Grid Game Object Illumination Rendering
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Solution Overview
Problem
Existing computer game rendering technologies face challenges in efficiently handling large numbers of game objects as light sources on devices with limited graphics processing resources, leading to performance issues and high power consumption.
Innovation Solution
A method for rendering an image on a display by selectively updating the illumination information of a game object based only on the illumination information of its directly adjacent game objects, using a processor to determine and store this information efficiently, and rendering the selected object with the updated illumination.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If illumination information is calculated for all game objects in the scene, then lighting accuracy is improved, but computational complexity and power consumption increase significantly
Solution Approach 1:
The patent segments the scene into discrete game objects arranged in a grid, where each object's illumination is calculated independently based only on its adjacent neighbors. This segmentation allows the rendering system to process illumination in localized units rather than computing global lighting for all objects simultaneously, reducing overall computational complexity while maintaining lighting accuracy for each object.
Solution Approach 2:
The patent applies local quality by calculating illumination information only for directly adjacent game objects to each selected object, rather than considering all objects in the scene. This localized approach focuses computational resources on the immediate vicinity of each object, providing accurate lighting where it matters most while significantly reducing the overall computational burden on the rendering system.
2Illumination intensity
If illumination information is calculated for all game objects, then lighting completeness is improved, but power consumption increases
Solution Approach 1:
The patent implements partial action by calculating illumination information only for the subset of directly adjacent game objects rather than all objects in the scene. This partial computation approach provides sufficient lighting completeness for the visible and relevant portions of the scene while consuming significantly less power, as the rendering system processes only the necessary illumination data for each frame.
3Illumination intensity
If all game objects are considered for illumination calculation, then lighting accuracy is improved, but rendering speed decreases
Solution Approach 1:
By segmenting the illumination calculation into independent per-object computations that only consider adjacent neighbors, the patent enables parallel processing of multiple objects simultaneously. This segmentation strategy maintains lighting accuracy for each object while dramatically improving rendering speed, as the graphics processing unit can process multiple localized illumination calculations in parallel rather than performing sequential global lighting computations.
Solution Approach 2:
The local quality approach of considering only directly adjacent objects for each illumination calculation reduces the data set that must be processed for each object. This localized computation scope maintains accurate lighting representation where objects interact most strongly (at their boundaries) while reducing the overall computational workload, thereby improving rendering speed without sacrificing essential lighting accuracy.
Data Source
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AI summary
A method of rendering a grid based user interface a comprise selecting a gaming object with an illumination value to be updated. The gaming objects located directly adjacent to the selected gaming object each having an associated illumination value. The updated illumination value takes into account the illumination values of the directly adjacent gaming objects. The game object is rendered using the updated illumination value.