CN116842294A - Collaborative cloud rendering system - Google Patents

Collaborative cloud rendering system Download PDF

Info

Publication number
CN116842294A
CN116842294A CN202310681368.8A CN202310681368A CN116842294A CN 116842294 A CN116842294 A CN 116842294A CN 202310681368 A CN202310681368 A CN 202310681368A CN 116842294 A CN116842294 A CN 116842294A
Authority
CN
China
Prior art keywords
rendering
illumination
algorithm
cloud
shadow
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
CN202310681368.8A
Other languages
Chinese (zh)
Inventor
苏德文
严小天
刘宁
郭秋华
刘猛
王俊惠
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Qingdao Virtual Reality Research Institute Co ltd
Original Assignee
Qingdao Virtual Reality Research Institute Co ltd
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Qingdao Virtual Reality Research Institute Co ltd filed Critical Qingdao Virtual Reality Research Institute Co ltd
Priority to CN202310681368.8A priority Critical patent/CN116842294A/en
Publication of CN116842294A publication Critical patent/CN116842294A/en
Pending legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/90Details of database functions independent of the retrieved data types
    • G06F16/95Retrieval from the web
    • G06F16/958Organisation or management of web site content, e.g. publishing, maintaining pages or automatic linking
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures

Abstract

The invention discloses a collaborative cloud rendering system, which comprises a light shadow rendering module, wherein a direct illumination rendering unit of the light shadow rendering module performs rendering through direct illumination calculation, a shadow rendering unit performs rendering through shadow calculation, an ambient light shielding rendering unit performs rendering through ambient light shielding calculation, an indirect illumination rendering unit performs rendering through indirect illumination calculation, the indirect illumination rendering unit operates on cloud back-end equipment, a hybrid rendering unit performs rendering through hybrid calculation, and the hybrid rendering unit operates on Web front-end equipment; and each unit operates on the Web front-end equipment or the cloud back-end equipment according to the equipment performance of the Web front-end equipment. Therefore, the invention provides 4 types of key real-time shadow rendering algorithms for the real-time dynamic shadow collaborative rendering of Web3D cloud rendering, and the analysis and optimization of various data such as the algorithm operation frame rate, the operation efficiency of equipment where the algorithm is located, the shadow rendering result and the like are carried out.

