Persistent Particle Trail Rendering Using Absolute Coordinates
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Solution Overview
Problem
Rendering particles with particle trails on a graphical user interface is computationally expensive due to the need for frequent recalculations when the viewpoint or zoom level changes, causing noticeable pauses and interruptions in the display.
Innovation Solution
Storing particle positions and trails in a buffer using absolute coordinates instead of screen space coordinates, allowing continuous rendering as the viewpoint changes by projecting updated positions into screen space, and reusing memory for particles that become invisible.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If screen space buffer is used to store particle positions and trails, then particles can be rendered on the GUI, but the buffer must be cleared and particles re-calculated when viewpoint or zoom level changes, causing display interruptions
Solution Approach 1:
Instead of storing particle positions in screen space coordinates that must be recalculated when the view changes, the patent inverts the approach by storing particles in world space coordinates in a scene graph. This allows particles to persist across view changes without recalculation, eliminating display interruptions while maintaining rendering capability.
Solution Approach 2:
The patent pre-establishes a scene graph structure that contains particle data in world space coordinates before any view changes occur. This preliminary organization allows the rendering system to efficiently transform and display particles from any viewpoint without needing to clear and recalculate, thus preventing display interruptions.
2Adaptability or versatility
If particles are stored in screen space buffer, then they can be displayed on the GUI, but the stored positions are only valid for a particular viewpoint requiring recalculation on view changes
Solution Approach 1:
The patent inverts the coordinate storage approach by using world space coordinates instead of screen space coordinates. This inversion makes particle positions viewpoint-independent, allowing the same particle data to be efficiently rendered from any viewpoint without recalculation, thus improving both adaptability and productivity.
Solution Approach 2:
By storing particles in a viewpoint-independent scene graph using world space coordinates, the patent creates a universal particle representation that can be efficiently adapted to any viewpoint or zoom level. This multi-functional approach allows the same particle data to serve multiple viewing scenarios without recalculation, improving rendering efficiency across different viewpoints.
3Ease of operation
If screen space buffer is used for particle rendering, then particles can be displayed, but the buffer clearing and re-calculation process is computationally expensive
Solution Approach 1:
The patent pre-organizes particle data in a scene graph with world space coordinates before rendering begins. This preliminary structuring eliminates the need for computationally expensive buffer clearing and recalculation operations during view changes, significantly reducing computational energy consumption while maintaining ease of particle display.
Solution Approach 2:
By inverting the storage approach from screen space to world space coordinates, the patent eliminates the computational overhead of transforming and recalculating particle positions during view changes. This inversion reduces computational energy consumption while preserving the ability to easily display particles from any viewpoint.
Data Source
AI summary
A method including defining, in a buffer, a particle having an initial position in an absolute coordinate system independent of a graphical user interface (GUI) in which the particle is renderable. The method also includes assigning a memory range within the buffer to the particle. The method also includes generating, in the memory range, an updated position in the absolute coordinate system for the particle. The method also includes determining, in the memory range and from a combination of the initial position and the updated position, vertices for the particle. The method also includes creating, from vertices, a particle trail for the particle in the absolute coordinate system. The method also includes storing the particle trail in the memory range within the buffer.


