CN106355636B - The processing method of water body grid in the rendering of virtual reality three-dimensional waterbody - Google Patents
The processing method of water body grid in the rendering of virtual reality three-dimensional waterbody Download PDFInfo
- Publication number
- CN106355636B CN106355636B CN201610765196.2A CN201610765196A CN106355636B CN 106355636 B CN106355636 B CN 106355636B CN 201610765196 A CN201610765196 A CN 201610765196A CN 106355636 B CN106355636 B CN 106355636B
- Authority
- CN
- China
- Prior art keywords
- grid
- water body
- ground
- body grid
- water
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Active
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/40—Hidden part removal
Landscapes
- Physics & Mathematics (AREA)
- Engineering & Computer Science (AREA)
- Geometry (AREA)
- Computer Graphics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
- Image Generation (AREA)
Abstract
This application discloses the processing methods of water body grid in a kind of rendering of virtual reality three-dimensional waterbody, it include: that the height relationship of the water body grid Yu the ground grid is determined according to the altitude information on each vertex in the altitude information on vertex each in water body grid and the ground grid of same unit lattice;For each water body grid, following processing is executed: when the water body grid is lower than ground grid, deleting the water body grid;When the water body grid intersects with ground grid, the part that the ground grid is higher than in the water body grid is retained, the part that the ground grid is lower than in the water body grid is deleted;When the water body grid is above the ground level grid, retain the water body grid;For the water body grid of the grid that is above the ground level, the depth of water of water body grid is calculated, the water body grid that the depth of water is higher than the predetermined depth of water is merged in the way of power series.The present invention can reduce the usage amount to computing resource and reduce invalid rendering quantity, improve rendering efficiency.
Description
Technical field
This application involves water body grids in technical field of virtual reality more particularly to a kind of rendering of virtual reality three-dimensional waterbody
Processing method.
Background technique
Virtual reality technology is a kind of computer simulation system that can be created with the experiencing virtual world, which utilizes meter
Calculation machine generates a kind of simulated environment, is a kind of system of the interactive Three-Dimensional Dynamic what comes into a driver's and entity behavior of Multi-source Information Fusion
Emulation, is immersed to user in the environment.
Virtual reality technology is widely used in the application scenarios such as 3d gaming, simulated maneuver at present.In virtual reality
In technology, it is often necessary to virtual environment be moulded and be rendered, so that virtual environment is true to nature as far as possible.
In virtual environment, three-dimensional waterbody is indispensable a part in scene.The rendering of three-dimensional waterbody be unable to do without water
Volume mesh data.When rendering water body, the water surface is rendered according to the grid data of water body, along with the reflection of water body, refraction and luxuriant and rich with fragrance alunite
You reach a natural water surface effect at effect.The Fresnel effect refers to: if people station bows in lakeside and sees underfooting
Water, it is found that water be it is transparent, reflection is not especially strong;If seeing the lake surface of distant place, it is found that water is not transparent, but
Reflection is strongly.Here it is " Fresnel effects ".
Three-dimensional waterbody in three-dimensional scenic, which renders, relies primarily on water body grid, and the water body in most of virtual reality system
Grid data is recorded based on cell.That is, it is described in virtual reality scenario in given plane, such as
This sentences horizontal plane and divides the identical grid of length and width, and the cell of each grid is lower in the longitudinal direction to be extended, with water body and ground
Intersection, the grid intersected with water body is exactly water body grid, and the grid intersected with ground is exactly ground grid.
Fig. 1 is the schematic diagram that a kind of unit water body grid and unit ground grid intersect.Referring to Fig. 1, the unit refers to
One cell, projection of the cell on water body and ground are exactly corresponding water body grid and ground grid.The prior art
In, when editing water body, water body grid and terrain mesh are crossed to form waterside, and the be above the ground level place of grid of water body grid is formed
The water surface, the part lower than ground can be blocked by ground without being seen by people.The prior art in renders three-dimensional water body generally with
Monolith waters renders together, avoids the occurrence of because texture coordinate is inconsistent and lead to water body when sample texture when reflection and refraction
The case where reflection and refraction effect error, occurs.
But the water body grid data recorded based on cell, it often all can be excessively intensive, water body grid vertex mistake
It is more, cause water body resource excessive.Water body grid vertex excessively will increase the pressure of processor especially graphics processor (GPU),
The data that water body grid is higher than landform are valid data, and the part lower than ground is invalid data.Rendering these water bodys
When, these invalid datas equally can be also rendered, cause to render in vain, rendering efficiency is low, and the resource of consuming is more.
