Multi-pass Cylindrical Cube Map Blur for Real-Time Lighting

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Solution Overview

Problem

Current cube map rendering techniques are inefficient and inflexible, requiring significant computational time and limiting real-time rendering capabilities, especially when dealing with dynamic lighting effects and moving objects in computer graphics scenes.

Innovation Solution

A method employing a spherical blur function that applies three successive cylindrical blurs around each axis of a coordinate frame, using a double-buffered configuration to efficiently compute cube maps, allowing for real-time rendering and dynamic lighting effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If a convolution function with a large number of samples is used to compute cube map lighting, then the quality of lighting effects is improved, but the computational time increases significantly

Engineering Contradiction:
Improvelighting qualityVSAvoidcomputational time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The spherical blur operation is segmented into three sequential cylindrical blur operations, each operating along a different coordinate axis. This divides the complex n³ computation into three simpler passes, reducing the computational burden while maintaining the quality of the blur effect through systematic decomposition of the problem space.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent transforms the spherical blur problem from a three-dimensional operation into a sequence of three one-dimensional cylindrical blur operations. By changing the dimensionality of the approach and using double-buffered configurations for each axis, the computational complexity is reduced from O(n³) to O(3n), enabling real-time rendering.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Productivity

If pre-calculated static cube maps are used for real-time rendering, then rendering speed is improved, but flexibility for dynamic lighting changes and moving objects is reduced

Engineering Contradiction:
Improverendering speedVSAvoidflexibility for dynamic lighting
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent implements a dynamic cube map generation system that computes spherical blurs in real-time using optimized cylindrical blur passes. This allows the cube map to adapt dynamically to changing lighting conditions and moving objects, replacing static pre-calculated maps with a flexible real-time computation approach that maintains both speed and adaptability.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the computational parameters by using cylindrical coordinate systems aligned with each axis and applying blur operations sequentially. This parameter transformation enables real-time computation of what would traditionally require extensive pre-calculation, allowing dynamic lighting effects while maintaining rendering performance.

Inventive Principle:
Principle #35Parameter changes

3Measurement precision

If traditional spherical blur computation is used, then accurate environmental lighting is achieved, but computational complexity increases to order n³

Engineering Contradiction:
Improveenvironmental lighting accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The complex spherical blur computation is segmented into three independent cylindrical blur passes, each handling one coordinate axis. This segmentation reduces the computational complexity from O(n³) to O(3n) while preserving the accuracy of environmental lighting through systematic breakdown of the calculation into manageable sequential steps.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent changes the computational dimensionality by performing blur operations along three orthogonal axes sequentially rather than computing the full spherical blur in three dimensions simultaneously. This dimensional transformation simplifies the mathematical complexity while maintaining lighting accuracy through the use of double-buffered cylindrical coordinate systems.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Data Source

PatentUS7825937B1Multi-pass cylindrical cube map blur
Publication Date: 2010.11.02 NVIDIA CORP
  • US7825937B1 patent drawing
  • US7825937B1 patent drawing
  • US7825937B1 patent drawing

AI summary

One embodiment of the present invention sets forth an improved method for computing a cube map blur function. The method begins with a rendered cube map of the surrounding scene using conventional environment rendering techniques. The method then proceeds with three successive cylindrical blurs around each axis of a coordinate frame. The three blur operations accumulate results from each predecessor operation for the different pixels of the cube map, thereby generating a high quality cube map blur. One advantage of this technique is that a relatively low computational effort yields a blur function involving a relatively large number of source pixels for each resulting pixel. Therefore, the resulting cube map can be computed in real-time and is suitable for use in a wide range of lighting effects.