3D Volumetric Rendering Reuse With Neural Style Transfer

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Solution Overview

Problem

Rendering volumetric effects in computer graphics, such as fog, smoke, or fire, is computationally expensive and can result in low-quality, temporally inconsistent images due to burdensome processing requirements.

Innovation Solution

Employ a neural style transfer (NST) model to reuse 3D volumetric effect sampling results from one virtual scene as a style image for generating images in subsequent scenes, allowing higher resolution sampling of volumetric effects at less frequent intervals and reducing computational costs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If volumetric rendering operations are performed for each scene with full processing, then rendering quality is improved, but computational cost and processing time increase significantly

Engineering Contradiction:
Improverendering qualityVSAvoidprocessing speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system performs volumetric rendering operations only at predetermined intervals (e.g., every N frames) rather than for every scene. The previously rendered volumetric effect data is reused for intermediate scenes, reducing computational load while maintaining acceptable visual quality. This preliminary action approach allows the system to prepare high-quality volumetric data in advance and reuse it efficiently.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system copies and reuses previously computed volumetric effect sampling results for multiple subsequent scenes instead of recalculating them. This copying mechanism allows the same volumetric rendering data to be applied across multiple frames, significantly reducing processing requirements while maintaining visual consistency across adjacent scenes.

Inventive Principle:
Principle #26Copying

2Measurement precision

If volumetric rendering is performed at high resolution, then image quality is improved, but computational overhead increases

Engineering Contradiction:
Improvesampling resolutionVSAvoidcomputational energy
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The system implements periodic high-resolution volumetric rendering at predetermined intervals (e.g., every N frames) rather than continuous high-resolution rendering. Between these periodic high-resolution updates, the system uses the previously computed high-resolution data, creating a periodic pattern of intensive computation followed by lighter reuse operations. This reduces overall computational energy while maintaining periodic high-quality output.

Inventive Principle:
Principle #19Periodic action

3Reliability

If volumetric effects are rendered responsively to scene topology and lighting changes, then visual accuracy is improved, but processing complexity increases

Engineering Contradiction:
Improvevisual accuracyVSAvoidprocessing complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system applies different processing strategies to different parts of the rendering pipeline. High-resolution volumetric rendering is performed only when needed (at predetermined intervals), while intermediate scenes use reused data. This local quality approach ensures high visual accuracy where it matters most (in the periodic high-resolution frames) while reducing overall processing complexity through selective application of intensive rendering operations.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20260105680A1Image processing method and system
Publication Date: 2026.04.16 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260105680A1 patent drawing
  • US20260105680A1 patent drawing
  • US20260105680A1 patent drawing

AI summary

There is provided an image processing method for generating images including a volumetric effect. The method comprises obtaining three-dimensional “3D” volumetric effect sampling results from a simulation of a volumetric effect for a first virtual scene, rendering an image of a second virtual scene, inputting the 3D volumetric effect sampling results for the first virtual scene, and the rendered image of the second virtual scene to a neural style transfer “NST” model trained to generate an output image in dependence on a style image and a content image, and generating, by the NST model, an output image for the second virtual scene using the rendered image of the second virtual scene as the content image and the 3D volumetric effect sampling results for the first virtual scene as the style image.