Pre-computing Ambient Obscurance Parameters for Real-time Rendering

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Solution Overview

Problem

Existing methods for pre-computing ambient obscurance in computer graphics are memory-intensive and fail to update lighting correctly for dynamic objects, leading to artifacts when these objects move.

Innovation Solution

A method that computes local and global ambient shadowing parameters for each vertex and instance of objects in a scene, allowing real-time application of ambient obscurance while reducing memory usage and artifacts by combining pre-computed parameters using a vertex shader program.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If per-vertex AO parameters are stored for all objects in the scene, then lighting accuracy is improved, but memory consumption increases significantly

Engineering Contradiction:
Improvelighting accuracyVSAvoidmemory consumption
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent segments the AO computation into two parts: pre-computed per-vertex AO parameters stored in memory, and runtime AO calculations performed during rendering. This segmentation allows the system to store only the essential per-vertex parameters while computing the full AO effect dynamically, thereby reducing memory consumption while maintaining lighting accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent pre-computes and stores AO parameters for static objects before rendering. These pre-computed parameters serve as a foundation that can be efficiently utilized during runtime rendering, reducing the computational burden and memory requirements compared to computing full AO for all objects including dynamic ones during rendering.

Inventive Principle:
Principle #10Preliminary action

2Productivity

If pre-baked AO model is applied to dynamic objects, then rendering speed is improved, but lighting accuracy deteriorates as the object moves

Engineering Contradiction:
Improverendering speedVSAvoidlighting accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The patent implements a hybrid approach where static objects use pre-baked AO models for fast rendering, while dynamic objects compute AO parameters in real-time based on their current positions and orientations. This dynamic adaptation ensures that lighting accuracy is maintained for moving objects while preserving the performance benefits of pre-computation for static objects.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies different AO computation strategies to different object types: pre-baked AO for static objects and runtime AO computation for dynamic objects. This local differentiation allows the system to optimize both performance and accuracy according to the specific characteristics of each object in the scene.

Inventive Principle:
Principle #3Local quality

3Measurement precision

If full global illumination model is computed, then lighting accuracy is improved, but computational intensity increases

Engineering Contradiction:
Improvelighting accuracyVSAvoidcomputational intensity
Core Design Contradiction:
Measurement precisionVSPower

Solution Approach 1:

The patent segments the global illumination computation into pre-computed AO parameters for static objects and runtime AO calculations for dynamic objects. This segmentation allows the system to avoid computing full global illumination for all objects, thereby reducing overall computational intensity while maintaining acceptable lighting accuracy through the hybrid approach.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies partial AO computation only where necessary (for dynamic objects) rather than computing full global illumination for all objects. This partial action approach reduces computational intensity while providing sufficient lighting accuracy for the most critical parts of the scene.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9569885B2Technique for pre-computing ambient obscurance
Publication Date: 2017.02.14 NVIDIA CORP
  • US9569885B2 patent drawing
  • US9569885B2 patent drawing
  • US9569885B2 patent drawing

AI summary

One embodiment of the present invention includes techniques for pre-computing ambient shadowing parameters for a computer-generated scene. A processing unit retrieves a reference object associated with the computer-generated scene and comprising a plurality of vertices. For each vertex in the plurality of vertices, the processing unit computes a local ambient shadowing parameter, and stores the local ambient shadowing parameter in a memory. For each instance of the reference object included in the computer-generated scene, the processing unit computes a first global ambient shadowing parameter based on the position of the instance within the computer-generated scene, and stores the first global ambient shadowing parameter in the memory. One advantage of the disclosed embodiments is that ambient obscurance is applied to instance objects in a scene in real time while reducing memory space dedicated to storing the AO parameters.