Multiple-pass rendering of 3D models for large structures
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Solution Overview
Problem
Large and complex 3D models of structures like aircraft are difficult to view in their entirety due to size constraints and hardware limitations, making it challenging for engineers and maintenance personnel to access and visualize all parts simultaneously without access to a supercomputer.
Innovation Solution
A method for multiple-pass rendering of 3D models, which involves loading a scene graph, selecting nodes, adding 3D objects to a render queue, and performing multiple-pass rendering to render a threshold portion of 3D objects while leaving others for subsequent passes, utilizing mesh simplification and z-occlusion to reduce computational load and improve visibility on consumer-grade devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Area of stationary object
If the entire 3D model of a large and complex aircraft is rendered at once, then complete visualization of all parts is achieved, but computing hardware limitations prevent this from being feasible on commonly available devices
Solution Approach 1:
The patent segments the rendering process into multiple passes, where each pass renders a portion of the 3D model. The scene graph is divided into hierarchical groups of nodes, and rendering is performed in stages rather than attempting to render all millions of parts simultaneously, making the process feasible on consumer-grade hardware.
Solution Approach 2:
The patent implements partial action by rendering only a threshold portion of 3D objects in each pass rather than rendering all objects. The system determines which objects to render based on their position in the scene graph and visibility requirements, leaving remaining objects for subsequent passes.
2Loss of information
If all millions of individual parts are included in the 3D model, then complete information about the aircraft is available, but the model size exceeds 4 terabytes making it difficult to view
Solution Approach 1:
The patent performs preliminary actions by pre-processing the scene graph into a hierarchical structure and pre-determining the rendering order of nodes. This organization allows the system to efficiently access and render only the necessary portions of the model during operation, making the large 4+ terabyte model accessible on commonly available hardware.
Solution Approach 2:
The patent extracts only the necessary information for each rendering pass by selecting specific nodes from the scene graph based on visibility and importance criteria. Rather than loading or processing the entire model into memory at once, the system extracts and processes only the relevant portions needed for the current view.
3Ease of operation
If the 3D model is simplified to reduce size, then hardware compatibility is improved, but detail and precision of individual parts may be lost
Solution Approach 1:
The patent applies local quality by maintaining different levels of detail for different parts of the model based on their importance and visibility. Critical components that require high precision are rendered with greater detail, while less important areas use lower resolution representations, optimizing the balance between hardware compatibility and manufacturing precision.
Data Source
AI summary
A method is provided for rendering a scene including a digital three-dimensional (3D) model of a structure. The method includes traversing a scene graph composed of a hierarchical group of nodes representing respective 3D objects of the digital 3D model, and selecting nodes of the hierarchical group of nodes. The method includes adding a plurality of objects represented by the selected nodes to a render queue, performing a multiple-pass rendering of the plurality of 3D objects from the render queue. This includes in a pass of a plurality of passes, rendering a threshold portion but not all of the plurality of 3D objects to a framebuffer for output to a display device, with at least one of the plurality of 3D objects being left in the render queue after rendering the threshold portion. The method may also include a mesh simplification and/or z-occlusion.


