Compressed Digital Asset Representation for Real-Time Rendering
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Solution Overview
Problem
Conventional path tracing techniques in computer graphics are computationally expensive and inefficient for rendering high-fidelity representations of digital objects with complex geometries, especially in real-time applications like interactive games or virtual reality.
Innovation Solution
The generation of compressed representations for digital assets, which precompute light transport to support lighting effects with reduced computational resources. This involves creating a neural model that includes a feature grid and a multilayer perceptron (MLP) to maintain the geometry of the digital asset and efficiently handle shading operations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If conventional path tracing techniques are used to render digital objects, then high fidelity representations are achieved, but computational cost and time consumption increase significantly
Solution Approach 1:
The patent precomputes light transport properties (such as radiance, normal maps, roughness maps) and stores them in lookup tables before rendering. During actual rendering, these precomputed values are retrieved and applied directly, eliminating the need for real-time path tracing calculations. This preliminary computation resolves the contradiction by shifting computational burden from rendering time to preprocessing time.
Solution Approach 2:
The patent creates simplified copy representations of complex digital objects that capture essential light interaction properties without full geometric detail. These copies use precomputed light transport data instead of actual complex geometries, allowing realistic rendering at reduced computational cost. The copy contains sufficient information for shading and lighting calculations without requiring expensive real-time ray tracing.
2Measurement precision
If conventional path tracing techniques are used to simulate light interactions, then realistic lighting effects are achieved, but computational resources are excessively consumed
Solution Approach 1:
The system performs light transport simulation in advance and stores results in precomputed lookup tables. During rendering, energy is saved by retrieving precomputed lighting data rather than performing expensive path tracing calculations. This resolves the contradiction by separating the energy-intensive simulation phase from the low-energy rendering phase.
Solution Approach 2:
The patent replaces the mechanical path tracing process (iterative ray bouncing through complex geometries) with a data retrieval process using precomputed light transport tables. Instead of mechanically simulating light interactions in real-time, the system substitutes this with efficient table lookups and shader evaluations, dramatically reducing computational energy requirements while maintaining lighting accuracy.
3Measurement precision
If detailed three-dimensional geometries are rendered in real-time, then visual fidelity is maintained, but processing speed decreases
Solution Approach 1:
The patent creates simplified copy representations that preserve essential visual and light interaction properties without full geometric complexity. These copies use precomputed light transport data to maintain visual fidelity while enabling fast processing. The copy contains sufficient information for realistic rendering without requiring expensive real-time calculations on detailed geometries.
Solution Approach 2:
The system precomputes and stores light transport properties for complex geometries before rendering. During real-time rendering, these precomputed values are applied to simplified representations, maintaining visual fidelity while achieving processing speeds suitable for interactive applications. This separates the slow precomputation phase from the fast rendering phase.
Data Source
AI summary
Techniques for generation of compressed representations for digital assets are described that support computationally efficient and high fidelity rendering of digital assets with a variety of geometries under arbitrary lighting conditions and view directions. A processing device, for instance, receives a digital asset defined by a three-dimensional geometry to be included in a digital scene. The processing device generates a compressed representation of the digital asset that maintains a geometry of the digital asset and includes a precomputed light transport. The processing device then deploys the compressed representation into the digital scene, such as at a location relative to one or more digital scene elements. The content processing system renders the digital asset by applying one or more lighting effects to the compressed representation based on the precomputed light transport and the location relative to the one or more digital scene elements.


