Scene Rendering Visibility Pre-calculation for Efficiency
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Solution Overview
Problem
The existing rendering technologies in game scenes face inefficiencies due to real-time calculations of scene element visibility, leading to low rendering efficiency.
Innovation Solution
The method involves prestoring visibility relationships between scene space units and photographing space units as visibility data, allowing for the determination and querying of visibility relationships during rendering, thereby eliminating the need for real-time visibility calculations and improving rendering efficiency.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If real-time visibility calculation is performed for scene elements, then visibility accuracy is improved, but rendering efficiency deteriorates
Solution Approach 1:
The patent pre-calculates and stores visibility relationships between scene space units and photographing space units before the actual rendering process. This preliminary action allows the system to query pre-computed visibility data during rendering instead of performing real-time calculations, thereby maintaining visibility accuracy while significantly improving rendering efficiency.
2Reliability
If all scene elements are rendered regardless of visibility, then rendering completeness is improved, but performance overhead increases
Solution Approach 1:
The patent extracts and removes invisible scene elements from the rendering process by querying visibility data before rendering. Only visible scene elements are included in the final rendering, which maintains rendering completeness for visible elements while reducing performance overhead by eliminating unnecessary rendering of invisible elements.
Solution Approach 2:
The patent applies partial action by rendering only the necessary visible scene elements rather than all scene elements. This selective rendering approach maintains sufficient rendering completeness for the visible portion of the scene while reducing performance overhead associated with rendering completely invisible elements.
Data Source
AI summary
A method, apparatus, and a non-transitory computer-readable medium storing program code may be provided. The method may include obtaining a first scene space unit in which a dynamic scene element in a scene space is located at a first moment and obtaining a first photographing space unit in which a virtual camera is located in a photographing space at the first moment. The method may also include determining a visibility relationship between the first scene space unit and the first photographing space unit based on prestored visibility data. When the visibility relationship between the first scene space unit and the first photographing space unit is invisible, the method includes removing the dynamic scene element and obtaining remaining dynamic scene elements in the scene space. The method then renders the scene picture in the first moment.