Description

Collaborative cloud rendering system
Technical Field
The invention relates to the technical field of cloud rendering, in particular to a collaborative cloud rendering system.
Background
The application program is carried from the local machine to the network, the super computer cluster is responsible for running, and the user terminal can access the required application only through the client, which is the concept of 'cloud application'. Combining "cloud application" with rendering has been one of the targets of researchers, and as early as in 2009 at international consumer electronics exhibitions (International Consumer Electronics Show, CES), AMD corporation has first proposed a cloud rendering system (fusion render cloud system, FRCS) that uses cloud server rendering performance as a prerequisite and uses user instructions for real-time transmission as an optimization target. In recent years, with the popularization of online video games, cloud games based on cloud rendering are becoming a major application field of current cloud rendering technology.
The objective defects of the prior art and the following technical problems exist:
delay and stability problems: since cloud rendering needs to rely on network transport, its latency and stability are often affected by network conditions, especially when rendering large scenes, with an impact on rendering speed and quality. Cost problem: cloud rendering requires the use of cloud computing resources, so it requires payment of a corresponding fee. Especially when rendering large scenes, the costs can be very high.
Safety problem: because cloud rendering requires uploading a scene file of a user to a cloud server for rendering, data security problems are involved. The user's data is easily stolen or subject to other security issues if not encrypted or mishandled.
Compatibility problem: there are differences between different rendering engines and rendering software, which may also result in a cloud rendering service that is not compatible with all rendering software and rendering engines.
Controllability problem: because cloud rendering requires uploading a scene file to a cloud server, a user cannot fully control the whole rendering process, and the rendering process cannot be monitored and adjusted in time, which may cause some unexpected problems.
Disclosure of Invention
Aiming at the defects, the technical problems to be solved by the invention are as follows: the collaborative cloud rendering system is used for rendering 4 types of key real-time shadow rendering algorithms in real-time dynamic shadow collaborative rendering of Web3D cloud, and is optimized by analyzing various data such as algorithm operation frame rate, operation efficiency of equipment where the algorithm is located, shadow rendering results and the like.
In order to solve the technical problems, the technical scheme of the invention is as follows:
the cooperative cloud rendering system comprises Web front-end equipment, cloud back-end equipment and a shadow rendering module, wherein the shadow rendering module comprises a direct illumination rendering unit, a shadow rendering unit, an ambient light shielding rendering unit, an indirect illumination rendering unit and a hybrid rendering unit; the direct illumination rendering unit performs rendering through direct illumination calculation; the shadow rendering unit performs rendering through shadow calculation; the ambient light shielding rendering unit performs rendering through ambient light shielding calculation; the indirect illumination rendering unit performs rendering through indirect illumination calculation, and the indirect illumination rendering unit operates on the cloud back-end equipment; the hybrid rendering unit performs rendering through hybrid calculation and operates on the Web front-end equipment; and the direct illumination rendering unit, the shadow rendering unit and the ambient light shielding rendering unit operate on the Web front-end equipment or the cloud back-end equipment according to the equipment performance of the Web front-end equipment.
Preferably, when the Web front-end device is a low-performance device, the hybrid rendering unit and a part of the direct illumination rendering units operate on the Web front-end device, and the other part of the direct illumination rendering units, the shadow rendering units, the ambient light shielding rendering units and the indirect illumination rendering units all operate on the cloud back-end device.
Preferably, the illumination radiance contained in the pixel of the final output rendering frame of the cloud rendering system is:wherein I' DL Rendering radiance, W, for local illumination of a Web front-end device front Weight of front-end illumination radiation illuminance, +.>Rendering radiance, V, for local illumination of cloud backend devices SH And V AO Refers to the visibility of the current illumination after shadow rendering and ambient light mask rendering, I IL And (5) rendering the information of the related radiation illuminance for indirect illumination.
In the preferred manner, when the Web front-end device is a high-performance device, the direct illumination rendering unit, the shadow rendering unit, the ambient light shielding rendering unit and the hybrid rendering unit all operate on the Web front-end device; the indirect illumination rendering unit operates on the cloud backend device.
Preferably, the illumination radiance contained in the pixel of the final output rendering frame of the cloud rendering system is: i=i DL V SH V SO W front +I IL W back Wherein I DL Is related radiation illuminance information obtained after the direct illumination radiation illuminance is rendered, V SH And V AO Refers to the visibility of the current illumination after shadow rendering and ambient light mask rendering, I IL For the related radiation illuminance information obtained after indirect illumination rendering, W front Weight of front-end illumination radiation illuminance, W back Is the weight obtained by the back-end illumination radiance.
Preferably, the direct illumination algorithm comprises an ambient illumination algorithm and a traditional illumination algorithm; the direct illumination algorithm is set as an environment illumination algorithm on the Web front-end low-performance equipment, is set as a traditional illumination algorithm on the Web front-end high-performance equipment, and is set as a traditional illumination algorithm on the cloud back-end equipment.
Preferably, the Shadow algorithm comprises a Shadow map algorithm and a Variance Shadow map algorithm; the Shadow algorithm is not set on the low-performance equipment at the front end of the Web, the Shadow map algorithm is set on the high-performance equipment at the front end of the Web, and the Variance Shadow map algorithm is set on the back end of the cloud.
