Automated Volumetric Mesh Generation for Real-Time Lighting Simulation
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Solution Overview
Problem
Traditional methods for determining the volume of objects in digital environments, such as gaming environments, are time-intensive and require manual processing, which is inefficient and burdensome for game developers and artists, especially when objects change states or require complex lighting simulations that necessitate high-end GPUs, which are not cost-effective for consumer electronics.
Innovation Solution
Automated processing generates low-frequency volumetric meshes from original object meshes to determine volumes, allowing for efficient management and application of effects like ambient occlusion without the need for high-end GPUs, by identifying reference points, curating planes, and pruning data to create reduced meshes that approximate light sources and simulate lighting effects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If manual methods are used to determine volume of objects, then precision can be maintained, but processing time increases significantly
Solution Approach 1:
The patent creates a simplified copy (volumetric mesh) of the original complex mesh representation of an object. This volumetric mesh is a polyhedral approximation that captures the essential volume information while being computationally much simpler to process. The copying principle resolves the contradiction by providing a pre-computed simplified representation that enables fast automated volume calculations without requiring time-intensive manual mesh analysis, while maintaining sufficient precision for gaming applications.
Solution Approach 2:
The patent performs volume determination and creates volumetric meshes in advance (offline) before the actual gaming runtime. By pre-computing the volumetric properties and storing them, the system eliminates the need for time-consuming volume calculations during gameplay. This preliminary action resolves the contradiction by shifting the computational burden to an offline stage where time is not constrained, enabling fast automated processing at runtime.
2Manufacturing precision
If high-end GPUs are used to generate photorealistic renderings with ambient occlusion, then rendering quality improves, but hardware cost increases
Solution Approach 1:
The patent replaces expensive high-end GPU hardware with a software-based automated volumetric mesh generation system that can run on standard consumer graphics cards. The system uses automated algorithms to generate volumetric meshes and calculate ambient occlusion, providing photorealistic rendering quality without requiring costly specialized hardware. This resolves the contradiction by substituting computational software complexity for hardware complexity, making high-quality rendering accessible on budget-friendly devices.
Solution Approach 2:
The patent substitutes the mechanical/computational power of high-end GPUs with an automated software processing system that uses volumetric mesh approximation techniques. Instead of relying on brute-force ray tracing and complex lighting calculations that demand powerful hardware, the system uses pre-computed volumetric representations and simplified occlusion algorithms. This substitution resolves the contradiction by achieving similar rendering quality through smarter algorithms rather than more powerful hardware.
3Ease of operation
If artists manually create and place volumes for effects, then control over lighting effects is precise, but the process becomes extremely time-intensive
Solution Approach 1:
The patent enables the system to automatically generate volumetric meshes and determine volumes without requiring artist intervention. The automated processing system extracts geometry from game assets, computes volumes, and places volumetric data autonomously. This self-service capability resolves the contradiction by eliminating the time-intensive manual process while maintaining sufficient control precision through automated algorithms that adapt to the scene geometry and lighting requirements.
Solution Approach 2:
The patent creates automated copies of volumetric information by generating volumetric meshes from game asset geometry. Instead of requiring artists to manually create volume representations, the system automatically copies and processes the geometric data from 3D models to generate appropriate volumetric representations. This copying approach resolves the contradiction by automating the volume creation process while preserving the essential spatial information needed for accurate lighting and occlusion effects.
4Measurement precision
If volumes are manually recalculated when objects change state, then accuracy is maintained, but the processing burden increases for multiple modifiable objects
Solution Approach 1:
The patent pre-computes volumetric meshes for multiple possible object states during asset creation or offline processing. When objects change state during gameplay, the system can quickly switch between pre-computed volumetric representations rather than performing time-consuming recalculations. This preliminary action resolves the contradiction by maintaining volume accuracy through pre-prepared data while dramatically reducing the processing burden during runtime, especially for games with multiple modifiable objects.
Solution Approach 2:
The patent creates multiple copies of volumetric mesh data corresponding to different object states. Instead of recalculating volumes when objects change state, the system selects from pre-generated volumetric copies that match the current object configuration. This copying strategy resolves the contradiction by maintaining accuracy through state-specific volumetric data while eliminating the need for complex real-time recalculation processing.
Data Source
AI summary
The present disclosure introduces automated and repeatable processing for determining and managing volumes of objects within a digital environment. In one non-limiting example, processing of the present disclosure automatically generates volumes of static objects from associated meshes within a gaming environment. However, the present disclosure is applicable to determine a volume of any type of object within any type of digital content. From an original mesh of an object, a low-frequency volumetric mesh (reduced mesh) is automatically generated. A volume of an object may be automatically determined from analysis of the reduced mesh. Volumetric data is then be integrated within digital content for a variety of applicable use cases. For example, a reduced data set is created to approximate light sources relative to the interior of a static object (e.g., building) within a digital environment, enabling developers to create more realistic representations of lighting within that static object (e.g., building).


