Cloth Rendering Grid Mapping for Low-Load Deformation Simulation
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Solution Overview
Problem
The high number of vertices in the rendering grid for cloth simulation in games, especially on mobile devices with limited computing power, leads to significant calculation burdens causing game lag and increased calculation for collision detection, compromising efficiency and simulation quality.
Innovation Solution
Implement a simulation grid with fewer vertices than the rendering grid, using mapping information to interpolate rendering positions, thereby reducing calculation load and avoiding grid penetration.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If simulation calculation is directly performed on vertices of the rendering grid, then cloth simulation effect is obtained, but the large number of vertices causes large calculation amount and game lag
Solution Approach 1:
The patent divides the rendering grid vertices into two groups: anchor vertices (first number) and non-anchor vertices (second number). Simulation calculation is performed only on the anchor vertices, while non-anchor vertices are positioned through interpolation based on their mapping relationships with anchor vertices. This segmentation reduces the calculation burden from all vertices to only a subset of anchor vertices.
Solution Approach 2:
The patent introduces mapping information as an intermediary between the rendering grid and simulation grid. Each vertex in the rendering grid has mapping information that corresponds to vertices in the simulation grid. This mapping relationship allows the system to transfer simulation results from the reduced simulation grid to the full rendering grid without performing simulation calculations on all rendering grid vertices.
2Measurement precision
If the rendering grid has high vertex count for detailed display, then rendering quality is improved, but collision detection calculation increases
Solution Approach 1:
The patent segments the vertex set into anchor vertices and non-anchor vertices. Collision detection is performed using only the anchor vertices, which are fewer in number. The non-anchor vertices are positioned through interpolation but are not used for collision detection, thereby reducing the complexity of collision detection calculations while maintaining rendering quality.
Solution Approach 2:
The patent creates a simulation grid that is a simplified copy of the rendering grid, containing only anchor vertices. This simulation grid copy is used for simulation and collision detection calculations, while the full rendering grid with all vertices is used only for final rendering. This copying approach allows detailed rendering without the computational overhead of using all vertices for simulation and collision detection.
Data Source
AI summary
A rendering processing method and apparatus, an electronic device and a storage medium. The method comprises: acquiring a virtual model, the virtual model comprising a display grid and a simulation grid, wherein the number of vertices of the simulation grid is less than the number of vertices of the display grid (101); in response to a deformation event that triggers the virtual model to deform, and according to the deformation event, determining vertex position parameters of the simulation grid (102); determining target mapping information that corresponds to the target vertex of the display grid (103); according to the target mapping information and the vertex position parameter of the simulation grid, determining target vertex position information of the display grid (104); and rendering the display grid according to the target vertex position information (105).


