Translucent Object Rendering Using Pixel Thickness Scattering
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Existing image rendering technologies for translucent objects face high computational loads and low efficiency due to the need to calculate scattering distances for each light source, making them unsuitable for devices with low processing performance.
Innovation Solution
An image rendering method that determines a scattering distance based on the thickness of a translucent object from a pixel's normal direction, reducing the need to calculate scattering distances for each light source, and uses this distance to simulate realistic lighting effects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If scattering distance is calculated for each light source, then lighting effect realism is improved, but computational load increases and rendering efficiency decreases
Solution Approach 1:
The patent merges the scattering distance calculation into a single operation based on pixel normal direction thickness, combining multiple light source calculations into one unified approach. This reduces computational complexity while maintaining lighting realism through the merged scattering distance parameter.
Solution Approach 2:
The patent changes the parameter from calculating separate scattering distances for each light source to using a single scattering distance derived from pixel normal direction thickness. This parameter transformation reduces computational load while preserving the essential lighting effect characteristics.
2Measurement precision
If scattering distance is calculated for each light source, then lighting effect accuracy is improved, but processing resources consumed increase
Solution Approach 1:
The patent extracts the essential scattering distance calculation from the complex multi-light-source computation, isolating it to a single operation based on pixel normal direction thickness. This extraction maintains lighting accuracy while significantly reducing processing resource consumption.
Solution Approach 2:
The patent transforms the computation by changing from calculating multiple scattering distances (one per light source) to calculating a single scattering distance parameter. This parameter change reduces processing resources while preserving lighting effect accuracy through the transformed parameter representation.
3Manufacturing precision
If traditional light scattering simulation is used, then rendering quality is improved, but device complexity requirements increase
Solution Approach 1:
The patent simplifies the rendering system by changing the computational parameters from per-light-source scattering distance calculations to a single pixel-based scattering distance. This parameter simplification reduces device complexity requirements while maintaining rendering quality.
Solution Approach 2:
The patent segments the scattering distance calculation from the light source processing, isolating it as a separate operation based on pixel normal direction thickness. This segmentation allows the rendering system to achieve quality results with lower device complexity by separating computational tasks.
Data Source
AI summary
An image rendering method includes determining, according to a camera location of a virtual camera and an object location corresponding to a target object in a three-dimensional scene, whether a pixel in an imaging plane of the virtual camera overlaps with the target object, if so, determining, according to the pixel and the object location, a positioning point corresponding to a visible point, determining a distance between the visible point and the positioning point as a scattering distance, in the target object, corresponding to the pixel under a target rendering light source, and determining pixel information of the pixel based on the scattering distance and the target rendering light source. The visible point is on the target object and overlaps with the pixel. The positioning point is on the target object and is farthest away from the pixel on a straight line connecting the pixel and the visible point.


