Patent classifications
A63F2300/6646
HIGH-QUALITY OBJECT-SPACE DYNAMIC AMBIENT OCCLUSION
Systems and methods are disclosed for calculating dynamic ambient occlusion (AO) values for character models to yield high-quality approximations of global illumination effects. The approach utilizes a dual component machine-learning model that factorizes dynamic AO computation into a non-linear component, in which visibility is determined by approximating spheres and their casted shadows, and a linear component that leverages a skinning-like algorithm for efficiency. The parameters of both components are trained in a regression against ground-truth AO values. The resulting model accommodates lighting interactions with external objects and can be generalized without requiring carefully constructed training data.
Storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method
During an attack preparation state, a starting point of a first attack is moved from a first position to a second position that is a position where the first attack is executed, and in accordance with switching of an attack execution object from the attack preparation state to an attack execution state, the attack execution object is caused to execute the first attack. On the other hand, in accordance with switching of the attack execution object from a pre-attack-preparation state to the attack preparation state, a second shadow is drawn so that when a range where the first attack of which a starting point is the second position is blocked by a blocking object, the blocked range is a shadow of the blocking object.
Systems and Methods for Dynamically, Automatically Generating and/or Filtering Shadow Maps in a Video Game
The present specification describes systems and methods for dynamically modulating a resolution of shadows corresponding to lights in a frame of a video game scene. The shadows are generated by a module executed at least in part on a player's computing device in data communication with at least one host computer. A memory budget, also referred to as an allocated memory, is first defined. A size of each of the shadow maps corresponding to the lights is determined. An overall size of the shadow maps is also determined, along with a composite scaling factor for each of the lights. The composite scaling factor is applied across each of the shadows maps if the overall size exceeds a predefined threshold percentage of the memory budget.
Object rendering method and apparatus, storage medium, and electronic device using a simulated pre-integration map
This application discloses an object rendering method and apparatus, a storage medium, and an electronic device. The method includes obtaining a target pixel point to be processed in a diffuse map and a normal map of a to-be-rendered object; determining a first rendering color of the target pixel point according to a pre-integration simulation module and a normal direction parameter corresponding to the target pixel point, the pre-integration simulation module being configured to simulate a pre-integration map, the pre-integration map representing a correspondence between curvature and a color band, and the normal direction parameter representing a normal direction of the target pixel point in a world space coordinate system; determining a target rendering color of the target pixel point according to the first rendering color; and rendering the target pixel point by using the target rendering color.
High-quality object-space dynamic ambient occlusion
Systems and methods are disclosed for calculating dynamic ambient occlusion (AO) values for character models to yield high-quality approximations of global illumination effects. The approach utilizes a dual component machine-learning model that factorizes dynamic AO computation into a non-linear component, in which visibility is determined by approximating spheres and their casted shadows, and a linear component that leverages a skinning-like algorithm for efficiency. The parameters of both components are trained in a regression against ground-truth AO values. The resulting model accommodates lighting interactions with external objects and can be generalized without requiring carefully constructed training data.
STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
During an attack preparation state, a starting point of a first attack is moved from a first position to a second position that is a position where the first attack is executed, and in accordance with switching of an attack execution object from the attack preparation state to an attack execution state, the attack execution object is caused to execute the first attack. On the other hand, in accordance with switching of the attack execution object from a pre-attack-preparation state to the attack preparation state, a second shadow is drawn so that when a range where the first attack of which a starting point is the second position is blocked by a blocking object, the blocked range is a shadow of the blocking object.
High-quality object-space dynamic ambient occlusion
Systems and methods are disclosed for calculating dynamic ambient occlusion (AO) values for character models to yield high-quality approximations of global illumination effects. The approach utilizes a dual component machine-learning model that factorizes dynamic AO computation into a non-linear component, in which visibility is determined by approximating spheres and their casted shadows, and a linear component that leverages a skinning-like algorithm for efficiency. The parameters of both components are trained in a regression against ground-truth AO values. The resulting model accommodates lighting interactions with external objects and can be generalized without requiring carefully constructed training data.
OBJECT RENDERING METHOD AND APPARATUS, STORAGE MEDIUM, AND ELECTRONIC DEVICE
This application discloses an object rendering method and apparatus, a storage medium, and an electronic device. The method includes obtaining a target pixel point to be processed in a diffuse map and a normal map of a to-be-rendered object; determining a first rendering color of the target pixel point according to a pre-integration simulation module and a normal direction parameter corresponding to the target pixel point, the pre-integration simulation module being configured to simulate a pre-integration map, the pre-integration map representing a correspondence between curvature and a color band, and the normal direction parameter representing a normal direction of the target pixel point in a world space coordinate system; determining a target rendering color of the target pixel point according to the first rendering color; and rendering the target pixel point by using the target rendering color.
Global illumination calculation method and apparatus
A global illumination calculation method and apparatus is provided. The method includes: acquiring at least one of SDF information and illumination information corresponding to each of preselected pixels displayed on a screen, and the SDF information and illumination information corresponding to each pixel are stored in a two-dimensional map formed by mapping a three-dimensional map; and performing global illumination calculation according to at least one of the SDF information and the illumination information corresponding to each pixel. The method solves technical problems of global illumination calculation methods in the related art that a large amount of hardware resources are consumed and the presented image effects are not ideal enough.
Global Illumination Calculation Method and Apparatus
A global illumination calculation method and apparatus is provided. The method includes: acquiring at least one of SDF information and illumination information corresponding to each of preselected pixels displayed on a screen, and the SDF information and illumination information corresponding to each pixel are stored in a two-dimensional map formed by mapping a three-dimensional map (S12); and performing global illumination calculation according to at least one of the SDF information and the illumination information corresponding to each pixel (S14). The method solves technical problems of global illumination calculation methods in the related art that a large amount of hardware resources are consumed and the presented image effects are not ideal enough.