Water Wave Animation With Profile Buffers to Reduce Distortion

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Solution Overview

Problem

Existing methods for simulating water flow in video games, such as flowmap techniques, suffer from computational inefficiencies and large distortion artifacts, particularly in regions with high velocity magnitudes.

Innovation Solution

A wavelet-based methodology enhanced by a pre-computed profile buffer technique is used to simulate water waves, incorporating a profile buffer to improve performance and reduce computational intensity.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If flowmap technique is used to animate water, then computational efficiency is improved, but distortion and stretching artifacts increase

Engineering Contradiction:
Improvecomputational efficiencyVSAvoiddistortion and stretching artifacts
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The water surface is divided into multiple wavelets, each representing a localized wave component. This segmentation allows each wavelet to be processed and rendered independently, reducing the propagation of distortion artifacts across the entire water surface while maintaining computational efficiency through parallel processing of individual wavelet components.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different regions of the water surface are treated with different wavelet characteristics based on local flow conditions. The profile buffer stores local wave properties (amplitude, frequency, direction) that are specific to each region, allowing accurate representation of local wave behavior without being affected by global distortion artifacts.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If wavelet-based methodology with profile buffer is used, then distortion artifacts are reduced, but computational intensity increases

Engineering Contradiction:
Improvedistortion artifactsVSAvoidcomputational intensity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The profile buffer is pre-computed and stored before the main rendering process. This preliminary computation of wavelet parameters (amplitude, frequency, direction) allows the actual water rendering to proceed with simpler, faster operations by simply querying pre-computed values from the buffer during the rendering pass.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of performing complex wavelet calculations in real-time during rendering, the patent uses a profile buffer that copies and stores pre-computed wavelet parameters. This allows the rendering process to work with simplified data structures rather than performing intensive computations during the critical rendering path.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20250308123A1Animating water using profile buffer
Publication Date: 2025.10.02 TENCENT AMERICA LLC
  • US20250308123A1 patent drawing
  • US20250308123A1 patent drawing
  • US20250308123A1 patent drawing

AI summary

A plurality of initial values of a water wave function is defined. The water wave function is configured to simulate the water flow in a domain. A plurality of profile buffer values associated with the plurality of water waves of the water wave function is calculated. A plurality of water height values of the plurality of water waves of the water flow is determined. Each of the plurality of water height values is associated with a product of a direction weight value and an in-situ profile buffer value of a respective one of the plurality of water waves. A plurality of surface normal vectors of the plurality of water waves of the water flow is determined based on gradient vectors associated with the plurality of water height values. The water flow is rendered based on the plurality of water height values and the plurality of surface normal vectors.