Refractive Index Curve Compression for Spectral Rendering Memory Limits

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Solution Overview

Problem

Spectral rendering techniques in video games require significant processing and storage resources due to the need to model a large number of wavelengths and store frequency-dependent material properties, leading to increased demands on memory and reduced availability for other graphical data.

Innovation Solution

Compress refractive index curves using Fourier transforms and audio compression techniques to reduce storage requirements, allowing efficient storage and retrieval of frequency-dependent material properties for spectral rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If spectral rendering techniques are used to model a large number of wavelengths, then rendering realism and accuracy are improved, but processing demands and storage requirements significantly increase

Engineering Contradiction:
Improverendering accuracyVSAvoidstorage requirements
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent transforms the refractive index data from the frequency domain to the time domain using Fourier transform. This parameter transformation enables the use of audio compression techniques on optical data, significantly reducing storage requirements while maintaining rendering accuracy. The time domain representation allows sparse data structures to be used effectively.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent creates a compressed representation of the refractive index curve by storing only the essential features in the time domain. Instead of storing complete frequency domain data for all wavelengths, the compressed time domain curve serves as a efficient copy that can be used for spectral rendering calculations.

Inventive Principle:
Principle #26Copying

2Measurement precision

If full frequency curves are stored for all material properties, then spectral rendering accuracy is improved, but available storage for other graphical data such as textures and assets is reduced

Engineering Contradiction:
Improvespectral rendering accuracyVSAvoidavailable storage memory
Core Design Contradiction:
Measurement precisionVSArea of stationary object

Solution Approach 1:

By changing the domain parameter from frequency to time, the patent enables efficient compression of material property data. The Fourier transform converts the refractive index curve into a time domain signal that can be compressed using audio compression algorithms, freeing up memory for textures and other graphical assets while preserving spectral rendering accuracy.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent segments the refractive index data into essential and non-essential components through the Fourier transform. The time domain representation allows identification and compression of less critical data portions, enabling selective storage of important spectral information while reducing overall data volume.

Inventive Principle:
Principle #1Segmentation

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Reduces memory requirements for spectral rendering by compressing refractive index curves, enabling more efficient use of memory resources and improving performance in video gaming systems.

Implementation Method 1

applying a Fourier transform to the refractive index curve to obtain a time domain refractive index curve

Methodology Applied
Scientific EffectFourier transform:

Data Source

PatentUS20250384615A1Method and system for storing material properties for use in spectral rendering
Publication Date: 2025.12.18 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250384615A1 patent drawing
  • US20250384615A1 patent drawing
  • US20250384615A1 patent drawing

AI summary

A computer implemented method for compressing a refractive index curve for use in spectral rendering, the method comprising: providing a refractive index curve for a material to be rendered within a virtual environment, the refractive index curve encoding the variation of the refractive index with frequency; applying a Fourier transform to the refractive index curve to obtain a time domain refractive index curve; applying a compression technique to the time domain curve to obtain a compressed time domain curve; storing the compressed time domain curve for use in spectral rendering. Since most of the important relevant variation in a time domain refractive index curve is confined to a small part of the curve, compression techniques may be readily applied to reduce the amount of data that may be stored, freeing up memory for other memory intensive aspects of the graphics rendering pipeline.