Summary of the invention
In view of this, the main object of the present invention is to provide the place of water body grid in a kind of rendering of virtual reality three-dimensional waterbody
Reason method improves rendering efficiency to reduce the invalid rendering to computing resource.
The technical scheme of the present invention is realized as follows:
The processing method of water body grid in a kind of rendering of virtual reality three-dimensional waterbody, comprising:
According to the height on each vertex in the ground grid of the altitude information on vertex each in water body grid and same unit lattice
Data determine the height relationship of the water body grid Yu the ground grid;
For each water body grid, following processing is executed:
When the water body grid is lower than ground grid, the water body grid is deleted;
When the water body grid intersects with ground grid, the part that the ground grid is higher than in the water body grid is retained,
The part for being lower than the ground grid in the water body grid is deleted;
When the water body grid is above the ground level grid, retain the water body grid;
For the water body grid of the grid that is above the ground level, the depth of water of water body grid is calculated, is closed in the way of power series
And the depth of water is higher than the water body grid of the predetermined depth of water.
In an advantageous embodiment, described to be directed to each water body grid, when the water body grid intersects with ground grid,
Further comprise: the part for being higher than the ground grid in the water body grid is cut into more than one triangle.
In an advantageous embodiment, it is described by the water body grid be higher than the ground grid part be cut into one with
On triangle, specifically include:
If there is a vertex to be higher than water body grid in the ground grid, the ground grid will be higher than in the water body grid
Part is cut into three triangles;
If there are two vertex to be higher than water body grid in the ground grid, the ground grid will be higher than in the water body grid
Part is cut into two triangles;
If there are three vertex to be higher than water body grid in the ground grid, the ground grid will be higher than in the water body grid
Part is cut into a triangle.
In an advantageous embodiment, the water body net that the depth of water is merged in the way of power series and is higher than the predetermined depth of water
Lattice specifically include:
Step a, it sets n and is initially 1;
Step b, with mnFor step-length, m is the integer more than or equal to 2, by the water higher than same unit lattice ground grid
Volume mesh carries out piecemeal, and obtaining length and width is all mnThe water body grid block of a water body grid;Judge own in the water body grid block
Whether the depth of water on vertex is greater than the predetermined depth of water, is if it is a water by all water body mesh updates in the water body grid block
Otherwise volume mesh retains the water body grid in the water body grid block;
Step c, the n is added 1, judging whether can be with mnContinue to be higher than same unit lattice terrestrial network to described for step-length
The water body grids of lattice carries out piecemeal, if can if return step b, otherwise terminate this merging process.
In an advantageous embodiment, the m is 2.
In an advantageous embodiment, the predetermined depth of water is the depth of water being set dynamically as desired.
In an advantageous embodiment, the water body grid and ground grid are synchronous in virtual reality scenario divides
Cell.
Compared with prior art, the present invention is handled for water body grid, will wherein be lower than the water body net of ground grid
Lattice are deleted;When the water body grid intersects with ground grid, the part that the ground grid is higher than in the water body grid is retained, it will
It is deleted in the water body grid lower than the part of the ground grid;The water body grid that will be above ground grid simultaneously retains, and presses
Merge water body grid of the depth of water higher than the predetermined depth of water according to the mode of power series.Processing through the invention, it is possible to reduce final wash with watercolours
The vertex quantity of the water body grid of dye reduces the consumption to computing resource to reduce the target data of rendering, and it is invalid to reduce
The quantity of rendering, improves rendering efficiency.
Detailed description of the invention
Fig. 1 is the schematic diagram that a kind of unit water body grid and unit ground grid intersect;
Fig. 2 is a kind of processing signal of the processing method of water body grid in virtual reality three-dimensional waterbody of the present invention rendering
Figure;
Fig. 3 is processing schematic when unit ground grid is higher than unit water body grid;
Fig. 4 a is a kind of processing schematic when having a vertex to be higher than water body grid in the grid of ground;
Fig. 4 b is a kind of processing schematic when having two vertex to be higher than water body grid in the grid of ground;
Fig. 4 c is a kind of processing schematic when being higher than water body grid in the grid of ground there are three vertex;
Fig. 5 a is a kind of top view of water body grid;
It is schematic diagram of the step-length realization to the progress first order merging of water body grid shown in Fig. 5 a that Fig. 5 b, which is according to 2,;
Fig. 5 c is according to 22The schematic diagram that second level merging is carried out to water body grid shown in Fig. 5 b is realized for step-length.
