Volumetric Scattering Rendering Speed via Interaction Thresholding

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

The computational cost of subsurface scattering in 3D computer graphics is high due to the need for simulating numerous interactions of light with volumetric objects, which can lead to inefficient rendering of materials like marble, skin, and clouds.

Innovation Solution

A system that sets a threshold for the number of interactions between a virtual ray of light and a three-dimensional object, allowing for the termination of path tracing and the use of a less computationally expensive rendering technique, such as a closed form solution or dipole approximation, once the threshold is reached.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If path tracing is used to simulate light interactions with volumetric objects, then rendering quality is improved, but computational time increases

Engineering Contradiction:
Improverendering qualityVSAvoidcomputational time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies partial action by performing path tracing only for a limited number of light interactions (e.g., first N bounces) and then switching to approximation methods for the remaining interactions. This allows high rendering quality for the most important light paths while avoiding the excessive computational cost of simulating all possible interactions.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent changes the rendering method parameter dynamically based on the number of interactions. For the first N interactions, path tracing is used; for subsequent interactions, approximation methods (such as pre-computed lookup tables or simplified scattering models) are used. This parameter change optimizes the balance between quality and speed.

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If the number of simulated light interactions is increased, then rendering accuracy is improved, but computational cost increases

Engineering Contradiction:
Improverendering accuracyVSAvoidcomputational cost
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent performs path tracing for a partial number of interactions (first N bounces) which provides sufficient accuracy for most visual effects, and then uses cheaper approximation methods for the remaining interactions. This partial action approach achieves the necessary rendering accuracy without the excessive computational cost of simulating all possible light paths.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent uses inexpensive approximation methods (such as pre-computed lookup tables or simplified scattering models) to replace the expensive path tracing simulation after a certain number of interactions. These cheap approximation methods provide sufficient accuracy for the remaining light interactions without consuming excessive computational resources.

Inventive Principle:
Principle #27Cheap short-living objects (Disposable)

3Manufacturing precision

If path tracing simulation is used for volumetric scattering, then material realism is improved, but rendering speed decreases

Engineering Contradiction:
Improvematerial realismVSAvoidrendering speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent applies path tracing for a partial number of light interactions (first N bounces) to capture the most important scattering effects that contribute to material realism, and then uses faster approximation methods for subsequent interactions. This partial action maintains material realism for the critical visual components while significantly improving overall rendering speed.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent dynamically changes the rendering method parameter based on the interaction count. For the first N interactions, path tracing is used to maintain high material realism; for subsequent interactions, approximation methods are used to boost rendering speed. This parameter change allows the system to optimize between quality and speed based on computational needs.

Inventive Principle:
Principle #35Parameter changes

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

This approach significantly reduces computational time while maintaining image quality by approximating interactions with cheaper rendering techniques, allowing for faster generation of high-quality images with volumetric scattering effects.

Implementation Method 1

Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface at a different point

Methodology Applied
Scientific EffectLight scattering: Scattering

Implementation Method 2

The interaction can include reflection of the virtual ray of light of a particle within the volume

Methodology Applied
Scientific EffectLight reflection: Reflection

Data Source

PatentUS11315305B1Increasing the speed of computation of a volumetric scattering render technique
Publication Date: 2022.04.26 UNITY TECH SF
  • US11315305B1 patent drawing
  • US11315305B1 patent drawing
  • US11315305B1 patent drawing

AI summary

Presented here is a system and method to increase the speed of computation of a volumetric scattering render technique. The volumetric scattering can include path tracing which simulates interactions between a virtual ray of light and a volume. The interaction can include reflection of the virtual ray of light of a particle within the volume. The system can obtain a threshold number of interactions between a virtual ray of light and a three-dimensional object through which the virtual ray of light is traveling. As the system performs the simulation, the system can compare a number of the interactions to the threshold number. Upon determining that the number of interactions is equal to or exceeds the threshold number, the system can terminate the simulation and approximate interactions between the virtual ray of light and the volume using a second rendering technique that is computationally less expensive than simulating the interactions.