Eye Image Generation Using Corneal Texture Maps
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Solution Overview
Problem
In large-scale online games, the realistic effect of eyes is not vivid and realistic due to high costs and limitations in computer configurations, which cannot support the rendering technologies used in high-end stand-alone games.
Innovation Solution
An eye image generation method and apparatus that obtain an eye model with an eyeball part, provide a map on the eyeball surface to simulate the texture of the cornea, and render the eye model to generate a more vivid and realistic eye image, reducing the need for complex algorithms and numerous model surfaces, thus lowering computational requirements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If high-end stand-alone game rendering technologies are used to achieve realistic eye effects, then the visual realism and vividness of eyes are improved, but the computational requirements and device complexity increase significantly, making them unsuitable for large-scale online games with limited computer configurations
Solution Approach 1:
The patent uses a pre-generated eye image map that captures realistic eye textures and details, replacing complex real-time rendering algorithms. This map is applied to a simplified eye model, allowing the system to display photorealistic eyes without requiring the heavy computational resources of high-end rendering technologies.
Solution Approach 2:
The eye image map is generated and processed in advance, before the game runs. This preliminary preparation includes creating the detailed eye textures and structures, which are then stored and directly applied during gameplay, eliminating the need for complex real-time calculations during the game.
2Manufacturing precision
If complex program algorithms and large numbers of model surfaces are used to achieve realistic eye effects, then the visual quality of eyes is improved, but the operational pressure and calculating pressure on terminals increase, reducing gaming efficiency
Solution Approach 1:
Instead of using complex algorithms to generate eye images in real-time, the patent uses a pre-rendered eye image map that is directly applied to the eye model. This copying approach maintains high visual quality while dramatically reducing the computational workload during gameplay, thereby improving gaming efficiency.
Solution Approach 2:
The patent extracts the most visually important elements of the eye (textures, reflections, highlights) and consolidates them into a single image map. This extraction process removes the need for complex real-time algorithms, keeping only the essential visual elements that contribute to realism.
3Manufacturing precision
If individual eyelashes, environmental reflection, and real-time calculus are used to achieve realistic eye effects, then the vividness and realism of eyes are improved, but the computational cost and device requirements increase beyond what ordinary online gamers can support
Solution Approach 1:
The patent merges multiple eye rendering elements (eyelashes, reflections, highlights, cornea textures) into a single integrated eye image map. This consolidation maintains the visual realism of all these elements while reducing the device requirements, as the combined map is applied as a unified texture rather than through separate complex calculations.
Solution Approach 2:
The realistic eye effects are captured in a pre-generated image map that can be directly applied to the eye model. This copying method preserves the vividness and realism of individual eyelashes, environmental reflections, and other details without requiring the original complex computational processes during gameplay.
Data Source
AI summary
The present disclosure discloses an eye image generation method and apparatus. The method includes obtaining an eye model used for generating an eye image. The eye includes an eyeball part for generating an eyeball image and expressing the eyeball of an eye. The method also includes providing a map on an eyeball surface of the eyeball part in the eye model, the map covering the eyeball part in the eye model, and the map being used for simulating a bumpy texture of a surface of a cornea of the eye. The method further includes rendering the eye model on which the map is provided, to obtain the eye image. The present disclosure resolves a technical problem that eyes of a character are not vivid and realistic in an online game.


