3D Particle System Rendering via Bounding Geometry for Weather Effects

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Solution Overview

Problem

Modern in-vehicle information systems face challenges in generating realistic graphical depictions of precipitation in 3D mapping applications due to hardware limitations and high power consumption, which can drain batteries in mobile devices.

Innovation Solution

A method and system that utilize a processor to receive camera position and viewing direction, retrieve weather data, and render a 3D particle system within a bounding geometry, optimizing computational resources and power usage by limiting rendering to the field of view, thus efficiently depicting precipitation based on real-time weather conditions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If modern 3D graphics hardware and software are used to generate realistic precipitation effects, then the visual realism and detail of weather effects are improved, but the hardware execution resources and computational power required increase substantially

Engineering Contradiction:
Improvevisual realism of precipitation effectsVSAvoidhardware execution resources
Core Design Contradiction:
Illumination intensityVSPower

Solution Approach 1:

The patent divides the 3D virtual environment into multiple frustums of view, each corresponding to a specific camera position and viewing direction. Precipitation particle systems are segmented and rendered only within the currently active frustum, rather than throughout the entire environment. This segmentation allows realistic precipitation effects to be displayed in the visible area while avoiding computation in hidden areas, resolving the contradiction between visual realism and computational resource consumption.

Inventive Principle:
Principle #1Segmentation

2Illumination intensity

If powerful graphics hardware is used to produce realistic precipitation graphics, then the quality of weather visualization is improved, but the electrical power consumption increases undesirably large amounts

Engineering Contradiction:
Improvequality of precipitation graphicsVSAvoidelectrical power consumption
Core Design Contradiction:
Illumination intensityVSUse of energy by moving object

Solution Approach 1:

The patent implements partial action by rendering precipitation particle systems only within the frustum of view that corresponds to the active camera position, rather than rendering throughout the entire 3D environment. This partial rendering approach maintains high visual quality in the visible area while significantly reducing overall computational workload and electrical power consumption, directly addressing the contradiction between graphics quality and energy usage.

Inventive Principle:
Principle #16Partial or excessive action

3Area of stationary object

If precipitation is rendered throughout the entire 3D virtual environment, then complete weather coverage is achieved, but the rendering speed and computational efficiency decrease

Engineering Contradiction:
Improvecoverage area of precipitation renderingVSAvoidrendering speed
Core Design Contradiction:
Area of stationary objectVSProductivity

Solution Approach 1:

The patent applies local quality by concentrating computational resources on rendering precipitation only within the active frustum of view where the camera is positioned. Instead of uniformly rendering across the entire 3D environment, the system adapts the rendering area to match the local viewing requirements, thereby maintaining comprehensive weather coverage in visible areas while achieving high rendering speed through selective computation.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11373356B2Method and system for efficient rendering of 3D particle systems for weather effects
Publication Date: 2022.06.28 ROBERT BOSCH GMBH
  • US11373356B2 patent drawing
  • US11373356B2 patent drawing
  • US11373356B2 patent drawing

AI summary

A method for generating graphics of a three-dimensional (3D) virtual environment includes: receiving, with a processor, a first camera position in the 3D virtual environment and a first viewing direction in the 3D virtual environment; receiving, with the processor, weather data including first precipitation information corresponding to a first geographic region corresponding to the first camera position in the 3D virtual environment; defining, with the processor, a bounding geometry at first position that is a first distance from the first camera position in the first viewing direction, the bounding geometry being dimensioned so as to cover a field of view from the first camera position in the first viewing direction; and rendering, with the processor, a 3D particle system in the 3D virtual environment depicting precipitation only within the bounding geometry, the 3D particle system having features depending on the first precipitation information.