Preferably, the ambient light shielding algorithm comprises a Screen space ambient occlusion algorithm and a Voxel accelerate ambient occlusion algorithm; the ambient light shielding algorithm is not set on the Web front-end low-performance equipment, is set as Screen space ambient occlusion algorithm on the Web front-end high-performance equipment, and is set as Voxel accelerate ambient occlusion algorithm on the cloud back-end equipment.
Preferably, the indirect illumination algorithm is Voxel cone tracing algorithm; the indirect lighting algorithm is set as Voxel cone tracing algorithm on the cloud back-end equipment.
After the technical scheme is adopted, the invention has the beneficial effects that:
the cooperative cloud rendering system comprises Web front-end equipment, cloud back-end equipment and a shadow rendering module, wherein the shadow rendering module comprises a direct illumination rendering unit, a shadow rendering unit, an ambient light shielding rendering unit, an indirect illumination rendering unit and a hybrid rendering unit; the direct illumination rendering unit performs rendering through direct illumination calculation; the shadow rendering unit performs rendering through shadow calculation; the ambient light shielding rendering unit performs rendering through ambient light shielding calculation; the indirect illumination rendering unit performs rendering through indirect illumination calculation and operates on cloud back-end equipment; the hybrid rendering unit performs rendering through hybrid calculation and operates on Web front-end equipment; and the direct illumination rendering unit, the shadow rendering unit and the ambient light shielding rendering unit operate on the Web front-end equipment or the cloud back-end equipment according to the equipment performance of the Web front-end equipment. Therefore, the invention provides 4 types of key real-time shadow rendering algorithms for the real-time dynamic shadow collaborative rendering of the Web3D cloud rendering, and finally, the algorithm operation frame rate, the operation efficiency of equipment where the algorithm is positioned, the shadow rendering result and other various data are analyzed and optimized.
Detailed Description
In order to make the objects, features and advantages of the present invention more obvious and understandable, the following technical solutions of the embodiments of the present invention will be clearly and completely described, and it is apparent that the embodiments described below are only some embodiments of the present invention, not all embodiments. All other embodiments, which can be made by those skilled in the art based on the embodiments of the invention without making any inventive effort, are intended to be within the scope of the invention.
A collaborative cloud rendering system comprises Web front-end equipment, cloud back-end equipment and a light shadow rendering module, wherein the light shadow rendering module comprises a direct illumination rendering unit, a shadow rendering unit, an ambient light shielding rendering unit, an indirect illumination rendering unit and a hybrid rendering unit; the direct illumination rendering unit performs rendering through direct illumination calculation; the shadow rendering unit performs rendering through shadow calculation; the ambient light shielding rendering unit performs rendering through ambient light shielding calculation; the indirect illumination rendering unit performs rendering through indirect illumination calculation and operates on cloud back-end equipment; the hybrid rendering unit performs rendering through hybrid calculation and operates on Web front-end equipment; and the direct illumination rendering unit, the shadow rendering unit and the ambient light shielding rendering unit operate on the Web front-end equipment or the cloud back-end equipment according to the equipment performance of the Web front-end equipment.
What needs to be specifically stated is: the rendering capability of the device is related to the hardware performance, and the stronger the performance of the hardware is, the stronger the rendering capability is; whereas the reverse is weak. Just like a desktop PC with strong rendering capability, a better display card device is often configured, and the device has higher power and has strict heat dissipation requirement; while mobile devices that are subject to heat dissipation, battery (limiting overall performance), and device physical space are clearly far lower in performance than desktop PCs, and are also weaker in rendering performance of hardware than desktop PCs. Therefore, the system also divides the Web front-end hardware devices into two types according to the performance of the devices, namely mobile low-performance devices (mobile phones, tablet computers, head-mounted VR glasses (with rendering cores) and mobile PCs with weaker performance) which mainly supply power by using batteries and high-performance devices (high-performance mobile PCs and high-performance desktop PCs) which mainly supply power by using external power sources.
In some embodiments of the present invention, when the Web front-end device is a low-performance device, the hybrid rendering unit and a portion of the direct-light rendering unit operate on the Web front-end device, and another portion of the direct-light rendering unit, the shadow rendering unit, the ambient-light blocking rendering unit, and the indirect-light rendering unit all operate on the cloud back-end device.
When the Web front-end runs on a low-performance hardware device, its hardware device rendering capabilities are somewhat limited. Therefore, in the cloud baking system, a basic illumination rendering task running at the front end of the Web is set as direct illumination rendering, and most of the high-computation-amount rendering tasks are put at the back end of the cloud to be executed, such as shadow rendering, ambient light shielding rendering, indirect illumination rendering and the like. However, since the rendering tasks of the cloud back end are all based on local illumination information, partial direct illumination rendering is also put into the cloud back end to run.
The mechanism enables the cloud back end to almost contain all important rendering tasks, which are almost equivalent to the tasks executed by a remote rendering system at a server end to a certain extent. However, in practice, under the above-described settings, the cloud baking system still has two advantages that are not realized by the remote rendering system:
