Cloud Lightmap Rendering for Graphics-Limited Devices

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Solution Overview

Problem

Devices with limited graphics processing capabilities face challenges in generating high-quality virtual scene depictions due to insufficient computational power, especially when scenes change dynamically, and cloud-based per-frame rendering is computationally expensive.

Innovation Solution

A system that divides rendering work between local devices and a cloud-based system, using cloud-based GPU-equipped instances to generate scene-specific lighting information only when changes occur, and leveraging a cache to reduce data transmission and computational load.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If cloud-based per-frame on-the-fly rendering is used to achieve high-quality graphics, then rendering quality is improved, but computational cost and resource requirements increase dramatically

Engineering Contradiction:
Improverendering qualityVSAvoidcomputational cost
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent segments the rendering workload by dividing it into two parts: (1) cloud-based system performs expensive per-scene/configuration lighting calculations and generates lightmaps, (2) mobile device performs only the relatively inexpensive per-frame rendering using pre-generated lightmaps. This segmentation allows high-quality rendering while dramatically reducing the computational burden on cloud resources.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs preliminary action by pre-calculating and generating lightmaps for different scene configurations in advance on the cloud-based system. These lightmaps are then cached and reused during actual rendering, avoiding the need to perform expensive lighting calculations for every frame or configuration change.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If multiple pre-calculated lightmaps are created to support scene changes, then adaptability is improved, but system complexity and storage requirements increase

Engineering Contradiction:
Improvescene configuration supportVSAvoidnumber of lightmaps
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent implements universality by creating a single lightmap generation system that can handle multiple scene configurations through parameterized generation. Instead of creating separate lightmaps for each configuration, the system generates lightmaps dynamically based on scene parameters, making the lightmap generation process multi-functional and adaptable to various configurations without proportionally increasing complexity.

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

3Productivity

If lightmaps are pre-calculated for static scenes, then rendering efficiency is improved, but quality deteriorates when scenes change dynamically

Engineering Contradiction:
Improverendering efficiencyVSAvoidlighting accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies dynamics by making the lightmap generation process adaptive to scene changes. When scene configurations change (objects added, removed, or modified), the system dynamically determines which lightmaps need to be regenerated and updates only those specific lightmaps. This dynamic approach maintains rendering efficiency while ensuring lighting accuracy reflects the current scene state.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS12548242B2Techniques for improved graphics on devices with limited graphics processing capabilities
Publication Date: 2026.02.10 NETEASE INFORMATION TECHNOLOGY CORP
  • US12548242B2 patent drawing
  • US12548242B2 patent drawing
  • US12548242B2 patent drawing

AI summary

Techniques are provided for dividing the work involved in rendering a high quality depiction of a virtual scene between a local device and a cloud-based system in a manner that leverages the computing power of both. Specifically, the client applications request lighting information, from a cloud-based system, for a specific scene/configuration combination to be depicted. The cloud-based system either generates the requested lighting information, or provides it from a cloud-based cache. The local device renders a depiction of the scene/configuration combination based on the lighting information thus obtained from the cloud. The lighting information may be used by the client over multiple frames of the scene, until an event changes the scene/configuration that is being depicted. At that point, the client application may obtain from the cloud a new set of lighting information for the new scene/configuration combination.