CN103377482A - Method for caching point data for three-dimensional animation software - Google Patents

Method for caching point data for three-dimensional animation software Download PDF

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Publication number
CN103377482A
CN103377482A CN 201210133558 CN201210133558A CN103377482A CN 103377482 A CN103377482 A CN 103377482A CN 201210133558 CN201210133558 CN 201210133558 CN 201210133558 A CN201210133558 A CN 201210133558A CN 103377482 A CN103377482 A CN 103377482A
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China
Prior art keywords
data
animation
frame
scene
working storage
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CN 201210133558
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Chinese (zh)
Inventor
陈鑫
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SHANGHAI MINGQI MULTIMEDIA TECHNOLOGY Co Ltd
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SHANGHAI MINGQI MULTIMEDIA TECHNOLOGY Co Ltd
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Priority to CN 201210133558 priority Critical patent/CN103377482A/en
Publication of CN103377482A publication Critical patent/CN103377482A/en
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Abstract

The invention relates to a method for caching point data for three-dimensional animation software. The method includes the following steps that (1) a CPU reads scene files from a hard disk, conducts scanning classification processing on the scene files and outputs processed data to a data temporary storage; (2) the CPU extracts data required in a scene from the data being scanned and classified and outputs the data to the data temporary storage; (3) a GPU extracts the processed data in the step (2) and processed data in the step (1) from the data temporary storage and reconstructs the whole scene. Compared with the prior art, the method has the advantages of effectively reducing system loads for reconstructing the scene and effectively solving the material problem in the scene.