(1) Even if the front end does not receive the light pattern transmitted by the rear end in time, the Web front end still has the partial illumination rendering effect displayed, so that rendering distortion phenomena such as a card frame, a black screen and the like caused by rendering frame missing can not occur; (2) The cloud back end can reduce the rendering frame rate of the cloud back end by means of a rendering delay optimization strategy, so that the resource consumption of a rendering server of the cloud is greatly reduced.
In summary, the calculation formula of the illumination radiation illuminance I finally obtained for shadow rendering is as follows:
I=I front W front +I back W back
wherein I is front Is illumination radiation illuminance, W, obtained by Web front-end shadow rendering front Is the weight of the illumination of the front end, I back Is illumination radiation illuminance, W, rendered by the back end of the cloud server back Is the weight obtained by the back-end illumination radiance. I hereinafter DL And I IL Respectively, the illumination intensity of the direct illumination radiation and the illumination intensity of the indirect illumination radiation obtained after renderingInformation, the values of which are stored in the direct illumination map and the indirect illumination map, respectively. V (V) SH ,V AO The method is characterized in that after shadow rendering and ambient light shade rendering, the visibility of the current illumination is between 0.0 and 1.0, and the visibility is respectively stored in a shadow value map and an ambient light map.
According to the light and shadow scheduling setting of the Web front-end low-energy-consumption equipment, the illumination radiance I obtained by Web front-end light and shadow rendering can be known front The calculation formula of (2) is as follows:
I front =I′ DL
I′ DL representing local illumination rendering radiance of Web front end, and ≡I DL Representing the local illumination rendering radiance of the cloud back end, both of which are identical to the traditional local illumination rendering radiance I DL Different, and the illumination radiance I rendered by the back end of the cloud server back The calculation formula of (2) is as follows:
therefore, it can be deduced that the final output rendering frame pixel of the present mechanism contains the following illumination radiance:
as can be seen from the above:
(1) When the Web front end of the rendering system adopts low-performance equipment, the direct illumination settings of the front end and the rear end of the system are different; (2) The pixels in the shadow map or the ambient light shielding map are multiplied by the pixels of the direct illumination map to obtain corresponding effects; (3) The indirect illumination rendering map only needs to directly add the pixel value to the pixel values of other rendering effect maps; (4) The final output rendering frame is obtained by directly adding the Web end rendering image frame and the cloud light image through pixel values.
In other embodiments of the present invention, when the Web front-end device is a high-performance device, the Web front-end will take on more rendering tasks, and the direct illumination rendering unit, the shadow rendering unit, the ambient light shielding rendering unit, and the hybrid rendering unit all operate on the Web front-end device; the indirect lighting rendering unit operates on the cloud backend device.
The setting reasons include (1) the high-performance PC end can render (frame per second (FPS) is more than 30) hard shadow and ambient light shielding special effects in real time with the assistance of three. (2) Indirect illumination rendering is still placed at the cloud back end as a high-computation-amount complex shadow rendering effect.
Therefore, the illumination radiance I obtained by Web front-end shadow rendering can be known according to the shadow scheduling setting of Web front-end high-energy-consumption equipment front The calculation formula of (2) is as follows:
I front =I DL V SH V SO
the calculation formula of the illumination radiance rendered by the rear end of the cloud server is as follows:
I back =I IL
therefore, it can be deduced that the final output rendering frame pixel of the present mechanism contains the following illumination radiance:
I=I DL V SH V SO W front +I IL W back wherein I DL Is related radiation illuminance information obtained after the direct illumination radiation illuminance is rendered, V SH And V AO Refers to the visibility of the current illumination after shadow rendering and ambient light mask rendering, I IL For the related radiation illuminance information obtained after indirect illumination rendering, W front Weight of front-end illumination radiation illuminance, W back Is the weight obtained by the back-end illumination radiance.
As can be seen from the above:
(1) The front end has finished rendering the local illumination and relevant shadow effect; (2) The rear end only comprises the rendering of indirect illumination, and compared with a cloud baking system with low-energy-consumption equipment at the front end, the rendering task of the cloud rear end is greatly reduced.
After a light shadow rendering mechanism taking equipment performance as a guide is determined, the system selects a proper light shadow rendering algorithm and expands a test aiming at Web front-end low-performance equipment, web front-end high-performance equipment and cloud back-end equipment (the configuration of the equipment is shown as a table A1); the test scene is set as a 3D scene, namely Sponza; the test parameters include frame rate, CPU/GPU occupancy rate and memory occupancy rate when the device is rendered in full frames, and the test light shadow algorithm is classified into 4 types, namely a direct illumination algorithm, a shadow algorithm, an ambient light shielding algorithm and an indirect illumination algorithm.
In the system, the direct illumination algorithm is set as two types, namely, an environment illumination algorithm (Ambin) with extremely low rendering calculation force requirement and a traditional Blinn (BP) illumination algorithm comprising environment illumination, diffuse reflection illumination and specular reflection illumination are adopted, when the Ambin algorithm is deployed on a Web front-end low-performance device to run, the frame rate reaches 46 FPS, the CPU/GPU and the occupation of a memory are in a reasonable range (the CPU occupation rate is not more than 50%, the GPU occupation rate is not more than 90%, and the memory occupation is not more than 2G to be reasonable), then, the BP algorithm is deployed on the Web front-end low-performance device, the Web front-end high-performance device and a cloud rear-end device for testing, and the algorithm is found to run smoothly on the Web front-end low-performance device, the frame rate is lower than the front-end basic frame rate setting, and the other two sets of devices are smooth.
