Visibility Set Merging for Game Rendering Efficiency
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Solution Overview
Problem
Existing occlusion culling methods in game rendering face inefficiencies due to large numbers of visibility sets in complex scenes, leading to increased resource consumption and rendering overhead.
Innovation Solution
A method that merges visibility sets between adjacent sub-regions in a virtual scene based on predefined conditions, reducing the number of visibility sets and improving rendering efficiency by determining and merging target visibility sets with adjacent sets that satisfy a preset difference value.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the scene is divided into many sub-regions to improve rendering precision, then the visibility calculation accuracy is improved, but the number of visibility sets increases leading to higher resource consumption
Solution Approach 1:
The patent merges visibility sets from adjacent sub-regions when they have similar visibility characteristics (small difference value). This combines multiple visibility sets into fewer unified sets, reducing the total quantity while maintaining accurate visibility determination across the entire scene.
Solution Approach 2:
The merged visibility set serves multiple sub-regions simultaneously, making it a universal data structure that can be applied across adjacent areas. This multi-functional approach reduces redundancy and lowers overall resource consumption while preserving rendering precision.
2Productivity
If a brute-force clustering algorithm is used to process all visibility sets, then the rendering optimization is improved, but the computational time and processing complexity increase significantly
Solution Approach 1:
The patent segments the scene into sub-regions and processes visibility sets locally within each sub-region before merging with adjacent regions. This segmentation approach reduces the computational complexity by avoiding the need to process all visibility sets simultaneously across the entire scene.
Solution Approach 2:
The patent performs preliminary visibility calculations within individual sub-regions before performing the merging operation. This preliminary action allows the system to prepare and optimize visibility data locally, reducing the overall computational time required for global rendering optimization.
3Measurement precision
If visibility sets from all sub-regions are processed independently, then the rendering accuracy is maintained, but the storage requirements and memory consumption increase
Solution Approach 1:
The patent merges visibility sets from multiple sub-regions into unified visibility sets that are stored once and shared across adjacent regions. This reduces the total storage requirements by eliminating redundant visibility data while maintaining rendering accuracy through the merged visibility information.
Data Source
AI summary
A method for processing game data includes: obtaining a target visibility set corresponding to a target sub-region of a plurality of sub-regions, wherein a specified virtual scene is divided into the sub-regions and includes one or more objects, and the target visibility set includes visibility of at least one object of the objects in the target sub-region; determining, from the plurality of sub-regions, one or more of sub-regions adjacent to the target sub-region as one or more adjacent sub-regions; obtaining a visibility set corresponding to an adjacent sub-region of the one or more adjacent sub-regions; and determining a difference value between the target visibility set and the visibility set, and in response to determining that the difference value satisfies a preset condition, merging the target visibility set and the visibility set to obtain a merged visibility set as a visibility set common to the target sub-region and the adjacent sub-region.


