CPC A63F 13/52 (2014.09) [G06T 15/20 (2013.01); G06T 15/80 (2013.01)] | 20 Claims |
1. A method of shading spatial units during rendering of a frame of a game space in a multiplayer video game, wherein the game space is implemented on a plurality of player client devices by at least one server in data communication with the plurality of player client devices over a network, the method being implemented by the at least one server executing a plurality of programmatic instructions and comprising:
acquiring a number of pixels in a field of view of a virtual camera associated with the game space, wherein the field of view has an associated plurality of decal projections;
generating one or more groups of spatial units by progressively dividing the field of view, wherein the one or more groups of spatial units range from a lowest resolution group of spatial units through one or more intermediate resolution groups of spatial units to a highest resolution group of spatial units, and wherein each group of the one or more groups of spatial units represents a higher resolution compared to an immediately previous group of spatial units, and wherein each spatial unit has a predefined number of pixels acquired from the field of view of the virtual camera associated with the game space;
testing each spatial unit of a lowest resolution group of spatial units to determine a subset of decal projections, of the plurality of decal projections, that intersect each spatial unit of the lowest resolution group of spatial units;
iteratively testing each spatial unit of a next higher resolution group of spatial units to determine a next subset of decal projections using the subset of decal projections determined for the immediate previously tested lower resolution group of spatial units, wherein the iterative testing determines which of the subset of decal projections intersect the spatial unit of the next higher resolution group of spatial units, and wherein the iterative testing ends with testing of each spatial unit of the highest resolution group of spatial units to determine a final subset of decal projections that intersect each spatial unit of the highest resolution group of spatial units; and
shading spatial units using the final subset of decal projections per spatial unit.
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