Shadow Texture Reuse for Multi-Character Rendering Load Reduction
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Solution Overview
Problem
In game systems, the processing load for generating shadows of multiple characters on a screen is high, leading to incomplete processing and a sense of unnaturalness when using approximate shadows uniformly.
Innovation Solution
An image processing system that generates shadow textures for one character and stores them in memory, allowing these textures to be reused for characters in the same pose category, reducing the load on the processor by using perspective projection and texture memory to display shadows efficiently.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If shadow textures are generated for each character individually, then shadow quality is maintained, but processing load increases significantly
Solution Approach 1:
The patent applies the copying principle by generating shadow textures from a single reference character and reusing these textures for multiple other characters through texture mapping. Instead of generating unique shadow textures for each character, the system creates one shadow texture and copies/applies it to multiple characters, dramatically reducing processing load while maintaining visual quality
Solution Approach 2:
The patent implements preliminary action by pre-generating shadow textures for reference characters before they are needed for actual character shadow rendering. The shadow textures are created in advance and stored in memory, allowing rapid retrieval and application during gameplay without real-time generation overhead
2Productivity
If approximate shadows are used uniformly for all characters, then processing load is reduced, but visual naturalness deteriorates
Solution Approach 1:
The patent applies local quality by differentiating shadow rendering approaches based on character properties. Reference characters receive full-quality shadow texture generation, while other characters use the copied shadow textures. This localized differentiation maintains high realism where needed (reference characters) while improving efficiency for the majority of characters
Solution Approach 2:
The patent uses parameter changes by selecting reference characters based on specific criteria (pose, scale, orientation) and adjusting texture mapping parameters to match the target character's characteristics. By changing parameters like texture coordinates, rotation angles, and scaling factors, the system adapts a single shadow texture to multiple characters with different poses and orientations
3Quantity of substance
If the number of characters displayed on one screen increases, then game complexity increases, but drawing processor load increases导致incomplete processing
Solution Approach 1:
The patent applies merging by combining the shadow rendering process for multiple characters into a unified workflow. Instead of independently generating shadows for each character (which would require N separate generation processes), the system generates one shadow texture and merges it into the rendering pipeline for multiple characters simultaneously, reducing the number of independent processing operations
Data Source
AI summary
By means of an image drawing program stored in a storage medium readable by an image processing system, the corresponding image processing system and the corresponding image drawing method, shadows are drawn for a plurality of characters, without imposing a large load on the processor, by referencing a shadow created in advance, and using the shadow for other characters to draw numerous humanoid shadows for display on one screen.


