Particle Road Map Rendering Using Baked Texture Coordinates

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

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

VSEngineering 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

Engineering Contradiction:
Improveparticle location accuracyVSAvoidrendering efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

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.

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If particle locations are calculated in real-time during rendering, then rendering accuracy is maintained, but CPU computational overhead increases

Engineering Contradiction:
Improverendering accuracyVSAvoidCPU computational overhead
Core Design Contradiction:
Manufacturing precisionVSProductivity

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.

Inventive Principle:
Principle #26Copying

3Loss of information

If all particle data is processed traversally before rendering, then complete particle information is obtained, but processing time increases

Engineering Contradiction:
Improveparticle information completenessVSAvoidprocessing time
Core Design Contradiction:
Loss of informationVSLoss of time

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.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12475630B2Image rendering method and related apparatus
Publication Date: 2025.11.18 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12475630B2 patent drawing
  • US12475630B2 patent drawing
  • US12475630B2 patent drawing

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.