Game Scene Data Generation Using Reference-Based Extraction
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Solution Overview
Problem
The existing methods for generating and uploading game data are inefficient due to the large amount of data required for scene objects' illumination and display effects, leading to slow data transfer and a negative user experience.
Innovation Solution
A method and device that generate game data by obtaining scene templates and objects from databases, determining their location, and using illumination parameters to render scene objects, reducing the need to store and transfer data related to display and illumination effects, thus minimizing the amount of data required for game scene generation and upload.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If all scene object data including illumination effects and display effects are stored and transferred, then the game scene can be completely reconstructed, but the data amount becomes large causing slow upload and download speed
Solution Approach 1:
The patent extracts only the essential elements (scene template identifier, scene object identifiers, and location information) from the complete scene data, separating these from the redundant illumination and display effect data. This extraction approach maintains the ability to reconstruct scenes while dramatically reducing data transfer requirements.
Solution Approach 2:
Instead of transferring actual scene data including all effects, the patent uses identifiers as references to copy-only-necessary information. The receiving端 can then retrieve the actual scene data from local storage or servers using these identifiers, avoiding redundant data transfer while ensuring scene reconstruction fidelity.
2Manufacturing precision
If detailed scene data including illumination effects and display effects are uploaded, then the game scene quality is maintained, but the upload time increases
Solution Approach 1:
The patent extracts only the critical identification and positioning data (scene template ID, object IDs, locations) from the complete scene data, eliminating redundant illumination and display effect parameters. This extraction maintains scene generation precision while reducing upload time significantly.
Solution Approach 2:
The system performs preliminary processing by pre-storing scene templates and scene object data locally or on servers. When a scene needs to be shared, only lightweight reference data is uploaded, and the receiving端 performs the actual scene generation using pre-available resources, thus reducing upload time while maintaining scene quality.
3Reliability
If complete scene data is stored in the database, then any scene can be reconstructed accurately, but the storage space requirement increases
Solution Approach 1:
The patent segments scene data into multiple components: scene templates, scene objects, and their relationships. By storing only identifiers and location information in the database rather than complete scene data, the system reduces storage requirements while maintaining the ability to accurately reconstruct scenes through reference-based retrieval.
Solution Approach 2:
Instead of storing redundant copies of complete scene data, the patent uses a reference-based approach where identifiers point to master scene definitions. This allows accurate scene reconstruction without duplicating large amounts of data, significantly reducing storage volume while preserving reconstruction accuracy.
Data Source
AI summary
A method and device for generating and uploading game data are disclosed, which relate to the technical field of Internet. The method for generating game data comprises: obtaining a scene template of a target game scene from a preset scene template database; obtaining a scene object of the target game scene from a preset scene object database; determining the location of the scene object; obtaining display effect of the scene object from a preset scene object display effect database, and displaying the scene object in the scene template of the target game scene; determining illumination effect of the scene object according to the determined location of the scene object and illumination parameters of a game engine, and rendering the scene object in the target game scene and generating the target game scene.


