Game Scene Global Map Segmentation for Rendering Load Reduction

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Solution Overview

Problem

Computer devices face challenges in balancing artistic effect and display performance and efficiency when handling large-world map games, resulting in high computing power loads.

Innovation Solution

A method and apparatus for controlling game scenes by displaying a game scene global map with multiple regional maps, allowing players to enter and exit specific regions, and switching between global and regional map displays to manage computing resources effectively.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If a large-world map is displayed with high detail and artistic effect, then the artistic effect is improved, but the computing power load increases

Engineering Contradiction:
Improveartistic effectVSAvoidcomputing power load
Core Design Contradiction:
Illumination intensityVSPower

Solution Approach 1:

The large-world map is segmented into multiple regional maps, each covering a specific geographic area. Only the currently viewed regional map is rendered with high detail and artistic effect, while other regions are either not rendered or rendered with lower detail. This segmentation allows the system to maintain high artistic effect in the visible area while significantly reducing the overall computing power load by avoiding rendering of the entire large-world map at full detail.

Inventive Principle:
Principle #1Segmentation

2Loss of information

If the entire large-world map is rendered at once, then the completeness of the map display is improved, but the display performance and efficiency deteriorates

Engineering Contradiction:
Improvecompleteness of map displayVSAvoiddisplay performance and efficiency
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The system dynamically adjusts the rendering scope based on the player's current location and viewing state. When the player is in a specific regional map, only that region is rendered with full detail. When the player exits or the view changes, the rendering focus shifts to the new regional map. This dynamic approach ensures that the map display remains complete and functional while maintaining high display performance by rendering only the necessary portions at any given time.

Inventive Principle:
Principle #15Dynamics

3Illumination intensity

If high detail rendering is applied to all regions, then the artistic effect is improved, but the resource consumption increases

Engineering Contradiction:
Improveartistic effectVSAvoidresource consumption
Core Design Contradiction:
Illumination intensityVSLoss of energy

Solution Approach 1:

Different rendering qualities are applied to different regions based on their current relevance. The actively viewed regional map receives high-detail rendering with full artistic effects, while other regions receive either no rendering or simplified rendering with lower quality. This local quality approach ensures that artistic effect is maintained where needed while significantly reducing resource consumption by applying low-quality rendering or skipping rendering entirely in inactive regions.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20240157241A1Method for controlling game scene, apparatuse, computer device, and storage medium
Publication Date: 2024.05.16 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20240157241A1 patent drawing
  • US20240157241A1 patent drawing
  • US20240157241A1 patent drawing

AI summary

A method for controlling a game scene includes: displaying a game scene global map of a target game, the game scene global map comprising a plurality of scene regional maps, wherein one of the scene regional maps corresponds to a game scene region of the target game; displaying a target game scene region of one or more target game scene regions of the game scene regions corresponding to a target scene regional map of one or more target scene regional maps of the scene regional maps, in response to an entry trigger operation for the target scene regional map of the scene regional maps; and switching display of the target game scene region to display of the game scene global map, in response to an exit trigger operation for the target game scene region.