CN106355644A - Method and device for culling object models from three-dimensional video game pictures - Google Patents
Method and device for culling object models from three-dimensional video game pictures Download PDFInfo
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- CN106355644A CN106355644A CN201610786499.2A CN201610786499A CN106355644A CN 106355644 A CN106355644 A CN 106355644A CN 201610786499 A CN201610786499 A CN 201610786499A CN 106355644 A CN106355644 A CN 106355644A
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- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/005—Tree description, e.g. octree, quadtree
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Abstract
The invention discloses a method and a device for culling object models from three-dimensional video game pictures. Invisible object models in a camera view angle of the current picture of a three-dimensional video game are determined in a manner of exclusion of hiding relations in the camera view angle, then the determined invisible object models are culled, and the volume of data for rendering the current picture of the three-dimensional video game is further reduced; the hidden object models are culled, so that the scene effect of the current rendered picture of the three-dimensional video game is not affected, and the experience of a player is guaranteed.
Description
Technical field
The present invention relates to the treatment technology to three-dimensional picture, particularly to the object mould in a kind of three-dimensional electronic game picture
Type elimination method and device.
Background technology
Electronic game develops towards the direction of large-scale three-dimensional electronic game.In three-dimensional electronic game, to three-dimensional electronic
The experience requirements more and more higher of game picture, exquisite degree and size with the scene of three-dimensional electronic game are constantly lifted, and locate
The picture data of reason becomes geometry number to increase, and client when running three-dimensional electronic game, cannot expire by its hardware processing capability
Picture rendering requirements to three-dimensional electronic game when full.At this moment it is necessary to the picture currently displaying to three-dimensional electronic game enters
The rejecting operation that row sets, thus the treatability to improve client for the geometric data amount of picture data when reduction renders every time
Energy is so that client is not in the phenomenon of delay or interim card when showing three-dimensional electronic game picture.
In the current picture of three-dimensional electronic game, it is made up of multiple objects model, how to carry out rational observability and sentence
Disconnected, and judge accordingly reasonably to be rejected, and pick out contributive to rendering of current picture in these object models
Object model is shown, promotes the game efficiency of player, is that three-dimensional electronic current picture of playing is to be solved important when rendering
Problem.
At present, the object model that the cone is rejected in the current picture that mode is played to three-dimensional electronic is adopted to reject: with
As the point of video camera, to the camera angles in three-dimensional electronic game picture, extraneous object model enters player's viewpoint
Row is rejected so that these object models are not involved in rendering of the current picture of three-dimensional electronic game, and in camera angles
Even if in the range of object model be blocked, also assist in that render can't be disallowable.Specifically, the cone is rejected is three-dimensional electronic
The current picture of game rendered before a step, for removing the wherein sightless unnecessary object model of player, depending on
The shape of cone be a rectangular pyramid summit position on the lower side by one setting the severing of sanction face, the cone is inherently by 6 faces
Formed, this 6 faces are referred to as closely cutting out face, far cut out face, upper sanction face, lower sanction face, left sanction face and right sanction face.The cone only rejects mode
Be only one for judgment object model whether in the mode that the current picture of three-dimensional electronic game is drawn.Give one example
Bright, as shown in figure 1, Fig. 1 rejects, for the employing cone that prior art provides, the thing that mode rejects three-dimensional electronic game current picture
The schematic diagram of body Model, as illustrated, the extraneous object model of camera angles disallowable fall.
It is based on camera angles scope that the cone is rejected, and only to camera angles, extraneous object model picks
Remove, and the object model in the range of camera angles is not carried out with any process, it is current that three-dimensional electronic to be rendered is played
Picture data amount still ratio is larger, is not up to best effective in terms of the scene management of three-dimensional electronic game and visibility judge optimization
Fruit so that occur during the current picture of client renders three-dimensional electronic game postpone and/or interim card situation, particularly to hardware
The not high client of performance, situation is more serious, have impact on the Experience Degree of player.
