Voxel Grid Lighting Management for Virtual Worlds
Find Innovative SolutionsGenerate Solutions
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
Engineering 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
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
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
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
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
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
3Area of stationary object
If conventional lighting calculation methods are used, then complete lighting coverage is achieved, but computing time increases significantly
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
Data Source
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.


