Viewpoint-Independent Map Generation for 3D Rendering
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Solution Overview
Problem
Existing techniques face challenges in efficiently generating and sharing viewpoint-independent maps for 3D scene rendering, particularly in cloud-based gaming, due to issues like aliasing, high data capacity requirements, and the need for high-resolution shadow maps, which are not feasible for all viewpoints and light sources.
Innovation Solution
An information processing apparatus and method that acquires viewpoint information, generates viewpoint-independent maps adaptively based on the number of pixels in the rendering scope, stores pixels associated with different distances, and updates or deletes pixels based on usage frequency, using a mipmap format to maintain multiple resolutions for optimal image quality and reduce data capacity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If a shadow map is generated at high-resolution to improve shading quality, then aliasing is reduced, but data capacity requirements increase significantly
Solution Approach 1:
The patent applies local quality by generating shadow maps at different resolutions based on the specific requirements of different rendering scenarios. Instead of using a single high-resolution shadow map for all cases, the system adapts the resolution locally to match the actual rendering needs, thereby reducing overall data capacity while maintaining shading quality where necessary.
Solution Approach 2:
The patent implements dynamics by making shadow map resolution adaptable rather than static. The system dynamically adjusts shadow map generation based on runtime conditions such as the number of pixels in the rendering scope and lighting requirements, allowing high resolution only when needed and lower resolution otherwise, thus resolving the contradiction between quality and data capacity.
2Manufacturing precision
If multiple light sources are arranged in a scene to improve lighting realism, then rendering quality improves, but memory regions are pressed by maintaining multiple shadow maps
Solution Approach 1:
The patent applies local quality by assigning different resolution levels to shadow maps corresponding to different light sources based on their specific contributions to the scene. Rather than uniformly high resolution for all light sources, the system identifies which light sources require high-quality shadow maps and which can use lower resolution, thereby maintaining lighting realism while reducing total memory usage.
3Measurement precision
If a viewpoint independent map is generated for each client device to customize rendering, then rendering accuracy improves, but calculation amount and processing time increase
Solution Approach 1:
The patent applies universality by creating viewpoint-independent shadow maps that can be shared across multiple client devices. Instead of generating custom shadow maps for each device, the system produces universal shadow maps that work for all clients, significantly reducing calculation amount and processing time while maintaining sufficient rendering accuracy through adaptive resolution techniques.
4Manufacturing precision
If the resolution of shadow map is increased to match high pixel count rendering objects, then shading precision improves, but calculation amount for generation increases
Solution Approach 1:
The patent applies local quality by matching shadow map resolution to the actual pixel count of rendering objects in specific regions. Instead of using uniformly high resolution throughout the entire scene, the system generates high-resolution shadow maps only for regions with high pixel count objects that require precise shading, while using lower resolution elsewhere, thereby improving shading precision where needed without proportionally increasing overall generation time.
Data Source
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AI summary
An information processing apparatus acquires viewpoint information indicating a viewpoint for which rendering of a 3D scene is performed and generates, by a predetermined calculation, a viewpoint independent map for an object included in a rendering scope based on the acquired viewpoint information. And then the apparatus stores each pixel of the generated viewpoint independent map in association with a distance between an object corresponding to the pixel and the viewpoint indicated by the acquired viewpoint information. The apparatus does not perform the predetermined calculation in a case where a pixel of the viewpoint independent map for the object included in the rendering scope corresponding to the distance from the viewpoint indicated by the acquired viewpoint information is already stored.