Content of the invention
In view of this, the embodiment of the present invention provides the object model elimination method in a kind of three-dimensional electronic game picture, should
Method can be rejected to the invisible object model in the range of camera angles, thus decreasing renders three-dimensional electronic game
Current picture data volume.
The embodiment of the present invention also provides the object model in a kind of three-dimensional electronic game picture to carry device for eliminating, this device energy
Enough the invisible object model in the range of camera angles is rejected, thus decreasing the current of renders three-dimensional electronic game
The data volume of picture.
According to above-mentioned purpose, the present invention is achieved in that
A kind of object model elimination method in three-dimensional electronic game picture, comprising:
The occlusion culling scope of setting three-dimensional electronic game picture, builds octree structure, institute in the range of described blocking
State multiple space nodes that described occlusion culling scope is divided into rule by octree nodes;
Corresponding potentially visible set is arranged to each node of described octree structure, represents each node region
Block object model information and the object model information that is blocked;
When wanting renders three-dimensional electronic game picture, and camera angles scope, in the node of octree structure, travels through
The corresponding potentially visible set of place node, determines the object model rejecting of being blocked in cone visible range.
It is preferred that in described camera angles scope before the node of octree structure, the method also includes:
Judge camera angles scope whether in the range of described occlusion culling, if it is not, then being not turned on blocking except behaviour
Make;If it is, the step of execution node in octree structure in described camera angles scope.
It is preferred that the occlusion culling scope in the three-dimensional electronic game picture of described setting is three-dimensional electronic game picture
Whole scene;
Or it is set as the part scene of three-dimensional electronic game picture, have, in set part scene, the object blocking
Model and the object model being blocked.
It is preferred that described each node to described octree structure arranges corresponding potentially visible collection being combined into:
From the beginning of the root node of Octree, according to the height of rank, travel through all nodes of current level successively and set
After putting corresponding potentially visible set, then after traveling through all nodes of next stage and being provided with corresponding potentially visible set, directly
Arrive and traveled through all nodes.
It is preferred that the node with the potentially visible set of identical is merged.
It is preferred that being combined into each node corresponding potentially visible collection of setting of described octree structure:
If node is not bottom node and comprises to block object model, potentially visible set is set to sky, no
Then, not for sky, represent each node region blocks object model information and the object model information that is blocked.
It is preferred that described according to the corresponding potentially visible set of place node, determine the object model rejecting of being blocked
Before, the method also includes:
Place node is potentially visible set is not empty node.
Object model device for eliminating in a kind of three-dimensional electronic game picture, comprising: structure setting unit and imparting information
Unit, wherein,
Structure setting unit, for arranging the occlusion culling scope of three-dimensional electronic game picture, in the range of described blocking
Build octree structure, described occlusion culling scope is divided into multiple space nodes of rule by described octree nodes;
Give information unit, for each node corresponding potentially visible set of setting to described octree structure, table
That shows each node region blocks object model information and the object model information that is blocked.
A kind of object model device for eliminating in three-dimensional electronic game picture, comprising:
Culling unit, for when wanting renders three-dimensional electronic game picture, and camera angles scope is in octree structure
Node when, the corresponding potentially visible set of traversal place node, determine and be blocked object model simultaneously in cone visible range
Reject.
As can be seen from the above scheme, method provided in an embodiment of the present invention is using blocking pass in the range of camera angles
It is the invisible object model that wipe-out mode determines in the range of the camera angles in the current picture of three-dimensional electronic game, then
Determined by inciting somebody to action, described sightless object model is rejected, thus further reducing the current picture of renders three-dimensional electronic game
Data volume, and be the object model being blocked due to reject, have no effect on the three-dimensional electronic that renders and play current picture
Scene effect is it is ensured that the Experience Degree of player.
