Game Image Rendering Modes for Scenario-Adaptive Lighting
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Solution Overview
Problem
Existing game screen rendering technologies lack diversity and fail to meet individualized requirements in different scenarios, leading to inefficiencies in lighting and shading processes.
Innovation Solution
A method and apparatus that utilize multiple pre-configured rendering modes, including deferred and forward rendering policies, along with a low-end mode, to dynamically adjust rendering based on user preferences and device performance, optimizing lighting and screen effects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a single rendering mode is used for all scenarios, then the rendering process is simple to implement, but it cannot meet individualized requirements in different scenarios
Solution Approach 1:
The patent implements dynamic rendering mode selection by introducing a rendering mode determination module that automatically selects between first and second rendering modes based on real-time scene characteristics. This dynamic adaptation allows the system to optimize rendering performance for different scenarios without requiring manual configuration or complex pre-planning, directly resolving the contradiction between adaptability and system complexity.
Solution Approach 2:
The patent changes the rendering parameter (rendering mode) based on scene characteristics such as object quantity, lighting conditions, and visual requirements. By dynamically adjusting this critical parameter, the system achieves adaptability to different scenarios while maintaining a relatively simple implementation through automated decision-making logic rather than hardcoding multiple rendering pipelines.
2Manufacturing precision
If complex lighting and shading effects are applied to all scenes, then the visual quality is high, but the calculation load increases significantly
Solution Approach 1:
The patent applies local quality by using different rendering modes for different scene regions or types. The first rendering mode with comprehensive lighting and shading effects is applied only to scenes requiring high visual quality, while the second rendering mode with simplified processing is used for scenes where performance is prioritized. This localized application of quality levels optimizes both rendering quality and efficiency without uniformly applying complex effects to all scenes.
Solution Approach 2:
The patent implements partial action by selectively applying full lighting and shading processing only when necessary based on scene characteristics. Rather than applying complex rendering effects universally, the system applies them partially or fully depending on the specific requirements, thereby reducing overall calculation load while maintaining high quality where needed.
3Adaptability or versatility
If multiple rendering modes are supported, then individualized requirements in different scenarios are met, but the system complexity increases
Solution Approach 1:
The patent implements self-service by enabling the rendering system to automatically determine and select the appropriate rendering mode based on scene characteristics without external intervention. The rendering mode determination module autonomously evaluates scene parameters and makes decisions, reducing the complexity of manual mode management while maintaining adaptability to different scenarios.
Solution Approach 2:
The patent uses feedback mechanisms where the rendering mode determination module continuously monitors scene characteristics and adjusts the rendering mode accordingly. This feedback-driven approach allows the system to adapt to changing scene requirements dynamically, achieving scenario-specific rendering capability while managing complexity through automated control loops rather than static configuration.
Data Source
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AI summary
Provided is a game image rendering method comprising: obtaining scene data of a game image, the scene data being used to construct a game scene and elements contained in the game scene; selecting, from n pre-configured rendering modes, a target rendering mode to be adopted to render the game image, wherein n is an integer greater than 1; adopting the target rendering mode to render the scene data and generating the game image; and displaying the game image.