Translucent Object Rendering via Segmented Illumination Decay

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Solution Overview

Problem

Current computer graphics systems face challenges in realistically rendering translucent objects due to computational limitations, often rendering them as opaque and struggling to handle large numbers of translucent objects efficiently.

Innovation Solution

A method is introduced to modify the direct illumination scheme by using a decay function to determine the color of pixels in translucent objects, considering the transmittance distance and optical density, allowing for correct rendering of translucent objects without high computational requirements, and providing artistic control through customizable decay functions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If ray tracing is used to render translucent objects, then rendering realism is improved, but computational requirements increase significantly

Engineering Contradiction:
Improverendering realismVSAvoidcomputational requirements
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent segments the illumination calculation into two distinct paths: direct illumination for most objects and indirect illumination specifically for translucent objects. This segmentation allows the system to apply computationally intensive ray tracing only where necessary (translucent objects) while using efficient direct illumination for the majority of scenes, thereby resolving the contradiction between realism and computational cost.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different illumination qualities to different parts of the scene based on object properties. Translucent objects receive sophisticated indirect illumination calculation while other objects use standard direct illumination. This local differentiation maintains rendering realism for translucent objects without imposing high computational requirements on the entire scene.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If ray tracing is performed for all objects, then indirect light is correctly rendered, but processing time increases excessively

Engineering Contradiction:
Improveindirect light renderingVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent divides the scene into translucent and non-translucent objects, applying ray tracing only to translucent objects for indirect illumination calculation. This selective approach ensures indirect light is correctly rendered where physically necessary while avoiding unnecessary processing time for opaque objects that do not transmit light.

Inventive Principle:
Principle #1Segmentation

3Power

If standard direct light models are used, then computational costs are reduced, but translucent objects are rendered as opaque

Engineering Contradiction:
Improvecomputational costsVSAvoidtranslucency rendering
Core Design Contradiction:
PowerVSManufacturing precision

Solution Approach 1:

The patent applies different illumination models to different object types: standard direct light models for most objects to maintain low computational costs, and specialized indirect illumination models specifically for translucent objects to achieve correct translucency rendering. This localized application of different qualities resolves the contradiction between computational efficiency and rendering accuracy.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS8730239B2Transitioning between shading regions on an object
Publication Date: 2014.05.20 DREAMWORKS ANIMATION LLC
  • US8730239B2 patent drawing
  • US8730239B2 patent drawing
  • US8730239B2 patent drawing

AI summary

Embodiments relate to a computer-implemented method of providing a transition between first and second regions within a virtual scene, where the first and second regions are rendered using different methods and being connected to one another along a border line. The second region features a sharply diminishing illumination from the border line. The method includes adding, an overlay of additional illumination to the first region as to make the illumination in portions of the first region that are close to the borderline similar to that of portions of the second region that are close to the border line. The method also includes shifting a position on which calculation of the illumination of the second region is based away from the first region.