Dynamic Shadow Map Resolution Modulation for Memory Budget Management

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Solution Overview

Problem

Conventional shadow mapping in video games faces challenges in dynamically adjusting shadow map resolutions to balance performance and visual quality across different hardware platforms, leading to aliasing errors and uneven shadow spotting.

Innovation Solution

A method and system for dynamically modulating shadow map resolutions based on memory allocation, using a composite scaling factor to adjust shadow map sizes and applying it when memory thresholds are exceeded, along with filtering techniques to reduce artifacts like aliasing and acne, and implementing two-stage caching and compressed shadow trees to optimize performance.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If shadow map resolution is increased to improve visual quality, then shadow detail and realism are improved, but memory consumption and processing load increase

Engineering Contradiction:
Improveshadow qualityVSAvoidmemory consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent implements dynamic shadow map resolution adjustment where the resolution is not fixed but changes based on runtime conditions. The system monitors memory availability, device capabilities, and scene requirements to automatically modulate shadow map resolutions, allowing high quality shadows when resources permit and reduced quality when memory is constrained, thus resolving the contradiction between shadow quality and memory consumption

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the resolution parameter of shadow maps dynamically based on device characteristics and memory conditions. By adjusting the resolution parameter according to available resources and scene importance, the system achieves optimal shadow quality without excessive memory usage, directly addressing the trade-off between visual fidelity and resource consumption

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If shadow map resolution is predetermined for various positions to ensure consistent quality, then visual appearance is maintained, but adaptability to different hardware platforms and dynamic scenes is reduced

Engineering Contradiction:
Improveshadow consistencyVSAvoidplatform compatibility
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

Instead of using fixed predetermined resolutions, the system dynamically adjusts shadow map parameters based on device capabilities and memory conditions. This allows the same shadow mapping algorithm to adapt to different hardware platforms while maintaining acceptable quality, resolving the contradiction between consistency and adaptability

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The shadow mapping system automatically determines appropriate resolutions based on device characteristics and memory availability without requiring manual configuration for each platform. The system self-adjusts to provide consistent quality experience across diverse hardware through automated parameter selection

Inventive Principle:
Principle #25Self-service

3Manufacturing precision

If high resolution shadow maps are used across all platforms to maintain uniform experience, then visual quality is improved, but processing load and memory requirements exceed capabilities of lower-end devices

Engineering Contradiction:
Improveshadow resolutionVSAvoidprocessing capability
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The system applies different shadow map resolutions to different regions or lights based on their importance and visibility. Critical shadows that affect gameplay or are prominently visible receive higher resolution, while less important shadows use lower resolution, optimizing the balance between visual quality and processing load across different device capabilities

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system uses higher resolution shadow maps only when necessary and appropriate for the scene requirements and device capabilities, rather than uniformly applying high resolution everywhere. This partial application of high quality rendering maintains uniform experience where needed while reducing processing load overall

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20230149811A1Systems and Methods for Dynamically, Automatically Generating and/or Filtering Shadow Maps in a Video Game
Publication Date: 2023.05.18 ACTIVISION PUBLISHING INC
  • US20230149811A1 patent drawing
  • US20230149811A1 patent drawing
  • US20230149811A1 patent drawing

AI summary

The present specification describes systems and methods for dynamically modulating a resolution of shadows corresponding to lights in a frame of a video game scene. The shadows are generated by a module executed at least in part on a player's computing device in data communication with at least one host computer. A memory budget, also referred to as an allocated memory, is first defined. A size of each of the shadow maps corresponding to the lights is determined. An overall size of the shadow maps is also determined, along with a composite scaling factor for each of the lights. The composite scaling factor is applied across each of the shadows maps if the overall size exceeds a predefined threshold percentage of the memory budget.