Description

The point data caching method that is used for Three-dimensional Animation Software
Technical field
The present invention relates to a kind of Three-dimensional Animation Software correlation technique, especially relate to a kind of some data caching method for Three-dimensional Animation Software.
Background technology
Three-dimensional Animation Software Maya is in the process of making the animation project, play up link often need to be with animation information (for example role movement animation deformation information) need to be historical with binding because often lower with file interaction and the stable efficient of binding historical information.This has just facilitated the birth of Maya Geometry Cache technology.But existing Geometry Cache instrument has following shortcoming: 1, can only the buffer memory deformation information, can't process the displacement animation information, and for example role's global displacement animation can't be processed.2, cache file is large, and is too large for network bandwidth pressure.
Summary of the invention
Purpose of the present invention is exactly to provide a kind of some data caching method for Three-dimensional Animation Software for the defective that overcomes above-mentioned prior art existence.
Purpose of the present invention can be achieved through the following technical solutions:
A kind of some data caching method for Three-dimensional Animation Software is characterized in that, may further comprise the steps:
1) CPU reads document scene from hard disk, and document scene is scanned the classification processing, and the data after will processing export the data working storage to;
2) CPU will scan the data that sorted extracting data scene needs, and export the data working storage to;
3) GPU extraction step 2 from the data working storage) data and the step 1 after the processing) data after the processing are rebuild whole scene.
Described CPU scans the classification processing to document scene and is specially:
11) document scene that extracts is done the hiding detection of all objects in all animation frame numbers, the object data deletion that whole process is hidden, and will show that relevant for the animation of hiding attribute data keep in the animation frame number;
12) all visible oBjects are done deformation and detect, these visible oBjects are divided into displacement change object and form change object;
13) displacement is changed object motion detection in animation frame, it is divided into static displacement object and animation displacement object;
14) changing object is done deformation in animation frame and detected, it is divided into animation changing object and static changing object;
15) above-mentioned all objects are followed the trail of the refers to data at its primitive element place;
16) data that obtain are stored on the data working storage.
The data that described CPU will scan sorted extracting data scene to be needed are specially:
21) the animation frame number is got back to first frame, according to step 1) data that need of extracting data scene after processing, for first frame, execution in step 22), for all the other frames, execution in step 23);
22) for first frame,
221) the hiding attribute data with all objects stores in the data working storage;
222) the world coordinates matrix data with all static displacement objects stores in the data working storage;
223) the world coordinates matrix data of having a few with all static changing objects stores in the data working storage;
224) the world coordinates present frame matrix data with all animation displacement objects stores in the data working storage;
225) the world coordinates data of having a few with all animation changing objects store in the data working storage;
23) for all the other frames,
231) the hiding attribute data with all objects stores in the data working storage;
232) the world coordinates present frame matrix data with all animation displacement objects stores in the data working storage;
233) the world coordinates data of having a few with all animation changing objects store in the data working storage.
Described GPU is extraction step 2 from the data working storage) data and step 1 after processing) data after processing, rebuild whole scene and be specially:
31) read in step 1) data after processing
32) according to hiding attribute information, reject hidden objects;
33) according to the object tabulation in upper two steps, for the displacement object, from step 2) take out in turn its corresponding world coordinates matrix data in the data that obtain, wherein directly give the position to static displacement object, to animation displacement object, generate key frame information and node, be connected on each displacement rotating convergent-divergent passage;
34) read all static changing object information, then go out the world coordinates coordinate data of having a few of this static changing object from scene output extracting data, generate single frames object point caching standard formatted file, and be connected on the some Position input passage of object correlation, and adjust setting, so that all work in whole section animation time scope;
35) with step 34), when difference was to process the animation changing object, reading data also generated point cache file frame by frame frame by frame, and connects.
Compared with prior art, the present invention has the following advantages:
Consider from net result, object scene is classified according to its characteristics, so that can guarantee in the process of the whole scene of reconstruct with original scene in the object strict conformance, and reconstruct animation information and point cache out, can both be optimized to limit, effectively reduce the system loading in the reconstruct scene; And because all objects still are objects in the original scene in the reconstruct scene, effectively solve material problem in the scene.
Description of drawings
Fig. 1 is process flow diagram of the present invention;
Fig. 2 is the hardware configuration synoptic diagram that the present invention realizes.
Embodiment
The present invention is described in detail below in conjunction with the drawings and specific embodiments.
Embodiment
As shown in Figure 1 and Figure 2, a kind of some data caching method for Three-dimensional Animation Software may further comprise the steps:
1) CPU1 reads document scene from hard disk 4, and document scene is scanned the classification processing, and the data after will processing export data working storage 3 to;
2) CPU1 will scan the data that sorted extracting data scene needs, and export data working storage 3 to;
3) GPU2 extraction step 2 from data working storage 3) data and the step 1 after the processing) data after the processing are rebuild whole scene.
Described CPU1 scans the classification processing to document scene and is specially:
11) document scene that extracts is done the hiding detection of all objects in all animation frame numbers, the object data deletion that whole process is hidden, and will show that relevant for the animation of hiding attribute data keep in the animation frame number;
12) all visible oBjects are done deformation and detect, these visible oBjects are divided into displacement change object and form change object;
13) displacement is changed object motion detection in animation frame, it is divided into static displacement object and animation displacement object;
14) changing object is done deformation in animation frame and detected, it is divided into animation changing object and static changing object;
15) above-mentioned all objects are followed the trail of the refers to data at its primitive element place;
16) data that obtain are stored on the data working storage 3.
The data that described CPU1 will scan sorted extracting data scene to be needed are specially:
21) the animation frame number is got back to first frame, according to step 1) data that need of extracting data scene after processing, for first frame, execution in step 22), for all the other frames, execution in step 23);
22) for first frame,
221) the hiding attribute data with all objects stores in the data working storage 3;
222) the world coordinates matrix data with all static displacement objects stores in the data working storage 3;
223) the world coordinates matrix data of having a few with all static changing objects stores in the data working storage 3;
224) the world coordinates present frame matrix data with all animation displacement objects stores in the data working storage 3;
225) the world coordinates data of having a few with all animation changing objects store in the data working storage 3;
23) for all the other frames,
231) the hiding attribute data with all objects stores in the data working storage 3;
232) the world coordinates present frame matrix data with all animation displacement objects stores in the data working storage 3;
233) the world coordinates data of having a few with all animation changing objects store in the data working storage 3.
Described GPU2 is extraction step 2 from data working storage 3) data and step 1 after processing) data after processing, rebuild whole scene and be specially:
31) read in step 1) data after processing
32) according to hiding attribute information, reject hidden objects;
33) according to the object tabulation in upper two steps, for the displacement object, from step 2) take out in turn its corresponding world coordinates matrix data in the data that obtain, wherein directly give the position to static displacement object, to animation displacement object, generate key frame information and node, be connected on each displacement rotating convergent-divergent passage;
34) read all static changing object information, then go out the world coordinates coordinate data of having a few of this static changing object from scene output extracting data, generate single frames object point caching standard formatted file, and be connected on the some Position input passage of object correlation, and adjust setting, so that all work in whole section animation time scope;
35) with step 34), when difference was to process the animation changing object, reading data also generated point cache file frame by frame frame by frame, and connects.

