Particle Road Map Rendering Using Baked Texture Coordinates
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Solution Overview
Problem
The computational overhead on CPUs is high due to the need for real-time geometric calculations of large quantities of particles in particle road condition maps, affecting rendering efficiency.
Innovation Solution
Use baked particle trail maps, which are texture data containing texel data with location information of reference sampling points, to determine particle locations directly during rendering, eliminating the need for real-time location calculations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If real-time geometric computing is performed on all particles before each rendering, then particle location accuracy is maintained, but CPU computational overhead increases significantly
Solution Approach 1:
The patent pre-calculates and stores particle location data in texture data before rendering. Instead of computing particle positions in real-time during rendering, the system performs the geometric computations beforehand and stores the results in texture coordinates, which are then directly used during rendering to display particle locations without additional calculation.
2Manufacturing precision
If particle locations are calculated in real-time during rendering, then rendering accuracy is maintained, but CPU computational overhead increases
Solution Approach 1:
The patent creates a copy of particle location information by encoding it into texture data. Instead of calculating particle positions during rendering, the system uses pre-encoded texture coordinates that represent particle locations, effectively copying the location information from the texture data to the rendered output without requiring real-time geometric computations.
3Loss of information
If all particle data is processed traversally before rendering, then complete particle information is obtained, but processing time increases
Solution Approach 1:
The patent performs particle data processing in advance by pre-calculating particle locations and encoding them into texture data before rendering. This preliminary action ensures that all particle information is prepared beforehand, eliminating the need for time-consuming traversals during the rendering process while maintaining information completeness.
Data Source
AI summary
An image rendering method includes obtaining texture data corresponding to a particle road condition map in which particle movement simulates vehicle movement reflecting road traffic conditions. The texture data includes texel data corresponding to each road section in the particle road condition map, and the texel data includes location data of reference sampling points on a corresponding road section in the particle road condition map. The method further includes determining, during rendering of each frame of the particle road condition map, location data of each particle in the particle road condition map according to an animation running time corresponding to the respective frame and according to the location data of the reference sampling points, and rendering the respective frame corresponding to the animation running time in the particle road condition map according to the location data of each particle at the animation running time.


