GPU Particle Lighting Simulation for Game Scene Rendering

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Solution Overview

Problem

Current game development technologies are limited in supporting a large number of real-time light sources, leading to decreased performance and increased resource consumption in electronic devices, which cannot effectively render scenes requiring numerous point light sources.

Innovation Solution

A method involving the establishment of GPU particles in a virtual space, determining their positions and lighting ranges, and fusing virtual lighting range images with scene images to simulate a large number of point light sources without increasing real-time light sources, thus optimizing performance and display quality.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If the number of real-time light sources is increased to improve scene illumination quality, then the visual realism of the game scene is improved, but the resource consumption of the electronic device increases significantly

Engineering Contradiction:
Improvescene illumination qualityVSAvoidresource consumption
Core Design Contradiction:
Illumination intensityVSUse of energy by moving object

Solution Approach 1:

The patent uses GPU particles as virtual copies representing light sources rather than actual real-time light sources. Each GPU particle is a simplified representation that can be drawn and rendered efficiently, allowing numerous light sources to be simulated without the computational cost of full real-time light source rendering. The particle model serves as a copy that captures essential lighting characteristics while reducing processing requirements.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent segments the lighting rendering process into multiple independent GPU particles, each representing an individual light source. By dividing the lighting system into discrete, manageable particle units, the patent can render numerous light sources efficiently. Each particle can be processed independently, allowing parallel computation and reducing the overall computational burden compared to rendering a single complex lighting system.

Inventive Principle:
Principle #1Segmentation

2Illumination intensity

If the number of real-time light sources is increased to improve scene illumination quality, then the visual realism of the game scene is improved, but the performance of the electronic device decreases

Engineering Contradiction:
Improvescene illumination qualityVSAvoiddevice performance
Core Design Contradiction:
Illumination intensityVSProductivity

Solution Approach 1:

The patent replaces complex real-time light sources with simplified GPU particle representations. These particle models are much lighter computationally and can be rendered at high frame rates even when numerous particles are present. The particle model approach maintains visual effectiveness while dramatically improving device performance compared to traditional real-time lighting methods.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent changes the fundamental parameters of how light sources are represented and rendered. Instead of using traditional real-time light source models that require complex calculations, the patent uses GPU particles with simplified parameters that can be processed efficiently. This parameter transformation allows the system to maintain high visual quality while achieving better performance through more efficient computational operations.

Inventive Principle:
Principle #35Parameter changes

3Use of energy by moving object

If delayed rendering strategy is adopted to handle multiple light sources, then the resource consumption is reduced, but the computational complexity becomes proportional to the product of image pixels and light sources

Engineering Contradiction:
Improveresource consumptionVSAvoidcomputational complexity
Core Design Contradiction:
Use of energy by moving objectVSDevice complexity

Solution Approach 1:

The patent uses GPU particles as simplified copies of light sources that can be rendered efficiently in the current frame rather than requiring complex delayed rendering. The particle model approach allows the system to render lighting effects directly without needing to store and process multiple light source contributions across different rendering passes, thereby reducing overall computational complexity while maintaining reasonable resource consumption.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20240087219A1Method and apparatus for generating lighting image, device, and medium
Publication Date: 2024.03.14 DOUYIN VISION CO LTD
  • US20240087219A1 patent drawing
  • US20240087219A1 patent drawing
  • US20240087219A1 patent drawing

AI summary

Provided are a method and apparatus for generating a lighting image, a device, and a medium. The method includes: establishing a plurality of Graphics Processing Unit (GPU) particles in a virtual space; acquiring a position of each GPU particle in the virtual space, and drawing, at the position of each GPU particle, a particle model for representing a lighting area; selecting a plurality of target particle models based on a positional relationship between each particle model and an illuminated object in the virtual space, and determining a lighting range corresponding to each target particle model; rendering each target particle model according to the lighting range corresponding to each target particle model to obtain a virtual lighting range image; and fusing the virtual lighting range image with a scene image corresponding to the illuminated object to obtain a lighting image in the virtual space.