animations. The virtual entities may be composed of multiple elements. The systems and methods may provide a toolbox which can configure the characteristics of the elements and/or the background characters, such as appearances, locations, and animations. During runtime of the game application, the systems and methods can automatically select and vary the characteristics based on the configurations provided by the toolbox. The systems and methods can further render elements of the background characters in batches based on similarities of the elements.