Decal Intersection Testing via Spatial Unit Subdivision

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Solution Overview

Problem

In video games, determining which decals intersect spatial units during rendering is computationally expensive, leading to performance degradation due to the need to evaluate hundreds or thousands of decal projections for each spatial unit.

Innovation Solution

The method involves progressively dividing the field of view into groups of spatial units of increasing resolution, testing each spatial unit to determine intersecting decal projections using the Separating Axis Theorem, and iteratively refining the subset of decal projections, ultimately using the final subset for shading.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If all decal projections are evaluated for every spatial unit, then complete and accurate decal intersection determination is achieved, but computational cost increases significantly and rendering performance degrades

Engineering Contradiction:
Improvedecal intersection determination accuracyVSAvoidrendering performance
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent divides the field of view into multiple resolution groups of spatial units, processing them at different levels of detail. Coarser spatial units are processed first to identify candidate decals, then refined at higher resolutions only where necessary, segmenting the computational workload to maintain accuracy while reducing overall cost.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies partial action by testing decal projections against spatial units at progressively higher resolutions only when needed. Instead of fully evaluating all decals for every spatial unit, the system performs sufficient testing at coarser levels and only refines for those spatial units that require higher precision, reducing unnecessary computational effort.

Inventive Principle:
Principle #16Partial or excessive action

2Reliability

If decal projections are tested at every spatial unit, then complete decal coverage is ensured, but time consumption increases

Engineering Contradiction:
Improvedecal coverage completenessVSAvoidprocessing time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent performs preliminary action by first testing decal projections against spatial units at lower resolutions to establish a preliminary set of candidate decals. This preliminary filtering is done before proceeding to higher resolution tests, so that time is not wasted testing all decals at full resolution when a coarser test already identifies the relevant subset.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements dynamic adjustment of testing granularity based on spatial unit requirements. The system adaptively progresses through resolution levels only for spatial units that contain or may contain decals, dynamically adjusting the level of detail tested based on the specific needs of each spatial region rather than applying uniform high-cost testing everywhere.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If high-resolution spatial units are processed first, then detailed decal intersections are identified, but computational efficiency decreases due to processing all decals at full resolution

Engineering Contradiction:
Improvespatial unit resolutionVSAvoidcomputational efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent segments the processing into ordered resolution groups, where coarser spatial units are processed before finer ones. This segmentation allows the system to establish a foundation of decal candidates at low resolution and then efficiently refine only the necessary portions at higher resolutions, maintaining precision while improving overall efficiency.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies partial action in reverse by not fully testing all decals at the highest resolution immediately. Instead, it performs sufficient testing at lower resolutions to identify candidate decals, then applies the full-resolution test only partially to the subset of spatial units that require it, avoiding excessive computational effort at high resolution for all spatial units uniformly.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20240408486A1Methods and Systems for Determining Decal Projections Intersecting Spatial Units in a Frame of a Game Space
Publication Date: 2024.12.12 ACTIVISION PUBLISHING INC
  • US20240408486A1 patent drawing
  • US20240408486A1 patent drawing
  • US20240408486A1 patent drawing

AI summary

A method of shading spatial units while rendering a frame in a video game. Initially, the virtual camera field of view is divided into a group of spatial units and each spatial unit in the group of spatial units is tested to determine which decals intersect the spatial unit. To do so, an initial list of decals associated with a given game space is tested. Once a subset of decals for a given spatial unit is identified, that spatial unit is subdivided further into smaller spatial units. The smaller spatial units are tested again, however, instead of using the initial list of decals, only the smaller subset of decals that was identified is used. The iterative process of subdividing the spatial units into smaller and smaller spatial units and testing each spatial unit continues until a given (higher) resolution is reached for the game space.