Specific embodiment
With reference to the accompanying drawing and specific embodiment the present invention is further described in more detail.
Fig. 2 is a kind of processing signal of the processing method of water body grid in virtual reality three-dimensional waterbody of the present invention rendering
Figure.Referring to fig. 2, this method specifically includes that
Step 201 is respectively pushed up according in the altitude information on vertex each in water body grid and the ground grid of same unit lattice
The altitude information of point, determines the height relationship of the water body grid Yu the ground grid.
In the present invention, the cell of the water body grid and the synchronous division in virtual reality scenario of ground grid.?
That is it is described in virtual reality scenario in given plane, such as this sentences horizontal plane and divides the identical grid of length and width, each
The cell of a grid is lower in the longitudinal direction to be extended, and is intersected with water body and ground, and the grid intersected with water body is exactly water body grid, and
The grid intersected with ground is exactly ground grid.It, can be there are many water body grid for the water body of entire scene and ground
With ground grid.Fig. 5 a carries out overlooking obtained grid chart to be a kind of to the water body of entire scene and ground, from top view
It sees, the ground grid of each described water body grid and same unit lattice is overlapped in projection.
The altitude information on each vertex can be obtained from existing data system in the water body grid and ground grid.
Step 202 is directed to each water body grid, executes following 221~224 processing:
221, when the water body grid is lower than ground grid, (the ground grid, which refers to, is in same unit with the water body grid
The ground grid of lattice, that is, when overlooking, the ground grid and water body grid are in the same cell), delete the water body grid.
If Fig. 3 is processing schematic when unit ground grid is higher than unit water body grid.Referring to Fig. 3, if herein
For a cell, then unit water body grid is all referred to as water body grid, unit ground grid is referred to as ground grid.
In cell shown in Fig. 3, the water body grid is whole all under the ground grid, then in this case it is necessary to
The water body grid is deleted, that is to say, that the data on each vertex of the water body grid are deleted, entire water body is come in this way
It says, above the vertex data of the water body grid under the grid of ground just deletes, to reduce the number of vertex of entire water body
Amount.
222, when the water body grid intersects with ground grid, (the ground grid, which refers to, is in identical list with the water body grid
The ground grid of first lattice, that is, when overlooking, the ground grid and water body grid are in the same cell), by the water body grid
In be higher than the ground grid part retain, will in the water body grid lower than the ground grid part delete.
It is described to be directed to each water body grid in step 222 in a kind of further preferred embodiment, when the water body net
When lattice intersect with ground grid, further comprise: by the water body grid be higher than the ground grid part be cut into one with
On triangle.
More specifically, described that the part for being higher than the ground grid in the water body grid is cut into more than one triangle
Shape specifically includes:
It is a kind of processing schematic when thering is a vertex to be higher than water body grid in the grid of ground such as Fig. 4 a, a referring to fig. 4,
If there is a vertex to be higher than water body grid in the ground grid, the part cutting of the ground grid will be higher than in the water body grid
At three triangles;
It is a kind of processing schematic when thering are two vertex to be higher than water body grid in the grid of ground such as Fig. 4 b, b referring to fig. 4,
If there are two vertex to be higher than water body grid in the ground grid, the part cutting of the ground grid will be higher than in the water body grid
At two triangles;
If Fig. 4 c is a kind of processing schematic when being higher than water body grid in the grid of ground there are three vertex, c referring to fig. 4,
If there are three vertex to be higher than water body grid in the ground grid, the part cutting of the ground grid will be higher than in the water body grid
At a triangle.
223, when the water body grid is above the ground level grid, (the ground grid, which refers to, is in same unit with the water body grid
The ground grid of lattice, that is, when overlooking, the ground grid and water body grid are in the same cell), retain the water body grid;
224, for the water body grid of the grid that is above the ground level, the depth of water of water body grid is calculated, according to the side of power series
Formula merges the water body grid that the depth of water is higher than the predetermined depth of water.And be lower than the water body grid of the predetermined depth of water for the depth of water, then continue to retain
The water body grid.