Brief description
Fig. 1 rejects, for the employing cone that prior art provides, the object model that mode rejects three-dimensional electronic game current picture
Schematic diagram;
Fig. 2 is the method flow diagram that the object model in three-dimensional electronic game picture provided in an embodiment of the present invention is rejected;
Fig. 3 is method described in the employing Fig. 2 provided in an embodiment of the present invention thing to the current picture that three-dimensional electronic is played
The schematic diagram that body Model is rejected;
Fig. 4 is that device one structure that the object model in three-dimensional electronic game picture provided in an embodiment of the present invention is rejected is shown
It is intended to;
Fig. 5 is that device two structure that the object model in three-dimensional electronic game picture provided in an embodiment of the present invention is rejected is shown
It is intended to.
Specific embodiment
For making the objects, technical solutions and advantages of the present invention become more apparent, develop simultaneously embodiment referring to the drawings, right
The present invention is described in further detail.
In order on the basis of existing cone rejecting mode, further to the object model in three-dimensional electronic game picture
Reject, so that the data volume of the three-dimensional electronic game picture rendering reduces, method provided in an embodiment of the present invention is using taking the photograph
Hiding relation wipe-out mode in camera angular field of view determines the camera angles scope in the current picture of three-dimensional electronic game
Interior invisible object model, then determined by general, described sightless object model is rejected.So, due to reject be by
The object model blocking, have no effect on the three-dimensional electronic that renders play current picture scene effect it is ensured that the experience of player
Degree, reaches optimum efficiency so that client renders three in terms of the scene management of three-dimensional electronic game and visibility judge optimization
During the current picture of dimension electronic game be not in postpone and/or interim card situation, particularly not high to hardware performance client
For end, effect is more preferable.
Method provided in an embodiment of the present invention actually employs two parts and constitutes, and a part is setting unit,
Generally complete under the platform of three-dimensional electronic game engine editing machine, another part is rejecting part, typically complete in client
Become.
The process of first part is:
First, the occlusion culling scope in setting three-dimensional electronic game picture;
In this step, without setting, then acquiescence enables the whole field that scope is in three-dimensional electronic game picture
Scape, then the object model in scope described in fine arts personnel setting is to block object model or the object model that is blocked;
Secondly, build octree structure in the range of described occlusion culling;
In this step, described block in the range of become the space nodes of rule using octree partition, and obtain by U.S.
Object model in scope described in art personnel setting is to block object model or the object model that is blocked;
Finally, from the beginning of the root node of octree structure, successively travel through the node of octree structure, be calculated each section
The potentially visible collection of point;
The node with identical visible collection can be merged in this step, such as, if father node can represent
The potentially visible collection in corresponding space, then without calculating child node again.
The process of Part II is:
First, whether client, when renders three-dimensional electronic game picture, judges camera angles scope set
In the range of blocking;
Secondly, if it was not then not processed, all object models that are blocked are all visible;
Again, if determining camera angles scope in the corresponding spatial dimension of which node of Octree, inciting somebody to action
It is set to current octree nodes;
Finally, using the pvs of current octree nodes, carry out pvs traversal on the basis of the cone is rejected, by be blocked
Object model rejects out from the visible object model of the cone.