Table 1 representation of the shadow rendering algorithm in different devices
Table1 The performance of lighting and shadow rendering algorithms in dufferent devices
Table 2 shadow rendering algorithm adaptation based on device performance
Table2 The lighting and shadow algorithm selection based on device configuration
The real-time Shadow algorithm of the system has two types, one is a Shadow map (abbreviated as SM) algorithm mainly used for rendering hard shadows, and the other is a Variance Shadow map (abbreviated as VSM) algorithm mainly used for rendering soft shadows, wherein the consumption of the rendering algorithm is low. As shown in table 1, the SM algorithm is deployed on the Web front-end low-performance device, and the SM algorithm is found to run at a frame rate of less than 18FPS on such low-performance device, which illustrates that the SM algorithm is not reasonable to deploy on the Web front-end low-performance front-end device. Then, the SM algorithm is deployed in the Web front-end high-performance equipment for testing, and the SM algorithm is found to run smoothly, the frame rate reaches 65FPS, and the hardware resource consumption is within a reasonable range. And then, deploying the VSM with higher complexity and more realism in the Web front-end high-performance equipment and the cloud back-end equipment for testing, and finding that the VSM algorithm can only reach 22FPS on the front-end high-performance equipment and can not run smoothly, and can only run at a high frame rate at the cloud back-end. Therefore, the shadow algorithm of the system is not set on the Web front-end low-performance device, the Web front-end high-performance device is set as the SM algorithm, and the cloud back-end device is set as the VSM algorithm, as shown in table 2.
The ambient light shielding belongs to a part of the global illumination rendering algorithm, reflects shielding details of indirect illumination of the model, and has excellent sense of realism. The system selects two ambient light shielding algorithms, one is Screen space ambient occlusion (abbreviated as SSAO) algorithm with lower algorithm complexity and used for calculating based on a screen space rendering target, and the other is Voxel accelerate ambient occlusion (abbreviated as VAAO) algorithm with higher algorithm complexity and stronger sense of reality and based on sparse space voxelization. As shown in Table 1, the SSAO algorithm is deployed on the low-performance equipment of the Web front-end, the operation is found to be unsmooth, the frame rate is only 23FPS, the frame rate is lower than the basic rendering frame rate requirement, and the high-performance equipment of the Web front-end can be better supported. The VAAO algorithm with higher reality has higher algorithm complexity than SSAO, so that the VAAO algorithm only needs to be deployed on the Web front-end high-performance equipment and the cloud back-end equipment. The test finds that the frame rate of the Web front-end high-performance equipment running the algorithm is less than 20FPS, the consumption of hardware resources is obviously beyond a reasonable range, and the cloud back-end can smoothly run the algorithm at a high frame rate. Therefore, the ambient light shielding algorithm of the system is not set on the low-performance device of the Web front-end, is set as the SSAO algorithm on the high-performance device of the Web front-end, and is set as the VAAO algorithm on the cloud back-end device, as shown in table 2.
The indirect illumination is obtained by continuously rebounding diffuse reflection color and specular reflection color generated under the direct illumination system as secondary light sources to the surfaces of other objects. The indirect illumination is deployed only in the cloud system in the system due to high algorithm complexity and high calculation power consumption requirement. In recent years, there are various methods for indirect illumination real-time rendering, and a Reflective shadow map (abbreviated as RSM) algorithm, a Light propagation volume (abbreviated as LPV) algorithm, a Voxel cone tracing (abbreviated as VCT) algorithm and the like are more prominent, wherein the VCT algorithm is widely applied with good rendering results and outstanding rendering efficiency, and the system adopts the algorithm. The test results in table 1 show that the cloud backend can smoothly run the algorithm at a high frame rate. Therefore, the indirect lighting algorithm of the system is set as a VCT algorithm only on the cloud backend device, as shown in table 2.
In summary, the test takes the classical model Sponza as a test object, and the basic thought and the realization flow of the system shadow rendering are fully explained through the adaptation of a 4-class rendering algorithm and 3-large equipment in the system. The system starts from direct illumination, so that the scene has local illumination first; then, the system adds the illumination visibility calculation, wherein the illumination visibility comprises two parts, namely a shadow effect generated by shielding direct illumination and an ambient light shielding effect generated by shielding indirect illumination; finally, the indirect illumination algorithm with highest system complexity is realized. As can be seen from table 2, for the Web front-end low-performance device, only the Ambient direct illumination algorithm with extremely low algorithm complexity needs to be realized, and other rendering effects need to be realized in an auxiliary manner through cloud rendering; for the Web front-end high-performance equipment, 3 types of Shadow rendering including a blin phone direct illumination algorithm, a Shadow map Shadow algorithm and a Sceen space ambient occlusion ambient light shielding algorithm are realized, and cloud rendering only needs to assist in realizing indirect illumination.
The invention has the advantages that: in the system, all pixels of an image at a viewpoint p are converted into a picture shot at the viewpoint p' in a matrix transformation mode, and the used rendering picture is generated through the received cloud rendering picture through the double projection conversion instead of being rendered by a rear end. For areas that are visible in the new viewpoint p' but not in the reference viewpoint p, the newly generated image will automatically be filled with black pixels, thus creating a "black hole" distortion phenomenon. For this reason, the system has been solved by using a hole filling algorithm based on texture sampling.
The foregoing description of the preferred embodiments of the present invention is not intended to be limiting, but rather is intended to cover any and all modifications, adaptations, etc. of a collaborative cloud rendering system that fall within the spirit and principles of the present invention.

