Virtual Scene Frame Mapping Using Depth and Color Textures

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Solution Overview

Problem

Existing virtual scene rendering technologies require high terminal processing capabilities, limiting display effects due to high frame rates, which many devices cannot support.

Innovation Solution

An image display method that involves acquiring scene depth and color texture maps, mapping spatial positions based on camera parameters, and generating new texture maps for improved frame prediction, reducing the need for redrawn and rendered frames.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If the display frame rate of the virtual scene is increased to improve display effect, then the display effect is improved, but the terminal processing capability requirement increases and many devices cannot support it

Engineering Contradiction:
Improvedisplay frame rateVSAvoidterminal processing capability requirement
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-calculating and storing spatial position information of vertices in a clipping space during the rendering of the first image frame. This pre-computed data is then reused for generating the second image frame, avoiding redundant calculations and enabling higher frame rates without proportionally increasing terminal processing requirements.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses copying by generating the second image frame through spatial position mapping and texture map generation based on the first image frame's rendered data. Instead of fully re-rendering the scene, the system copies and transforms relevant spatial and texture information, significantly reducing processing requirements while maintaining visual quality.

Inventive Principle:
Principle #26Copying

2Productivity

If the display frame rate is increased to improve display effect, then the display effect is improved, but the processing resources consumed increase

Engineering Contradiction:
Improvedisplay frame rateVSAvoidprocessing resources
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The patent performs preliminary action by pre-computing and storing vertex spatial positions in clipping space during the first frame rendering. This pre-computed spatial information is then reused for the second frame, eliminating redundant calculations and reducing processing resource consumption while enabling higher frame rates.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent reduces processing resources by copying and transforming spatial position data and texture map information from the first image frame to generate the second image frame. This approach avoids full re-rendering and significantly decreases the computational energy required for high frame rate display.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If traditional rendering methods are used for each frame, then rendering accuracy is maintained, but additional waiting time is required for each frame to be fully rendered

Engineering Contradiction:
Improverendering accuracyVSAvoidframe rendering waiting time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies preliminary action by pre-calculating vertex spatial positions in clipping space and pre-generating relevant texture information during the first frame rendering. This pre-computed data is then rapidly transformed for the second frame, maintaining rendering accuracy while eliminating the need to wait for complete re-rendering of each frame.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent maintains rendering accuracy while reducing waiting time by copying spatial position data and texture map information from the first frame and transforming them for the second frame. This approach preserves visual fidelity through accurate spatial mapping while enabling faster frame generation without full re-rendering.

Inventive Principle:
Principle #26Copying

Data Source

PatentEP4660954A1Image display method for virtual scene, device, medium and program product
Publication Date: 2025.12.10 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • EP4660954A1 patent drawingFigure 1
  • EP4660954A1 patent drawingFigure 2
  • EP4660954A1 patent drawingFigure 3

AI summary

An image display method for a virtual scene, a device, a medium, and a program product are provided, relating to the technical field of virtual worlds. The method includes: acquiring (210) a first scene depth texture map and a first scene color texture map of a first image frame; acquiring (220), based on the first scene depth texture map, a first spatial position of a vertex of a target triangular surface in a first clipping space; mapping (230), based on a first camera parameter and a second camera parameter, the first spatial position to a second spatial position in a second clipping space; generating (240) a second scene depth texture map and a second scene color texture map based on the second spatial position and the first scene color texture map; and displaying (250) a second image frame based on the second scene depth texture map and the second scene color texture map. According to the foregoing solution, an image display frame rate for the virtual scene may be improved, thereby improving the display effect of the virtual scene.