Building Group Texture Atlas Mapping for Lower CPU and VRAM Load

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Solution Overview

Problem

Conventional building group rendering methods require multiple calls to the drawing interface due to the use of numerous materials, leading to central processing unit overload and excessive video memory usage, which affects the normal operation of computer devices.

Innovation Solution

A method and apparatus that splice multiple building texture maps into a physical texture map, determine corresponding physical and virtual texture coordinates, and fill the virtual texture map with parts of the physical texture map to optimize rendering, reducing the need for multiple interface calls and minimizing video memory usage.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If multiple materials are used for different building faces to achieve different visual effects, then rendering quality is improved, but the quantity of drawing interface calls increases causing central processing unit overload

Engineering Contradiction:
Improverendering qualityVSAvoidcentral processing unit performance
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent merges multiple building models with different materials into a single unified building group model. By consolidating multiple models that would otherwise require separate drawing interface calls into one model, the system reduces the number of interface calls from multiple calls per building to a single call for the entire group, thereby resolving the CPU overload issue while maintaining rendering quality through the use of a shared texture atlas.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent creates a universal texture atlas that serves all building models in the group. This single texture atlas contains all the texture maps needed for different building materials and faces, allowing the system to render diverse building appearances using a common resource. This multi-functional approach eliminates the need for separate material definitions for each building, reducing processing overhead while maintaining visual diversity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple materials with different maps are used for building faces, then visual diversity is improved, but video memory usage increases affecting normal device operation

Engineering Contradiction:
Improvevisual diversityVSAvoidvideo memory usage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent combines multiple individual texture maps into a single consolidated texture atlas. Instead of loading separate texture files for each building material and face, the system merges all textures into one unified resource that can be efficiently managed in video memory. This consolidation reduces the total memory footprint while preserving all the visual diversity needed for different building appearances.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent implements local quality by allowing different regions of the texture atlas to serve different building faces and materials. Each building model references specific regions within the unified texture atlas, enabling high-quality localized rendering for each building face while sharing the overall memory resource. This approach maintains visual diversity through specialized local regions without requiring each building to have its own complete set of textures.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20250384613A1Building Group Rendering in Virtual Environments
Publication Date: 2025.12.18 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250384613A1 patent drawing
  • US20250384613A1 patent drawing
  • US20250384613A1 patent drawing

AI summary

Aspects described herein include techniques for rendering a building group model by processing texture data. The technique includes obtaining the model, which specifies rendering material parameters including multiple building texture maps with associated map information. These maps are spliced to form a physical texture map. For each pixel in a target building block model, the system determines corresponding physical texture coordinates in the physical texture map and virtual texture coordinates in a preset virtual texture map. The technique identifies the virtual texture block containing those coordinates and maps it to the corresponding portion of the physical texture map. The virtual texture map is filled with that portion, and a texture pixel matching the virtual texture coordinates is sampled. The system then renders each target building block model using the matched texture pixels, enabling accurate and efficient texture mapping across multiple buildings within the group.