Fig. 2 is the object model elimination method flow chart in three-dimensional electronic game picture provided in an embodiment of the present invention, its
Concretely comprise the following steps:
Step 201, the occlusion culling scope in electronic game engine setting three-dimensional electronic game picture;
In this step, can be set as the whole scene of three-dimensional electronic game picture to be rendered it is also possible to be set as
Part scene, the object model in scope described in fine arts personnel setting in set part scene is that have the object blocking
Model and the object model being blocked;
Step 202, in the range of described occlusion culling build octree structure, described block in the range of divided using Octree
It is slit into the space nodes of rule, and the object model obtaining in scope described in fine arts personnel setting is to block object model or quilt
Block object model;
In this step, Octree can represent three-dimensional object model, specifically it is assumed that three-dimensional body to be represented
Model v, can be placed in a fully big square c, and the length of side of square c is 2n, and the octree structure of body vc is permissible
Using recursion method definition: each node of Octree is corresponding with a sub-cube of square c, tree root is with square c originally
Body is corresponding, if c is equal with v, the Octree of three-dimensional object model v only has tree root, if c is unequal with v, by pros
Body c is divided into eight sub-cubes, and each sub-cube is corresponding with a child node of tree root.As long as certain sub-cube is not
Completely blank or completely v occupied it is necessary to by eight equal parts, thus constituting the octree structure of root vertex;
Step 203, from the beginning of the root node of octree structure, successively travel through the node of octree structure, be calculated every
The potentially visible collection (pvs) of individual node;
In this step, if node is not bottom node and comprises to block object model, pvs is set to sky,
Otherwise, not for sky;
In this step, it is from the beginning of the root node of Octree, according to the height of rank, traveled through current level successively
All nodes after being provided with corresponding pvs, then after traveling through all nodes of next stage and being provided with corresponding pvs, until time
All nodes are gone through;
In this step, pvs is based on gaze area, and the scene partitioning of three-dimensional electronic game picture is some areas
Domain, calculates the pvs of each intra-zone respectively, and client only needs to take out the corresponding pvs of node in the process of implementation,
Pvs describes the visible oBject model of node region and non-visible object model;
The node with identical visible collection can be merged in this step, such as, if father node can represent
The potentially visible collection in corresponding space, then without calculating child node again;
, when three-dimensional electronic game picture to be rendered is carried out with the rejecting of object model, determination is taken the photograph for step 204, client
Whether camera angular field of view is outside set occlusion culling scope, if it is, execution step 205;If it is not, then executing step
Rapid 206;
Step 205, client are not processed, and all object models that are blocked are all visible;
Step 206, client determine camera angles scope in the corresponding spatial dimension of which node of Octree,
It is set to current octree nodes;
In this step, the mode having employed cone rejecting eliminates the extraneous object model of camera angles;
Step 207, client use the pvs of current octree nodes, carry out pvs traversal on the basis of the cone is rejected,
The object model being blocked is rejected out from the visible object model of the cone.
In embodiments of the present invention, camera angles scope and is not existed outside the non-root node region of octree structure
When in the root node region of octree structure, reject the object model wanting renders three-dimensional electronic game picture using cone mode.
Give one example explanation, as shown in figure 3, Fig. 3 is method described in employing Fig. 2 provided in an embodiment of the present invention to three
The schematic diagram that the object model of the current picture of dimension electronic game is rejected, as illustrated, the current picture that three-dimensional electronic is played
In camera angles in the range of invisible object model rejected, thus in scene management and visibility judge optimization
Aspect has good effect.
Fig. 4 is that device one structure that the object model in three-dimensional electronic game picture provided in an embodiment of the present invention is rejected is shown
It is intended to, comprising: structure setting unit and imparting information unit, wherein,
Structure setting unit, for arranging the occlusion culling scope of three-dimensional electronic game picture, in the range of described blocking
Build octree structure, described occlusion culling scope is divided into multiple space nodes of rule by described octree nodes;
Give information unit, for each node corresponding potentially visible set of setting to described octree structure, table
That shows each node region blocks object model information and the object model information that is blocked.
Fig. 5 is that device two structure that the object model in three-dimensional electronic game picture provided in an embodiment of the present invention is rejected is shown
It is intended to, culling unit, for when wanting renders three-dimensional electronic game picture, and camera angles scope is in the section of octree structure
During point, the corresponding potentially visible set of traversal place node, determine the object model rejecting of being blocked in cone visible range.
