Object-Priority 3D Rendering for Framerate and Visual Quality

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing methods for rendering complex 3D graphics in video games often result in performance deterioration, leading to reduced graphical quality and immersive experience due to resource moderation techniques like reduced antialiasing.

Innovation Solution

Assign importance levels to objects in a frame, applying rendering resource restrictions based on these levels to manage graphical processing resources, ensuring critical objects maintain quality while less important objects have reduced detail or simplified rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If rendering resource restrictions are applied to maintain acceptable framerate, then productivity is improved, but manufacturing precision deteriorates

Engineering Contradiction:
ImproveframerateVSAvoidgraphical quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies different rendering quality levels to different objects within the same scene based on their importance. Critical objects (e.g., player character, important NPCs) are rendered with high quality, while less important objects (e.g., distant scenery, background elements) are rendered with reduced quality. This allows the system to maintain high frame rates by reducing overall rendering complexity while preserving visual quality in areas that matter most to the player experience.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The rendering system is divided into multiple quality tiers or levels. Objects are segmented into different importance categories, and each category receives appropriate rendering resources. This segmentation allows the graphics processing unit to allocate resources dynamically, spending more time on important objects and less on unimportant ones, thereby achieving both high frame rates and acceptable graphical quality.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If detailed models and textures are used to produce realistic renderings, then manufacturing precision is improved, but productivity deteriorates

Engineering Contradiction:
Improverealism of renderingVSAvoidprocessing speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

High-detail models and textures are applied selectively only to important objects that require realistic rendering, such as the player character and key interactive elements. Less important objects use lower-detail assets. This approach maintains realism where needed while significantly reducing the overall computational burden on the graphics processing system.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of applying full-detail rendering to all objects, the system applies partial rendering detail only where necessary. This partial action approach achieves the desired realism for critical visual elements without the excessive processing cost of uniformly high-quality rendering across the entire scene.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250381478A1Method of rendering graphics for a video game
Publication Date: 2025.12.18 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250381478A1 patent drawing
  • US20250381478A1 patent drawing

AI summary

A method of rendering graphics for a video game, which comprises: assigning, to each of a plurality of objects in a frame to be rendered, an importance level of the object; determining, based on the importance levels, one or more rendering quality resource restrictions to be applied to at least some of the plurality of objects; and rendering the frame, wherein the plurality of objects are rendered in accordance with the rendering quality resource restrictions.