Tile-Based Map Rendering with Dual-Texture Border Effects
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Solution Overview
Problem
Current navigation devices face challenges in efficiently displaying features below or above the ground level, such as water features and buildings, using tile-based map rendering methods, which often result in decreased performance and increased storage costs due to the need for modified geometry and additional processing.
Innovation Solution
The method involves using two graphics textures in combination to apply a border effect to map features, enhancing the perception of depth without increasing geometry, by using a first texture with see-through shapes and a second texture to represent features at different levels, applied through techniques like alpha-blending and perspective-correct displacement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Shape
If modified geometry and additional processing are used to display features below or above ground level, then the visual quality and depth perception are improved, but the device complexity and computational burden increase
Solution Approach 1:
The patent creates a visual copy of map features at different apparent depths by rendering the same feature multiple times at different z-positions. This allows the display of features both below and above ground level without modifying the actual geometry, thereby maintaining device simplicity while achieving enhanced depth perception
Solution Approach 2:
The patent adds a depth dimension (z-axis) to the traditional 2D map display by rendering features at multiple z-positions. This creates a pseudo-3D effect where features can appear below or above ground level, improving visual quality without requiring complex 3D geometric models
2Shape
If modified geometry is used to represent features at different levels, then the visual realism is improved, but the storage requirements increase
Solution Approach 1:
Instead of storing multiple geometric representations of features at different levels, the patent stores a single 2D map feature and creates multiple visual copies during rendering at different z-positions. This dramatically reduces storage requirements while maintaining visual realism
Solution Approach 2:
The patent replaces the need for complex 3D geometric storage with a 2D rendering approach that uses transparency and z-positioning to create the illusion of depth. This substitution of rendering mechanics for geometric storage significantly reduces data requirements
3Shape
If additional processing is applied to render features at different depths, then the visual quality is improved, but the processing time and computational resources increase
Solution Approach 1:
The patent creates visual copies of features at different z-positions with varying transparency levels, which can be efficiently rendered using standard graphics hardware. This approach avoids complex geometric calculations while achieving enhanced visual quality
Solution Approach 2:
The patent uses transparency (alpha channel) variations to differentiate features at different depths. By manipulating the transparency of rendered features based on their z-position, the system creates depth perception without requiring computationally intensive 3D rendering
Data Source
Figure 1~2
Figure 3
Figure 4a~4b
AI summary
In a system that uses tile-based road network rendering for displaying map information to a user, a tile is rendered for display by rendering a tile (10) by using a first texture comprising one or more map features to be displayed for the tile of the map in combination with a second texture to apply a texture to a graphics primitive or primitives representing the tile such that at least one map feature (11), such as a water feature, being displayed on the tile (10) is bordered by a border region (24) that represents a border to that map feature. In this way, a more visually appealing depiction of the map feature (11) can be achieved.