Game Image Rendering with UI Mesh Model Culling
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Solution Overview
Problem
Current game engine architectures fail to perform pixel culling and rendering on game images covered by UI controls, leading to increased rendering costs and performance issues due to the limitations of GPU architecture in supporting occlusion culling for semi-transparent UI elements.
Innovation Solution
A method and apparatus for rendering game images that involve generating a mesh model based on UI controls with preset transparency, synchronously loading this model during image display, and rendering pixels not covered by the mesh model, while culling pixels covered by it, to optimize rendering costs.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If UI controls with semi-transparent drawing layers are added to display game images, then the display functionality is improved, but the rendering pressure of the GPU increases
Solution Approach 1:
The patent segments the rendering process into two independent parts: UI rendering and 3D scene rendering. By separating these rendering streams, the system can process UI controls and 3D graphics independently, allowing for optimized rendering paths for each type of content and reducing overall GPU pressure.
Solution Approach 2:
The patent implements preliminary action by pre-calculating and pre-processing UI control rendering data before the actual rendering occurs. This includes preparing transparency masks and rendering parameters in advance, so that during the actual rendering phase, the GPU can directly use these pre-prepared data structures without performing complex calculations in real-time.
2Productivity
If pixel culling is implemented using TBDR technology, then the drawing performance in 3D scenes is improved, but the hardware structure cannot support culling of pixels shaded by UI controls
Solution Approach 1:
The patent introduces an intermediary component that acts as a bridge between the UI rendering system and the 3D rendering system. This intermediary processes UI control transparency information and converts it into a format that can be used by the TBDR hardware for pixel culling decisions, enabling the hardware to understand and process UI-related culling requests.
Solution Approach 2:
The patent changes the parameter representation of UI transparency information from a format suitable for UI rendering to a format suitable for hardware-based pixel culling. This involves converting transparency masks into depth buffer-compatible representations that the TBDR hardware can interpret and use for occlusion culling decisions.
3Ease of operation
If UI controls are drawn independently of the 3D world, then the UI rendering flexibility is improved, but the hardware cannot transmit non-transparent pixel information to perform culling optimization
Solution Approach 1:
The patent merges the UI rendering information with the 3D rendering information by integrating transparency mask data from UI controls into the depth buffer used by the 3D rendering pipeline. This allows the hardware to treat UI controls and 3D objects uniformly during the culling phase, enabling pixel culling optimization while preserving UI rendering flexibility.
Data Source
AI summary
A method and apparatus for rendering a game image are disclosed. The method includes: acquiring a control meeting a preset transparency; generating a mesh model according to the control; synchronously loading the mesh model corresponding to the control in the process of displaying the control on a game image; and respectively rendering pixels of an area which is not covered by the mesh model and pixels corresponding to the control on the game image. The present disclosure solves the problem that pixel culling and rendering cannot be performed on a game image covered by a UI control under the architecture of game engine in the related art.

