3D Virtual Scene Illumination via Grid-Based Ray Tracking
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Solution Overview
Problem
Existing methods for rendering three-dimensional (3D) virtual scenes struggle to accurately account for indirect illumination from reflected light, which is crucial for enhancing the realism of the rendered scene.
Innovation Solution
The method involves dividing the 3D virtual scene into grids to track the location of rays from a light source and their reflections, determining the illumination of each grid based on this information, and rendering the scene accordingly, using a controller and storage unit to store and update this data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If indirect illumination from reflected light is taken into account to enhance realism, then the perception of reality of the 3D virtual scene is improved, but the complexity of the rendering process increases
Solution Approach 1:
The 3D virtual scene is divided into multiple grids, allowing the rendering system to process illumination calculations for each grid independently. This segmentation enables tracking of light rays and their reflections within specific grid regions, making the complex indirect illumination problem manageable through localized computations rather than global scene processing.
Solution Approach 2:
The patent introduces an intermediary data structure (grid information including first points of direct light incidence and second points of reflected light incidence) that mediates between the light source and the final rendering. This intermediary representation simplifies the complex ray-tracing calculations by pre-processing and organizing illumination data in a structured format that can be efficiently applied during rendering.
2Measurement precision
If both direct and indirect light influences are calculated, then the illumination accuracy is improved, but the computational time and resources increase
Solution Approach 1:
The patent performs preliminary calculations by determining first points where light rays directly hit objects and second points where reflected rays hit objects before the final rendering process. This pre-processing of illumination data, including storing grid information about light incidence points, allows the rendering stage to use pre-computed values rather than performing complex ray-tracing calculations in real-time, significantly reducing computational time while maintaining accuracy.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach effectively captures and renders both direct and indirect light influences, enhancing the realism of the 3D virtual scene by accurately depicting illumination patterns, thereby improving the perception of reality.
Implementation Method 1
acquire location information about a plurality of second points at which the plurality of rays reflected from the plurality of first points are incident on the one or more objects
Data Source
AI summary
A method includes: dividing the 3D virtual scene by using a plurality of grids; acquiring location information about a plurality of first points at which a plurality of rays originating from a light source are incident on one or more objects located within the 3D virtual scene and location information about a plurality of first grids including the plurality of first points; acquiring location information about a plurality of second points at which the plurality of rays reflected from the plurality of first points are incident on the one or more objects and location information about a plurality of second grids including the plurality of second points; and determining illumination of each of the plurality of grids based on the location information about the plurality of first grids and the location information about the plurality of second grids.