The power series are one of key concepts in mathematical analysis, refer to and are and the several sequences of grade in each single item of series
The n times side of number corresponding (x-a) with constant times of n (n is the integer started counting from 0, and a is constant).Power series are mathematics
Key concept in analysis has been applied in the various fields such as the real variable function, complex function as basic content.
The depth of water refers to that water surface height above ground level is called the depth of water.Refer to water body specific to the depth of water of water body grid
Each vertex of grid height above ground level in vertical direction, there is the depth of water on each vertex.The predetermined depth of water is according to need
Seek the depth of water of dynamic setting.
Specifically, it is described merge in the way of power series the depth of water be higher than the predetermined depth of water water body grid, specifically include with
Lower step:
Step a, it sets n and is initially 1;
Step b, with mnFor step-length, m is the integer more than or equal to 2, in an advantageous embodiment, the m=2, by institute
The water body grid stated higher than same unit lattice ground grid carries out piecemeal, and obtaining length and width is all mnThe water body of a basic water body grid
Grid block;Judge whether the depth of water on all vertex in the water body grid block is greater than the predetermined depth of water, if it is by the water body net
All water body mesh updates in lattice block are a water body grid, otherwise retain the water body grid in the water body grid block;
Step c, the n is added 1, judging whether can be with mnContinue to be higher than same unit lattice terrestrial network to described for step-length
The water body grids of lattice carries out piecemeal, if can if return step b, otherwise terminate this merging process.
Pass through above-mentioned processing, so that it may realize in a manner of power series, judge whether that water body grid can be merged simultaneously step by step
Merged accordingly.It is illustrated below by attached Example.
Such as Fig. 5 a is a kind of top view of water body grid.Wherein, one is constituted by as broad as long basic water body grid
The water body of a large area, it is assumed that the length and width of the basic water body grid are all 1.Below for water body grid shown in Fig. 5 a, press
Merge water body grid of the depth of water higher than the predetermined depth of water step by step according to the mode of power series.
It is schematic diagram of the step-length realization to the progress first order merging of water body grid shown in Fig. 5 a that Fig. 5 b, which is according to 2,.Referring to
Fig. 5 b, using 21 power as step-length, will be higher than the water body net of same unit lattice ground grid in first order merging in Fig. 5 a
Lattice carry out piecemeal, obtain length and width all and be the water body grid block of 2 basic water body grids, the water body divided such as the heavy line of Fig. 5 a
Grid block has 4 water body grids in each water body grid block;Then judging the depth of water on all vertex in the water body grid block is
It is no that the predetermined depth of water (that is whether the depth of water on all vertex of this 4 water body grids is both greater than the predetermined depth of water) be greater than, if
Be then by all water body mesh updates in the water body grid block be a water body grid, otherwise retain in the water body grid block
Water body grid, the big water body grid in centre 4 as shown in Figure 5 b are the water body grid after merging.Water body net after the merging
The length and width of lattice are all 2 basic water body grids, but its vertex has but been incorporated into 4 vertex, and vertex reduces.
Fig. 5 c is according to 22The schematic diagram that second level merging is carried out to water body grid shown in Fig. 5 b is realized for step-length.Referring to
Fig. 5 c, with 22 power (i.e. 4) for step-length, will be higher than same unit lattice ground grid in the second level merges in Fig. 5 b
Water body grid carries out piecemeal, length and width is obtained all and be the water body grid block of 4 basic water body grids, as heavy line divides in Fig. 5 c
Water body grid block;Then judge whether the depth of water on all vertex in the water body grid block is greater than the predetermined depth of water (for upper
The water body grid that level-one had merged need not then carry out repeating judgement), if it is by all water in the water body grid block
Volume mesh merges into a water body grid, otherwise retains the water body grid in the water body grid block, 2 the upper surface of as shown in Figure 5 c
Big water body grid is the water body grid after merging, and its side length is the side lengths of 4 basic water body grids, but its number of vertex is relatively schemed
5b is further reduced.The water body grid block of the lower half portion Fig. 5 c is not merged, because being wherein less than by the depth of water pinpointed described
The predetermined depth of water.
Next, the power of increase 2 can be continued, merged step by step, until 2nGreatly to can not be again in entire scene
Until water body grid is divided.
Pass through the example of above-mentioned Fig. 5 a- Fig. 5 c, it can be seen that by the merging step by step of power series, the water body grid
Number of vertex can be reduced step by step, further reduce the vertex quantity of water body grid in this way.