Claims (9)

1. The cooperative cloud rendering system is characterized by comprising Web front-end equipment, cloud back-end equipment and a shadow rendering module, wherein the shadow rendering module comprises a direct illumination rendering unit, a shadow rendering unit, an ambient light shielding rendering unit, an indirect illumination rendering unit and a hybrid rendering unit;
the direct illumination rendering unit performs rendering through direct illumination calculation;
the shadow rendering unit performs rendering through shadow calculation;
the ambient light shielding rendering unit performs rendering through ambient light shielding calculation;
the indirect illumination rendering unit performs rendering through indirect illumination calculation, and the indirect illumination rendering unit operates on the cloud back-end equipment;
the hybrid rendering unit performs rendering through hybrid calculation and operates on the Web front-end equipment;
and the direct illumination rendering unit, the shadow rendering unit and the ambient light shielding rendering unit operate on the Web front-end equipment or the cloud back-end equipment according to the equipment performance of the Web front-end equipment.
2. The collaborative cloud rendering system of claim 1, wherein when the Web front-end device is a low performance device, the hybrid rendering unit and a portion of the direct-light rendering unit operate on the Web front-end device, and another portion of the direct-light rendering unit, the shadow rendering unit, the ambient-light blocking rendering unit, and the indirect-light rendering unit all operate on the cloud back-end device.
3. The collaborative cloud rendering system of claim 2, wherein the final output rendered frame pixels of the cloud rendering system comprise an illumination emittance of:
wherein I' DL Rendering radiance, W, for local illumination of a Web front-end device front Weight of front-end illumination radiation illuminance, +.>Rendering radiance, V, for local illumination of cloud backend devices SH And V AO Refers to the visibility of the current illumination after shadow rendering and ambient light mask rendering, I IL And (5) rendering the information of the related radiation illuminance for indirect illumination.
4. The collaborative cloud rendering system of claim 1, wherein when the Web front end device is a high performance device, the direct illumination rendering unit, the shadow rendering unit, the ambient light occlusion rendering unit, and the hybrid rendering unit all operate on the Web front end device; the indirect illumination rendering unit operates on the cloud backend device.
5. The collaborative cloud rendering system of claim 4, wherein the final output rendered frame pixel of the cloud rendering system comprises an illumination irradiance of:
I=I DL V SH V SO W front +I IL W back wherein I DL Is related radiation illuminance information obtained after the direct illumination radiation illuminance is rendered, V SH And V AO Refers to the visibility of the current illumination after shadow rendering and ambient light mask rendering, I IL For the related radiation illuminance information obtained after indirect illumination rendering, W front Weight of front-end illumination radiation illuminance, W back Is the weight obtained by the back-end illumination radiance.
6. The collaborative cloud rendering system of any of claims 1-5, wherein the direct illumination algorithm comprises an ambient illumination algorithm and a traditional illumination algorithm;
the direct illumination algorithm is set as an environment illumination algorithm on the Web front-end low-performance equipment, is set as a traditional illumination algorithm on the Web front-end high-performance equipment, and is set as a traditional illumination algorithm on the cloud back-end equipment.
7. The collaborative cloud rendering system of any of claims 1-5, wherein the Shadow algorithm comprises a Shadow map algorithm and a Variance Shadow map algorithm;
the Shadow algorithm is not set on the low-performance equipment at the front end of the Web, the Shadow map algorithm is set on the high-performance equipment at the front end of the Web, and the Variance Shadow map algorithm is set on the back end of the cloud.
8. The collaborative cloud rendering system of any of claims 1-5, wherein the ambient light occlusion algorithm comprises a Screen space ambient occlusion algorithm and a Voxel accelerate ambient occlusion algorithm;
the ambient light shielding algorithm is not set on the Web front-end low-performance equipment, is set as Screen space ambient occlusion algorithm on the Web front-end high-performance equipment, and is set as Voxel accelerate ambient occlusion algorithm on the cloud back-end equipment.
9. The collaborative cloud rendering system of any of claims 1-5, wherein the indirect lighting algorithm is selected from Voxel cone tracing algorithms; the indirect lighting algorithm is set as Voxel cone tracing algorithm on the cloud back-end equipment.
CN202310681368.8A 2023-06-09 2023-06-09 Collaborative cloud rendering system Pending CN116842294A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202310681368.8A CN116842294A (en) 2023-06-09 2023-06-09 Collaborative cloud rendering system

