Virtual Scene Lighting Split by Screen-to-Body Ratio
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Solution Overview
Problem
In large virtual scenes with numerous light sources, existing tile-based and cluster-based lighting algorithms suffer from significant performance degradation due to the time-consuming task of updating light source lists, leading to reduced rendering frame rates.
Innovation Solution
A rendering method that combines batch drawing for light sources with screen-to-body ratios below a threshold and tile-based drawing for those above the threshold, reducing the computational load by prioritizing batch rendering for less impactful light sources and full-screen rendering for more impactful ones.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If tile-based lighting algorithm or cluster-based lighting algorithm is used to perform illumination rendering of multiple light sources, then illumination quality is improved, but updating the light source list of each screen tile becomes time-consuming and rendering frame rate is significantly reduced
Solution Approach 1:
The patent segments light sources into two categories based on screen-to-body ratio: first virtual visible light sources (ratio below threshold) and second virtual visible light sources (ratio at or above threshold). This segmentation allows different rendering strategies to be applied to different light source types, optimizing both quality and performance.
Solution Approach 2:
The patent applies different rendering qualities to different light sources based on their screen-to-body ratio. First light sources (smaller ratio) receive batch rendering with lower computational overhead, while second light sources (larger ratio) receive full tile-based rendering with higher quality. This local quality approach ensures that computational resources are allocated efficiently based on actual visual impact.
2Illumination intensity
If tile-based lighting algorithm is used, then illumination rendering is performed, but division into screen tiles and maintaining light source lists for each tile increases computational complexity
Solution Approach 1:
The patent extracts first virtual visible light sources (those with screen-to-body ratio below threshold) from the tile-based rendering process and handles them through batch rendering. This extraction removes the computational burden of maintaining light source lists for these light sources, reducing overall system complexity while preserving quality for important light sources.
Solution Approach 2:
The patent applies partial tile-based rendering only to second virtual visible light sources (those with screen-to-body ratio at or above threshold) rather than all light sources. This partial action approach reduces computational complexity by limiting the expensive tile-based processing to only those light sources that significantly impact the visual quality.
Data Source
AI summary
Improved illumination rendering techniques are described herein. The techniques include obtaining to-be-rendered virtual scene data; determining a plurality of virtual visible light sources in a virtual scene based on the virtual scene data, determining a screen-to-body ratio of each virtual visible light source, and performing batch rendering drawing on a first virtual visible light source in the plurality of virtual visible light sources, to obtain a first drawing result, the screen-to-body ratio of the first virtual visible light source being less than a preset screen-to-body ratio threshold; determining a light source list of each screen tile, the light source list including a second virtual visible light source whose screen-to-body ratio is greater than or equal to the screen-to-body ratio threshold; and performing full-screen drawing based on the light source list of each screen tile, to obtain a second drawing result, and merging the first drawing result with the second drawing result, to obtain a drawn virtual scene.


