Scene Rendering Method Using Resolution Segmentation for Opaque and Transparent Objects
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current scene rendering methods are inefficient when handling transparent objects, as they require rendering all overlapping transparent objects to achieve a translucent effect, leading to reduced rendering efficiency and increased computational pressure.
Innovation Solution
A scene rendering method that separates the rendering of opaque and transparent objects using different resolutions, where the opaque object is rendered at a higher resolution and the transparent object at a lower resolution, with the latter's resolution determined by its transparency or number of laminations, and then synthesizes the results to produce a rendered scene image.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If all transparent objects are rendered at high resolution to achieve accurate translucent effects, then rendering quality is improved, but rendering efficiency deteriorates and computational pressure increases
Solution Approach 1:
The patent segments the rendering process into two distinct paths: one for opaque objects at high resolution and another for transparent objects at low resolution. This segmentation allows each object type to be processed according to its specific requirements, improving overall rendering efficiency while maintaining quality where needed.
Solution Approach 2:
The patent applies different rendering resolutions to different object types within the same scene. Opaque objects receive high-resolution rendering for quality, while transparent objects receive low-resolution rendering for efficiency. This local differentiation optimizes the balance between quality and performance based on visual importance.
2Productivity
If transparent objects are rendered at low resolution to improve rendering efficiency, then computational pressure is reduced, but rendering quality deteriorates
Solution Approach 1:
The rendering system is segmented to handle transparent objects separately from opaque objects, applying low resolution only to transparent objects while maintaining high resolution for opaque objects. This prevents quality degradation in critical areas while improving overall efficiency.
Solution Approach 2:
Different quality levels are applied locally to different object types. Transparent objects use low resolution for efficiency, while opaque objects use high resolution for quality, optimizing the trade-off based on visual contribution and computational cost.
3Manufacturing precision
If all objects are rendered at high resolution to maintain definition and clarity, then visual quality is improved, but rendering time increases
Solution Approach 1:
The rendering process is segmented by object type, applying high resolution only to opaque objects and low resolution to transparent objects. This segmentation reduces total rendering time while maintaining visual quality in areas where it matters most.
Solution Approach 2:
High visual quality is applied locally to opaque objects that dominate the visual scene, while transparent objects receive reduced quality treatment. This local optimization minimizes rendering time while preserving overall visual impact.
Data Source
AI summary
The present disclosure provides a scene rendering method, an electronic device and a storage medium, wherein the scene rendering method includes: acquiring an opaque object and a transparent object in a scene to be rendered; creating a first color texture with a first rendering resolution, and rendering the opaque object based on the first color texture to obtain a first rendering result; creating a second color texture with a second rendering resolution and copying the first rendering result onto the second color texture; rendering the transparent object based on the second color texture copied with the first rendering result, to obtain a second rendering result; performing first extraction on a color of the transparent object in the second rendering result, to obtain a third rendering result; and synthesizing the third rendering result and the first rendering result to obtain a rendered scene image.