In conclusion the present invention uses water body mesh update method, merging deletes most invalid water body grid,
The vertex quantity for reducing water body grid alleviates the water body vertex shader pressure and water body resource size of GPU.Using water body
Grid method for splitting rejects the water body grid for being substantially lower than ground and intersecting ground, plays the role of reducing Overdraw.
In addition, each embodiment of the invention can pass through the data processing by data processing equipment such as computer execution
Program is realized.Obviously, data processor constitutes the present invention.In addition, being commonly stored data in one storage medium
Processing routine is by directly reading out storage medium for program or by installing or copying to data processing equipment for program
It stores in equipment (such as hard disk and/or memory) and executes.Therefore, such storage medium also constitutes the present invention.Storage medium can be with
Use any kind of recording mode, such as paper storage medium (such as paper tape), magnetic storage medium (such as floppy disk, hard disk, flash memory
Deng), optical storage media (such as CD-ROM), magnetic-optical storage medium (such as MO) etc..
Therefore the invention also discloses a kind of storage mediums, wherein it is stored with data processor, the data processor
For executing any embodiment of the above method of the present invention.
In addition, method and step of the present invention is with data processor in addition to that can be realized, can also by hardware Lai
It realizes, for example, can be by logic gate, switch, specific integrated circuit (ASIC), programmable logic controller (PLC) and insertion microcontroller
Etc. realizing.Therefore this hardware that the method for the invention may be implemented also may be constructed the present invention.
The foregoing is merely illustrative of the preferred embodiments of the present invention, is not intended to limit the invention, all in essence of the invention
Within mind and principle, any modification, equivalent substitution, improvement and etc. done be should be included within the scope of the present invention.
Claims (7)
1. the processing method of water body grid in a kind of virtual reality three-dimensional waterbody rendering characterized by comprising
According to the high degree on each vertex in the ground grid of the altitude information on vertex each in water body grid and same unit lattice
According to determining the height relationship of the water body grid Yu the ground grid;
For each water body grid, following processing is executed:
When the water body grid is lower than ground grid, the water body grid is deleted;
When the water body grid intersects with ground grid, the part that the ground grid is higher than in the water body grid is retained, by this
It is deleted in water body grid lower than the part of the ground grid;
When the water body grid is above the ground level grid, retain the water body grid;
For the water body grid of the grid that is above the ground level, the depth of water of water body grid is calculated, water is merged in the way of power series
The deep water body grid for being higher than the predetermined depth of water.
2. the method according to claim 1, wherein it is described be directed to each water body grid, when the water body grid with
When ground grid intersects, further comprise: the part for being higher than the ground grid in the water body grid being cut into more than one
Triangle.
3. according to the method described in claim 2, it is characterized in that, the portion that the ground grid will be higher than in the water body grid
It is divided into more than one triangle, specifically includes:
If there is a vertex to be higher than water body grid in the ground grid, the part of the ground grid will be higher than in the water body grid
It is cut into three triangles;
If there are two vertex to be higher than water body grid in the ground grid, the part of the ground grid will be higher than in the water body grid
It is cut into two triangles;
If there are three vertex to be higher than water body grid in the ground grid, the part of the ground grid will be higher than in the water body grid
It is cut into a triangle.
4. the method according to claim 1, wherein the depth of water that merges in the way of power series is higher than predetermined
The water body grid of the depth of water, specifically includes:
Step a, it sets n and is initially 1;
Step b, with mnFor step-length, m is the integer more than or equal to 2, by the water body grid higher than same unit lattice ground grid
Piecemeal is carried out, obtaining length and width is all mnThe water body grid block of a water body grid;Judge all vertex in the water body grid block
Whether the depth of water is greater than the predetermined depth of water, is if it is a water body net by all water body mesh updates in the water body grid block
Otherwise lattice retain the water body grid in the water body grid block;
Step c, the n is added 1, judging whether can be with mnContinue to described for step-length higher than same unit lattice ground grid
Water body grid carry out piecemeal, if can if return step b, otherwise terminate this merging process.
5. according to the method described in claim 4, it is characterized in that, the m is 2.
6. the method according to claim 1, wherein the predetermined depth of water is the water being set dynamically as desired
It is deep.
