Merged Texture Map for Game Scene Rendering Efficiency
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Solution Overview
Problem
The processing efficiency of existing map merging schemes for game scenes is low, and they require excessive storage space, leading to CPU consumption issues and poor gaming performance on mobile terminals.
Innovation Solution
A method and apparatus for acquiring a merged map by grouping and merging texture maps of model components in an offline state, using a configuration file to store map configuration information, and loading the merged maps during game run, which reduces the number of graphics API calls and storage space required.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If multiple separate maps are used for different model components in game scenes, then the physical properties and illumination effects of model components can be accurately represented, but the number of graphics API calls increases and CPU consumption rises
Solution Approach 1:
The patent merges multiple separate maps (diffuse maps, normal maps, mask maps) into a single merged map that contains texture information for multiple model components. This consolidation reduces the number of graphics API calls from multiple separate binding operations to a single binding operation, thereby improving rendering efficiency while preserving the ability to represent different physical properties through distinct texture regions within the merged map.
2Measurement precision
If multiple separate maps are used for different model components, then accurate texture representation is achieved, but storage space consumption increases
Solution Approach 1:
The patent combines multiple separate texture maps into a single merged map structure, where textures from different model components are packed together in different regions of the same map. This approach significantly reduces storage space requirements compared to keeping separate map files, while still allowing accurate representation of various texture properties through the use of multiple texture units and appropriate UV coordinate mapping.
3Reliability
If map switching is performed for each model component rendering, then correct texture application is ensured, but the rendering process complexity increases
Solution Approach 1:
The patent consolidates multiple model component textures into a single merged map, eliminating the need for repeated map switching operations during rendering. The system maintains texture application correctness by using multiple texture units to access different regions of the merged map simultaneously, and by managing UV coordinates to map each model component's surface to the appropriate region within the merged map, thereby simplifying the rendering process.
4Ease of operation
If graphics API calls are increased for map switching, then precise control over model component rendering is achieved, but mobile terminal performance deteriorates
Solution Approach 1:
The patent merges multiple maps into a single consolidated map structure, which allows the system to maintain precise rendering control through programmatic management of texture units and UV coordinates rather than through frequent graphics API calls. This approach significantly reduces CPU usage and energy consumption on mobile terminals, as the merged map can be bound once and reused for rendering multiple model components without repeated binding operations.
Data Source
AI summary
A method and apparatus for acquiring a merged map, a storage medium, a processor, and a terminal are provided. The method includes that: a configuration file and a thumbnail are acquired in an off-line state; and maps corresponding to model components contained in each game scene are loaded during game run, and the maps corresponding to the model components contained in each game scene and the thumbnail are merged according to the configuration file to obtain a merged map corresponding to at least one game scene. The present disclosure solves technical problems in the related art that a processing efficiency of a provided map merging scheme used aiming at a game scene is lower and too much storage space is required to be occupied.


