Cloud Indirect Lighting Computation for Mobile Rendering

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Solution Overview

Problem

The computation of indirect lighting in computer games and three-dimensional interactive programs is too expensive for computationally less powerful devices like phones and tablets, making it difficult for them to render scenes with high-quality graphics.

Innovation Solution

A system and method for computing indirect lighting in a cloud network using voxel-based, photon-based, or irradiance-map-based algorithms, where computations are performed on a cloud network and the results are streamed to client devices for rendering, allowing for efficient use of resources and improved graphics quality.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If indirect lighting computation is performed on client devices, then rendering quality is improved, but device power consumption increases and computational feasibility decreases

Engineering Contradiction:
Improverendering qualityVSAvoiddevice power consumption
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The rendering computation is segmented into two parts: direct lighting is computed on the client device while indirect lighting is computed on remote server systems. This segmentation allows the computationally expensive indirect lighting calculation to be performed elsewhere, reducing the power consumption and computational burden on mobile devices while maintaining high rendering quality.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If indirect lighting computation is performed on client devices, then rendering quality is improved, but device complexity requirements increase

Engineering Contradiction:
Improverendering qualityVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The indirect lighting computation function is extracted from the client device and transferred to remote server systems. This extraction removes the complex computational requirements from mobile devices, allowing them to render high-quality graphics without requiring powerful local processing capabilities.

Inventive Principle:
Principle #2Taking out (Extraction)

3Use of energy by moving object

If indirect lighting is not computed, then device power consumption remains low, but rendering quality deteriorates

Engineering Contradiction:
Improvedevice power consumptionVSAvoidrendering quality
Core Design Contradiction:
Use of energy by moving objectVSMeasurement precision

Solution Approach 1:

A network communication system acts as an intermediary between the client device and the remote server. The server computes indirect lighting and transmits the results to the client, enabling high rendering quality without requiring the client device to perform the computationally expensive calculations locally.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10008034B2System, method, and computer program product for computing indirect lighting in a cloud network
Publication Date: 2018.06.26 NVIDIA CORP
  • US10008034B2 patent drawing
  • US10008034B2 patent drawing
  • US10008034B2 patent drawing

AI summary

A system, method, and computer program product are provided for computing indirect lighting in a cloud network. In operation, one or more scenes for rendering are identified. Further, indirect lighting associated with the one or more scenes is identified. Additionally, computation associated with the indirect lighting is performed in a cloud network utilizing at least one of a voxel-based algorithm, a photon-based algorithm, or an irradiance-map-based algorithm.