Shadow Texture Edge Distance Computation With Parallel Raster Processing
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Solution Overview
Problem
The computation of distance field shadow textures is time-consuming due to low computation density and numerous data transmission batches, leading to inefficient shadow texture processing.
Innovation Solution
An electronic device processes shadow textures by determining a higher second resolution based on model data, computing shadow edges in parallel, and storing distance data concurrently for each object, thereby improving computation density and reducing data transmission batches.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If distance field shadow texture computation is performed using traditional sequential processing, then processing completeness is ensured, but processing time is excessive and efficiency is low
Solution Approach 1:
The patent segments the shadow texture processing by dividing objects into different categories (shadow-casting objects and shadow-receiving objects) and processing them separately through different rendering passes. This segmentation enables parallel processing of different object types, significantly improving computation efficiency while maintaining processing completeness
Solution Approach 2:
The patent performs preliminary actions by pre-processing shadow maps and depth buffers before the main shadow texture computation. The first rendering pass pre-computes shadow information for shadow-casting objects, and the second pass uses this pre-computed data to efficiently generate shadow textures for shadow-receiving objects, reducing overall computation time
2Measurement precision
If high resolution is used for shadow texture to improve quality, then shadow detail precision is improved, but computation complexity and data transmission batches increase
Solution Approach 1:
The patent applies local quality by using different resolution strategies for different regions of the shadow texture. The method computes shadow textures at varying resolutions based on the importance and visibility of different shadow regions, maintaining high precision where needed while reducing computation complexity in less critical areas
Solution Approach 2:
The patent implements partial action by computing shadow textures only for visible surfaces and important shadow-casting objects rather than processing all objects at full resolution. This selective approach maintains necessary shadow detail precision while significantly reducing overall computation complexity and data transmission requirements
Data Source
AI summary
A method for processing a shadow texture can compute data concurrently to improve computation density, reduce data transmission batches, and improve shadow texture processing efficiency. Model data and light source information of at least one object in a virtual scene is acquired. A shadow with a first resolution corresponding to each object is acquired. A second resolution is determined based on the model data of each object. A shadow edge formed by each object under the influence of the light source information is determined in parallel by utilizing rasterized pixels of the model data. The distance from the rasterized pixels to the shadow edge corresponding to each object is computed, and the corresponding distance data is stored.