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202310681368.8A CN116842294A (en) 2023-06-09 2023-06-09 Collaborative cloud rendering system

Publications (1)

Publication Number Publication Date
CN116842294A true CN116842294A (en) 2023-10-03

Family

ID=88164366

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202310681368.8A Pending CN116842294A (en) 2023-06-09 2023-06-09 Collaborative cloud rendering system

Country Status (1)

Country Link
CN (1) CN116842294A (en)

Similar Documents

Publication Publication Date Title
US11711563B2 (en) Methods and systems for graphics rendering assistance by a multi-access server
AU2017228573B2 (en) Crowd-sourced video rendering system
US7324116B2 (en) Systems and methods for providing controllable texture sampling
US11386613B2 (en) Methods and systems for using dynamic lightmaps to present 3D graphics
US10762697B1 (en) Directional occlusion methods and systems for shading a virtual object rendered in a three-dimensional scene
WO2022111400A1 (en) Light source sampling weight determination method for multiple light source scenario rendering, and related device
WO2023087911A1 (en) Data processing method and device and readable storage medium
US20230120253A1 (en) Method and apparatus for generating virtual character, electronic device and readable storage medium
CN111476851B (en) Image processing method, device, electronic equipment and storage medium
CN112001993A (en) Multi-GPU (graphics processing Unit) city simulation system for large scene
US20240087219A1 (en) Method and apparatus for generating lighting image, device, and medium
CN110177287A (en) A kind of image procossing and live broadcasting method, device, equipment and storage medium
US11232544B1 (en) History clamping for denoising dynamic ray-traced scenes using temporal accumulation
WO2023093792A1 (en) Image frame rendering method and related apparatus
CN116842294A (en) Collaborative cloud rendering system
Ikkala et al. DDISH-GI: Dynamic Distributed Spherical Harmonics Global Illumination
US20220326527A1 (en) Display System Optimization
CN112116692A (en) Model rendering method, device and equipment
CN117409131A (en) Model rendering method and device, computer readable storage medium and electronic equipment
KR20230153468A (en) Method, device, and program for streaming 3D objects
CN117671104A (en) Rendering method, rendering device, electronic equipment and computer readable storage medium

Legal Events

Date Code Title Description
PB01 Publication
PB01 Publication
SE01 Entry into force of request for substantive examination
SE01 Entry into force of request for substantive examination