Virtual Object Scoring for Global Illumination Rendering
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Solution Overview
Problem
The large number of individual geometric features in computer-rendered virtual environments slows down global illumination rendering and exceeds the computing resources of rendering platforms, leading to memory and processor capacity issues.
Innovation Solution
A global illumination system that uses a virtual object discrimination module to score and identify disregardable virtual objects based on their contribution to illumination, allowing for a second render that omits these objects and allocates resources more efficiently, using threshold scores to weight and cull objects during rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If all virtual objects are included in global illumination rendering, then rendering accuracy is improved, but rendering speed deteriorates and computing resources are exceeded
Solution Approach 1:
The patent changes the parameter of object importance by introducing a scoring mechanism that evaluates each virtual object's contribution to global illumination. Objects are assigned scores based on their illumination significance, and this parameter change enables selective processing where high-scoring objects receive full rendering attention while low-scoring objects are culled or processed with reduced fidelity, thus resolving the contradiction between rendering accuracy and speed
Solution Approach 2:
The patent applies local quality by differentiating the rendering quality applied to different virtual objects based on their individual illumination contributions. Instead of uniform high-quality rendering for all objects, the system applies high rendering quality only to objects with high illumination scores while using lower quality or culling for objects with low scores, optimizing the overall rendering process
2Quantity of substance
If all virtual objects are included in rendering, then completeness of scene representation is improved, but memory storage capacity is exceeded
Solution Approach 1:
The patent extracts and removes unnecessary virtual objects from the rendering scene by applying a culling mechanism. Objects that score below a predetermined threshold are identified as non-essential to the global illumination and are excluded from the final rendering process, thereby reducing the quantity of objects that consume memory storage capacity while preserving scene completeness for visually important objects
3Manufacturing precision
If all virtual objects are processed, then thoroughness of illumination calculation is improved, but processor throughput capability is exceeded
Solution Approach 1:
The patent applies partial action by performing thorough illumination calculations only for a subset of virtual objects that score above a predetermined threshold. Instead of processing all objects with full computational precision, the system performs complete illumination calculations only for high-scoring objects while using simplified or no processing for low-scoring objects, thereby reducing the total computational load on the processor while maintaining illumination precision for visually significant elements
Data Source
AI summary
There is provided a system including a hardware processor, a memory, and an illumination rendering unit including a virtual object discrimination module stored in the memory. The hardware processor is configured to execute the illumination rendering unit to perform a first, primitive render of an illumination of a scene including multiple virtual objects, and to determine a score for each of the virtual objects corresponding to its respective contribution to the illumination of the scene. The hardware processor is also configured to execute the illumination rendering unit to identify one or more of the virtual objects as disregardable based on their respective scores, and to perform a second render of the illumination of the scene while disregarding presence of the identified one or more virtual objects as disregardable in the scene.


