Real-Time Volumetric Rendering of Dynamic Particles

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Solution Overview

Problem

Current technologies face challenges in real-time rendering of dynamic high-density natural materials like snow, ash, or dust due to high computational costs and inability to capture complex geometry, leading to unrealistic or noisy results in applications such as video games and virtual reality.

Innovation Solution

Implementing a graphics processing pipeline that converts dynamic particles into a volume texture and uses ray marching to compute light interaction, with precomputation of light distribution and optimized rendering techniques like froxel volumes and slice-by-slice light precomputation to reduce computational overhead and improve visual fidelity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If traditional volumetric rendering methods are used to render dynamic high-density natural materials, then visual fidelity can be improved, but computational cost increases significantly and real-time performance is lost

Engineering Contradiction:
Improvevisual fidelityVSAvoidframe rate
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent precomputes light distribution in a light volume before rendering, storing precomputed lighting information that can be reused during real-time rendering. This preliminary computation separates the heavy computational workload from the real-time rendering process, enabling both high visual fidelity and real-time performance.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent divides the rendering process into distinct segments: particle-to-volume conversion, light distribution precomputation, and real-time rendering. By segmenting the workflow and using multiple processing circuitsry to handle different segments simultaneously, the system achieves real-time performance without sacrificing visual quality.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If dynamic particles are converted into volume texture for rendering, then complex geometry of natural materials can be captured, but computational overhead increases

Engineering Contradiction:
Improvegeometry capture accuracyVSAvoidcomputational overhead
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent creates a volumetric representation (copy) of dynamic particles that captures their complex geometry and density distribution. This volumetric copy can be rendered efficiently using standard volumetric rendering techniques, avoiding the need to process individual particle data during rendering while maintaining geometric accuracy.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent transforms particle data into a different representation format (volume texture with density values). By changing the parameter representation from individual particle attributes to continuous volumetric fields, the system captures complex geometry while enabling efficient rendering through parameter-based computation.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If ray marching is used to compute light interaction in real-time, then lighting accuracy is improved, but rendering speed decreases

Engineering Contradiction:
Improvelighting accuracyVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent precomputes light distribution using ray marching and stores it in a light volume. This preliminary computation performs the expensive ray marching operations offline or in advance, allowing real-time rendering to simply sample the precomputed light volume without performing expensive ray marching calculations during the rendering phase.

Inventive Principle:
Principle #10Preliminary action

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

Enables realistic and efficient real-time rendering of high-density natural materials with improved shading and volume depiction, reducing computational costs and increasing frame rates compared to existing methods.

Implementation Method 1

converting particle data representing each of the dynamic particles into a density volume representing a density distribution of dynamic particles distributed in a three-dimensional (3D) space

Methodology Applied
Scientific EffectVolumetric rendering:

Implementation Method 2

precomputing a light distribution within the density volume representing a light value for each grid point within the density volume using ray marching from a light source

Methodology Applied
Scientific EffectRay marching:

Implementation Method 3

precomputing a light distribution within the density volume representing a light value for each grid point within the density volume using ray marching from a light source

Methodology Applied
Scientific EffectLight transport: Light

Implementation Method 4

rendering the dynamic particles in real-time by computing pixel color values determined using (i) ray marching toward a viewpoint position, (ii) the density volume, and (iii) the light distribution

Methodology Applied
Scientific EffectVolumetric rendering:

Data Source

PatentUS20240176931A1Apparatus and method for real-time volumetric rendering of dynamic particles
Publication Date: 2024.05.30 TENCENT AMERICA LLC
  • US20240176931A1 patent drawing
  • US20240176931A1 patent drawing
  • US20240176931A1 patent drawing

AI summary

A method is provided for real-time volumetric rendering of dynamic particles for a processing circuitry. The method includes converting particle data representing each of the dynamic particles into a density volume representing a density distribution of the respective dynamic particle distributed in a 3D space, precomputing a light distribution within the density volume representing a light value for each grid point within the density volume using ray marching from a light source, rendering the dynamic particles in real-time by computing pixel color values determined using ray marching toward a viewpoint position, the density volume, and the light distribution, and outputting a representation of the dynamic particles based on the rendering. The method also includes generating the particle data representing simulated particles composed of a simulated material by a physically-based simulation of natural phenomena, where the generated particle data may include simulated particles movement in the 3D space.