Voxel Data Processing for GPU-Accelerated Game Navigation
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Solution Overview
Problem
Existing game technologies face inefficiencies in real-time data processing for multiplayer competitive games, particularly in determining character behavior and spatial navigation due to low calculation efficiency by CPUs.
Innovation Solution
A data processing method utilizing voxel data, processed in parallel by GPUs, to create three-dimensional spaces for game scenes, enabling faster and more efficient detection of spatial relationships and navigation paths.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If CPU is used for logic determining and preprocessing of image data, then the system is simple to operate, but calculation efficiency is low
Solution Approach 1:
The patent segments the data processing task by dividing the game scene into voxel grids and assigning different processing responsibilities to CPU and GPU. The CPU handles high-level logic determining and task allocation, while the GPU performs parallel preprocessing of voxel data and image rendering. This segmentation allows each processor to optimize for its specific function, achieving high calculation efficiency while maintaining manageable system complexity through clear task division.
2Measurement precision
If large amount of three-dimensional spatial data operations are performed, then navigation and detection functions are improved, but processing time increases
Solution Approach 1:
The patent replaces traditional CPU-based sequential processing with GPU-based parallel processing for three-dimensional spatial data operations. By utilizing the GPU's massively parallel architecture, the system can simultaneously process multiple voxel operations, ray casting calculations, and spatial queries that were previously performed sequentially on the CPU. This substitution dramatically reduces processing time while maintaining or improving spatial detection precision through more comprehensive data analysis.
3Speed
If real-time performance requirements are increased, then game responsiveness is improved, but calculation load increases
Solution Approach 1:
The patent implements preliminary action by performing voxel data preprocessing, mesh generation, and spatial index construction in advance during less critical moments (such as when players are not actively moving or during transitional states). Precomputed navigation meshes, obstacle data, and voxel occupancy information are stored and reused during real-time gameplay. This approach allows the system to meet real-time performance requirements with reduced calculation load during critical gameplay moments, as the heavy computational work has already been completed beforehand.
Data Source
AI summary
The present invention provides a data processing method and server based on voxel data, a medium, and a computer program product. Pixel data is converted into voxel data, and this is highly compatible with a GPU operation. Layer data and connection data are designed from the voxel data, and a parallel computing speed is faster by using the layer data and the connection data, so that compared with the existing CPU computing mode, the performance of the GPU-based data computing solution is 2 to 3 orders of magnitude higher than that of the CPU-based computing mode, making the AI algorithm more refined and higher anthropomorphic. In the dynamic update process, due to the fast parallel computing speed, the data of the global super-large map of the game can be quickly updated. The entire set of data is divided into static data that occupies a large memory and dynamic data that occupies a small memory, so that the video memory space occupied during the entire game process is small, and the time used to refresh the dynamic data each time is also extremely short, making the game smoother.