Claims (4)

1. a some data caching method that is used for Three-dimensional Animation Software is characterized in that, may further comprise the steps:
1) CPU reads document scene from hard disk, and document scene is scanned the classification processing, and the data after will processing export the data working storage to;
2) CPU will scan the data that sorted extracting data scene needs, and export the data working storage to;
3) GPU extraction step 2 from the data working storage) data and the step 1 after the processing) data after the processing are rebuild whole scene.
2. a kind of some data caching method for Three-dimensional Animation Software according to claim 1 is characterized in that, described CPU scans the classification processing to document scene and is specially:
11) document scene that extracts is done the hiding detection of all objects in all animation frame numbers, the object data deletion that whole process is hidden, and will show that relevant for the animation of hiding attribute data keep in the animation frame number;
12) all visible oBjects are done deformation and detect, these visible oBjects are divided into displacement change object and form change object;
13) displacement is changed object motion detection in animation frame, it is divided into static displacement object and animation displacement object;
14) changing object is done deformation in animation frame and detected, it is divided into animation changing object and static changing object;
15) above-mentioned all objects are followed the trail of the refers to data at its primitive element place;
16) data that obtain are stored on the data working storage.
3. a kind of some data caching method for Three-dimensional Animation Software according to claim 2 is characterized in that, the data that described CPU will scan sorted extracting data scene to be needed are specially:
21) the animation frame number is got back to first frame, according to step 1) data that need of extracting data scene after processing, for first frame, execution in step 22), for all the other frames, execution in step 23);
22) for first frame,
221) the hiding attribute data with all objects stores in the data working storage;
222) the world coordinates matrix data with all static displacement objects stores in the data working storage;
223) the world coordinates matrix data of having a few with all static changing objects stores in the data working storage;
224) the world coordinates present frame matrix data with all animation displacement objects stores in the data working storage;
225) the world coordinates data of having a few with all animation changing objects store in the data working storage;
23) for all the other frames,
231) the hiding attribute data with all objects stores in the data working storage;
232) the world coordinates present frame matrix data with all animation displacement objects stores in the data working storage;
233) the world coordinates data of having a few with all animation changing objects store in the data working storage.
4. a kind of some data caching method for Three-dimensional Animation Software according to claim 3 is characterized in that described GPU is extraction step 2 from the data working storage) data and step 1 after processing) data after processing, rebuild whole scene and be specially:
31) read in step 1) data after processing
32) according to hiding attribute information, reject hidden objects;
33) according to the object tabulation in upper two steps, for the displacement object, from step 2) take out in turn its corresponding world coordinates matrix data in the data that obtain, wherein directly give the position to static displacement object, to animation displacement object, generate key frame information and node, be connected on each displacement rotating convergent-divergent passage;
34) read all static changing object information, then go out the world coordinates coordinate data of having a few of this static changing object from scene output extracting data, generate single frames object point caching standard formatted file, and be connected on the some Position input passage of object correlation, and adjust setting, so that all work in whole section animation time scope;
35) with step 34), when difference was to process the animation changing object, reading data also generated point cache file frame by frame frame by frame, and connects.
CN 201210133558 2012-04-28 2012-04-28 Method for caching point data for three-dimensional animation software Pending CN103377482A (en)

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Application Number Priority Date Filing Date Title
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Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108259779A (en) * 2018-04-08 2018-07-06 成都索贝数码科技股份有限公司 A kind of method that quick processing large format video image is realized using part breadth data
CN111179391A (en) * 2019-12-10 2020-05-19 深圳卡乐星球数字娱乐有限公司 Three-dimensional animation production method, system and storage medium

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN108259779A (en) * 2018-04-08 2018-07-06 成都索贝数码科技股份有限公司 A kind of method that quick processing large format video image is realized using part breadth data
CN108259779B (en) * 2018-04-08 2020-05-05 成都索贝数码科技股份有限公司 Method for rapidly processing large-format video image by using partial breadth data
CN111179391A (en) * 2019-12-10 2020-05-19 深圳卡乐星球数字娱乐有限公司 Three-dimensional animation production method, system and storage medium

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Application publication date: 20131030