A computer-implemented method for partitioning a 3D scene into a plurality of zones, each zone representing an area or a volume of the 3D scene and being processed by a computing resource, the method comprising: - providing (S10) a 3D scene comprising one or more objects, each object generating a computing resource cost; - computing (S20) a first map that represents a density per unit of surface of computing costs of the provided 3D scene; - defining (S30) a second map that represents constraints on the shapes of zones that will be obtained as a result of a partitioning of the 3D scene; - discretizing (S40, S42) the provided 3D scene into cells by computing a space quantization of the 3D scene free of dynamic objects, a dynamic object being an object that can potentially move in the 3D scene, each cell having the same size; - computing (S50), for each cell, a computing cost from the first map of the 3D scene; - aggregating (S70) the cells into one or more zones in accordance with the second map, each zone having a computing cost that is the sum of the computing costs of the cells belonging to the zone, the computing cost of the zone allowing a real-time simulation of the zone on a computing resource, wherein the aggregation of the cells into one or more zones is further carried out with a combinatorial optimization algorithm that computes a minimal number of one or more zones by minimizing an objective function, wherein the objective function of the combinatorial optimization algorithm is formulated for increasing at least when: - a number N of zones has increased as a result of a new aggregation of the cells into one or more zones; - the shapes of zones are jagged border; and/or - the number of disconnected zones is larger than zero. - providing (S10) a 3D scene comprising one or more objects, each object generating a computing resource cost; - computing (S20) a first map that represents a density per unit of surface of computing costs of the provided 3D scene; - defining (S30) a second map that represents constraints on the shapes of zones that will be obtained as a result of a partitioning of the 3D scene; - discretizing (S40, S42) the provided 3D scene into cells by computing a space quantization of the 3D scene free of dynamic objects, a dynamic object being an object that can potentially move in the 3D scene, each cell having the same size; - computing (S50), for each cell, a computing cost from the first map of the 3D scene; - aggregating (S70) the cells into one or more zones in accordance with the second map, each zone having a computing cost that is the sum of the computing costs of the cells belonging to the zone, the computing cost of the zone allowing a real-time simulation of the zone on a computing resource, wherein the aggregation of the cells into one or more zones is further carried out with a combinatorial optimization algorithm that computes a minimal number of one or more zones by minimizing an objective function, wherein the objective function of the combinatorial optimization algorithm is formulated for increasing at least when: - a number N of zones has increased as a result of a new aggregation of the cells into one or more zones; - the shapes of zones are jagged border; and/or - the number of disconnected zones is larger than zero. - a number N of zones has increased as a result of a new aggregation of the cells into one or more zones; - the shapes of zones are jagged border; and/or - the number of disconnected zones is larger than zero. <EOS>