Reject the object model that is blocked of three-dimensional electronic game picture using method and device provided in an embodiment of the present invention,
Portable strong, by the pvs Algorithms Integration based on sight line to the camera angles scope determining three-dimensional electronic game picture
In the scheme of the interior visible object model that is blocked, using the Octree and pvs wound to the three-dimensional electronic game picture before rendering
Build and make early stage process.In the client, after first being loaded into octree structure in the way of multithreading, each node of determination of tabling look-up
Pvs, drastically reduce the area the polygon quantity of the object model in the scene of three-dimensional electronic game picture, so process consume
Memory space is few, only with paying under the opening tabling look-up during operation, reduces run time behaviour loss to greatest extent, with minimum client
End memory space storage octree structure, exchanges that factor data amount is big for and time delay of producing, reduces the video card burden of client,
Allow client can accept large-scale outdoor scene data, and browse wherein and shuttle, produce without there being factor data amount excessive
Raw time delay and/or Caton phenomenon.
The object, technical solutions and advantages of the present invention are further described, institute by above act preferred embodiment
It should be understood that the foregoing is only presently preferred embodiments of the present invention, not in order to limit the present invention, all the present invention's
Spirit and principle within, any modification, equivalent and improvement of being made etc., should be included in protection scope of the present invention it
Interior.
Claims (9)
1. the object model elimination method in a kind of three-dimensional electronic game picture is it is characterised in that include:
The occlusion culling scope of setting three-dimensional electronic game picture, structure octree structure in the range of described blocking, described eight
Described occlusion culling scope is divided into multiple space nodes of rule by fork tree node;
Corresponding potentially visible set is arranged to each node of described octree structure, represents the screening of each node region
Block material body Model information and the object model information that is blocked;
When wanting renders three-dimensional electronic game picture, and camera angles scope, in the node of octree structure, travels through and is located
The corresponding potentially visible set of node, determines the object model rejecting of being blocked in cone visible range.
2. the method for claim 1 it is characterised in that described camera angles scope octree structure node
Before, the method also includes:
Judge camera angles scope whether in the range of described occlusion culling, if it is not, then being not turned on blocking division operation;As
It is really, the step of execution node in octree structure in described camera angles scope.
3. the method for claim 1 is it is characterised in that occlusion culling in the three-dimensional electronic game picture of described setting
Scope is the whole scene of three-dimensional electronic game picture;
Or it is set as the part scene of three-dimensional electronic game picture, have, in set part scene, the object model blocking
With the object model being blocked.
4. the method for claim 1 is it is characterised in that described each node setting to described octree structure corresponds to
Potentially visible collection be combined into:
From the beginning of the root node of Octree, according to the height of rank, traveled through successively all nodes of current level and arrange right
After the potentially visible set answered, then after traveling through all nodes of next stage and being provided with corresponding potentially visible set, until time
All nodes are gone through.
5. method as claimed in claim 4 is it is characterised in that close the node with the potentially visible set of identical
And.
6. the method as described in claim 1 or 4 is it is characterised in that each node setting to described octree structure corresponds to
Potentially visible collection be combined into:
If node is not bottom node and comprises to block object model, potentially visible set is set to sky, otherwise, no
For sky, represent each node region blocks object model information and the object model information that is blocked.
7. method as claimed in claim 5 is it is characterised in that described according to the corresponding potentially visible set of place node,
Determine the object model before rejecting of being blocked, the method also includes:
Place node is potentially visible set is not empty node.
8. the object model device for eliminating in a kind of three-dimensional electronic game picture it is characterised in that include: structure setting unit and
Give information unit, wherein,
Structure setting unit, for arranging the occlusion culling scope of three-dimensional electronic game picture, builds in the range of described blocking
Octree structure, described occlusion culling scope is divided into multiple space nodes of rule by described octree nodes;
Give information unit, for each node corresponding potentially visible set of setting to described octree structure, represent every
Individual node region block object model information and the object model information that is blocked.
9. the object model device for eliminating in a kind of three-dimensional electronic game picture is it is characterised in that include:
Culling unit, for when wanting renders three-dimensional electronic game picture, and camera angles scope is in the section of octree structure
During point, the corresponding potentially visible set of traversal place node, determine the object model rejecting of being blocked in cone visible range.
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