Voxel Grid Lighting Management for Virtual Worlds

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Solution Overview

Problem

Current methods for calculating lighting effects in dynamic video games are computationally intensive, requiring recalculation of lighting for every frame, which limits the number of objects and lighting varieties that can be rendered effectively, resulting in high computing loads.

Innovation Solution

A three-dimensional virtual environment is represented using a voxel grid with cells that store illumination data, allowing relative illumination values to be determined and retained frame by frame unless objects move or light sources change, reducing the need for constant recalculation by dividing the grid into separate calculation regions and updating only affected areas.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If lighting effects are calculated for every frame using conventional methods, then realistic lighting effects are achieved, but computational load becomes excessively high

Engineering Contradiction:
Improvelighting effect qualityVSAvoidcomputational load
Core Design Contradiction:
Illumination intensityVSPower

Solution Approach 1:

The system pre-calculates and stores illumination values for each cell in the voxel grid in advance, before they are needed for rendering. This preliminary calculation allows the system to retrieve pre-computed lighting data during frame rendering, avoiding the need to recalculate lighting effects from scratch for every frame, thereby reducing computational load while maintaining realistic lighting effects

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically determines whether to recalculate illumination values based on changes in the virtual environment. When objects move or light sources change position, the system identifies affected cells and updates only those specific regions rather than recalculating the entire scene, optimizing computational resources while maintaining lighting accuracy

Inventive Principle:
Principle #15Dynamics

2Measurement precision

If lighting is recalculated for every frame, then accurate lighting effects are maintained, but the number of objects and lighting varieties that can be rendered is limited

Engineering Contradiction:
Improvelighting accuracyVSAvoidnumber of renderable objects
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The virtual environment is divided into a voxel grid where each cell stores its own illumination value independently. This segmentation allows the system to calculate, store, and update lighting data for individual cells rather than processing the entire scene as a single unit, enabling more objects and lighting varieties to be rendered simultaneously while maintaining lighting accuracy for each cell

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system applies different illumination values to different cells based on their specific local conditions, such as occlusion from nearby objects and proximity to light sources. Each cell's lighting is determined by its unique characteristics rather than applying uniform lighting across the entire scene, maintaining high lighting accuracy while efficiently managing computational resources for numerous objects

Inventive Principle:
Principle #3Local quality

3Area of stationary object

If conventional lighting calculation methods are used, then complete lighting coverage is achieved, but computing time increases significantly

Engineering Contradiction:
Improvelighting coverage areaVSAvoidcomputing time
Core Design Contradiction:
Area of stationary objectVSLoss of time

Solution Approach 1:

Illumination values for all cells in the voxel grid are pre-calculated and stored before rendering begins. This advance computation covers the entire lighting area of the virtual environment, allowing the system to retrieve pre-computed lighting data during frame rendering without incurring significant computing time delays during the actual rendering process

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10163253B2Lighting management in virtual worlds
Publication Date: 2018.12.25 ROBLOX CORP
  • US10163253B2 patent drawing
  • US10163253B2 patent drawing
  • US10163253B2 patent drawing

AI summary

A method includes providing a three-dimensional virtual environment by executing instructions and displaying the environment in two dimensions on a display screen of a computerized appliance, defining a matrix of cells within space of the virtual environment having objects with surfaces positioned by coordinates virtual environment, determining relative occupancy values for cells intersection of objects with cells, determining in the direction of light sources, relative illumination values for the cells with consideration of intensity and direction and occupancy values, including occlusion effects from cell to cell, and displaying illumination effects on surfaces of objects by managing pixel colors and intensity according to illumination values of adjacent cells.