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

VSEngineering 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

Engineering Contradiction:
Improvecloth simulation effectVSAvoidcalculation efficiency
Core Design Contradiction:
ReliabilityVSProductivity

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If the rendering grid has high vertex count for detailed display, then rendering quality is improved, but collision detection calculation increases

Engineering Contradiction:
Improverendering qualityVSAvoidcollision detection complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

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.

Inventive Principle:
Principle #1Segmentation

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.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS12508503B2Rendering processing method and electronic device
Publication Date: 2025.12.30 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12508503B2 patent drawing
  • US12508503B2 patent drawing
  • US12508503B2 patent drawing

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).