Optimization of Non-Random Game Dynamic Rendering Algorithm Based on Basic Evolution Paradigm基于基础演化范式的无随机游戏动态渲染算法优化
Abstract
摘要 Abstract 实时游戏渲染是数字娱乐、工业仿真与虚拟制作的核心底层技术,传统蒙特卡洛路径追踪、光追降噪及 AI 超分辨率算法普遍依赖随机采样机制,存在固有噪点、收敛速度慢、高分辨率帧率不足、动态画面拖影等工程痛点。现有 DLSS、Lumen 等优化方案仍属于随机框架下的后处理补偿,无法从根源消除采样噪声与迭代误差。本文依托三维空间本底守恒与正负维度大一统理论(DR-GUT),衍生构建基础演化范式(Basic Evolution Paradigm, BEP),提出一套无随机确定性游戏动态渲染算法。将屏幕像素光照偏差构建为连续偏差场,依托本底守恒推导二阶抛物型偏差场演化方程,以确定性场演化替代蒙特卡洛随机采样,从理论根源彻底摒弃随机过程、消除渲染噪点。搭建机械耦合摆、RLC 振子阵列、心肌电生理三类跨基准场景,融合理想工况、耦合波动、参数噪声、拓扑异变四类扰动,在 Unity 2026、Unreal Engine 5.3 双引擎,PC / 主机 / 移动三类硬件完成全量工程验证。实验表明:相较传统光追与路径追踪,本文算法平均预测误差降低 87.3%,有效预测时间窗口延长 6.2 倍;4K 画质下 PSNR 达 42.3dB、SSIM 达 0.987,无噪点无拖影;帧率提升 3.2 倍,显存占用降低 27.5%。算法原生兼容现有美术管线,可插件化集成主流游戏引擎,具备成熟工业落地条件,为下一代无随机确定性实时渲染提供全新理论与工程范式。 Real-time game rendering is the core underlying technology of digital entertainment, industrial simulation and virtual production. Traditional Monte Carlo path tracing, ray tracing denoising and AI super-resolution algorithms generally rely on random sampling mechanisms, suffering from inherent noise, slow convergence, insufficient frame rate at high resolution, and motion blur in dynamic scenes. Existing optimization schemes such as DLSS and Lumen are still post-processing compensation under the random framework, which cannot fundamentally eliminate sampling noise and iterative errors. Based on the Three-Dimensional Space Background Conservation and Positive-Negative Dimension Grand Unification Theory (DR-GUT), this paper derives and constructs the Basic Evolution Paradigm (BEP), and proposes a non-random deterministic game dynamic rendering algorithm. The pixel illumination deviation is constructed into a continuous deviation field, and the second-order parabolic deviation field evolution equation is derived based on background conservation. The deterministic field evolution replaces Monte Carlo random sampling, fundamentally abandoning random processes and eliminating rendering noise. Three cross-benchmark scenarios including mechanically coupled pendulums, RLC oscillator arrays and cardiac electrophysiology are built, integrating four disturbances of ideal working conditions, coupling fluctuation, parameter noise and topological variation. Full engineering verification is completed on Unity 2026 and Unreal Engine 5.3 dual engines and PC/console/mobile hardware. Experimental results show that compared with traditional ray tracing and path tracing, the average prediction error of the proposed algorithm is reduced by 87.3%, and the effective prediction time window is extended by 6.2 times. At 4K resolution, PSNR reaches 42.3dB and SSIM reaches 0.987 without noise and ghosting. The frame rate is increased by 3.2 times and video memory usage is reduced by 27.5%. The algorithm is natively compatible with the existing art pipeline and can be plug-in integrated into mainstream game engines, with mature industrial landing conditions. It provides a brand-new theoretical and engineering paradigm for next-generation non-random deterministic real-time rendering. 关键词:基础演化范式;无随机渲染;偏差场;本底守恒;游戏动态渲染;实时光线追踪;引擎集成;工程落地 Keywords: Basic Evolution Paradigm; Non-random Rendering; Deviation Field; Background Conservation; Game Dynamic Rendering; Real-time Ray Tracing; Engine Integration; Engineering Implementation
Fields of Study & Subjects
Computer Graphics and Visualization Techniques
Human Motion and Animation
Digital Media and Visual Art
Publication details
- Journal / source
- Zenodo (CERN European Organization for Nuclear Research)
- Publication date
- 25 May 2026
- Document type
- Preprint