CGO Rendering Priority for Virtual Environment Stability
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Solution Overview
Problem
In virtual environments like video games, the increasing number and detail of computer graphics objects (CGOs) lead to significant rendering processing loads, causing devices to struggle with rendering objects quickly enough to meet user quality expectations, often resulting in reduced graphics settings or system failures like crashes and lag.
Innovation Solution
A method to determine priority values for each CGO, generate a CGO priority list, and create a rendering list based on processing constraints, allowing only high-priority CGOs to be rendered within the device's processing capacity, thereby optimizing rendering without reducing settings.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the number and detail of computer graphics objects (CGOs) are increased, then the visual quality and realism of the virtual environment are improved, but the rendering processing load increases significantly, causing devices to struggle and potentially fail
Solution Approach 1:
The patent applies local quality by differentiating the rendering quality and detail level of different CGOs based on their priority. High-priority CGOs (such as those close to the user or currently interacted with) are rendered with high detail and quality, while low-priority CGOs are rendered with reduced detail or omitted entirely. This selective approach maintains visual quality for important elements while reducing the overall processing load to prevent system failure.
2Manufacturing precision
If the number and detail of computer graphics objects (CGOs) are increased, then the visual quality and realism of the virtual environment are improved, but the rendering processing load increases, requiring devices to reduce graphics settings or causing system failures
Solution Approach 1:
The patent dynamically changes rendering parameters such as detail level, resolution, and complexity based on the priority of each CGO and the current processing capacity of the device. By adjusting these parameters selectively for different objects rather than uniformly across all CGOs, the system maintains high visual quality for priority objects while reducing the aggregate processing load to ensure timely rendering.
3Manufacturing precision
If all CGOs are rendered with high detail, then the visual quality is maximized, but the processing resources are exceeded, leading to reduced graphics settings or crashes
Solution Approach 1:
The patent implements local quality by applying different rendering detail levels to different CGOs based on their priority values. High-priority CGOs receive high-detail rendering with full graphical fidelity, while low-priority CGOs are rendered with reduced detail, simplified geometry, or lower resolution textures. This differential approach ensures that processing capacity is allocated efficiently to maintain visual quality where it matters most without exceeding device limits.
Data Source
AI summary
Aspects of the present disclosure relate to determining computer graphics objects (CGOs) to render for a device of a user in a virtual environment having a plurality of participants, each participant corresponding to a CGO. A priority value of each CGO corresponding to each participant can be determined. A CGO priority list can be generated based on the determined priority values, wherein the CGO priority list ranks the CGOs based on the priority values. A rendering list of CGOs can be generated, wherein the rendering list includes a subset of the CGOs of the CGO priority list based on applied rendering processing constraints. The CGOs of the rendering list can then be rendered.