7. method according to claim 1-6, which is characterized in that the water body grid and ground grid are virtual
The cell divided is synchronized in reality scene.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201610765196.2A CN106355636B (en) | 2016-08-30 | 2016-08-30 | The processing method of water body grid in the rendering of virtual reality three-dimensional waterbody |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN201610765196.2A CN106355636B (en) | 2016-08-30 | 2016-08-30 | The processing method of water body grid in the rendering of virtual reality three-dimensional waterbody |
Publications (2)
Publication Number | Publication Date |
---|---|
CN106355636A CN106355636A (en) | 2017-01-25 |
CN106355636B true CN106355636B (en) | 2019-05-14 |
Family
ID=57856016
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
CN201610765196.2A Active CN106355636B (en) | 2016-08-30 | 2016-08-30 | The processing method of water body grid in the rendering of virtual reality three-dimensional waterbody |
Country Status (1)
Country | Link |
---|---|
CN (1) | CN106355636B (en) |
Families Citing this family (3)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
CN107886562B (en) * | 2017-12-05 | 2021-08-31 | 北京像素软件科技股份有限公司 | Water surface rendering method and device and readable storage medium |
CN110136262B (en) * | 2019-05-17 | 2020-05-05 | 中科三清科技有限公司 | Water body virtual visualization method and device |
CN112044077B (en) * | 2020-09-02 | 2022-02-11 | 北京冰封互娱科技有限公司 | Water body configuration method, device, equipment and storage medium |
Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2006003268A1 (en) * | 2004-06-03 | 2006-01-12 | France Telecom | General method for determining a list of elements potentially visible by region for three-dimensional large scenes representing virtual variable altitude cities |
CN101419721A (en) * | 2008-10-30 | 2009-04-29 | 上海大学 | Complex indoor scene rapid drafting method based on view rejection |
CN103530901A (en) * | 2013-10-17 | 2014-01-22 | 中国测绘科学研究院 | Method and system for visualizing dynamic water area by matching with real three-dimensional environment |
CN104134231A (en) * | 2014-07-11 | 2014-11-05 | 南京乐飞航空技术有限公司 | Coastline constructing method based on image recognition |
CN105321140A (en) * | 2014-06-17 | 2016-02-10 | 想象技术有限公司 | Assigning primitives to tiles in a graphics processing system |
-
2016
- 2016-08-30 CN CN201610765196.2A patent/CN106355636B/en active Active
Patent Citations (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2006003268A1 (en) * | 2004-06-03 | 2006-01-12 | France Telecom | General method for determining a list of elements potentially visible by region for three-dimensional large scenes representing virtual variable altitude cities |
CN101419721A (en) * | 2008-10-30 | 2009-04-29 | 上海大学 | Complex indoor scene rapid drafting method based on view rejection |
CN103530901A (en) * | 2013-10-17 | 2014-01-22 | 中国测绘科学研究院 | Method and system for visualizing dynamic water area by matching with real three-dimensional environment |
CN105321140A (en) * | 2014-06-17 | 2016-02-10 | 想象技术有限公司 | Assigning primitives to tiles in a graphics processing system |
CN104134231A (en) * | 2014-07-11 | 2014-11-05 | 南京乐飞航空技术有限公司 | Coastline constructing method based on image recognition |
Also Published As
Publication number | Publication date |
---|---|
CN106355636A (en) | 2017-01-25 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
CN110443893B (en) | Large-scale building scene rendering acceleration method, system, device and storage medium | |
US10504253B2 (en) | Conservative cell and portal graph generation | |
US8384711B2 (en) | Ray tracing a three dimensional scene using a grid | |
CN105389850B (en) | A kind of observability generation method of extensive three-dimensional scenic | |
US20110310101A1 (en) | Pillar grid conversion | |
CN110309458B (en) | BIM model display and rendering method based on WebGL | |
CN106355636B (en) | The processing method of water body grid in the rendering of virtual reality three-dimensional waterbody | |
CN104504760B (en) | The method and system of real-time update 3-D view | |
CN102402791A (en) | Three-dimensional fluid simulation method based on graphic processing unit (GPU) | |
Livnat et al. | Interactive point-based isosurface extraction | |
CN113034657B (en) | Rendering method, device and equipment for illumination information in game scene | |
CN109509243A (en) | A kind of liquid emulation mode, liquid exchange method and device | |
CN109147050A (en) | Road grid creation method and device based on Unity engine topography system | |
CN105354878A (en) | Electronic map data making method and apparatus | |
CN109712227B (en) | Voxel terrain management method | |
CN102903149A (en) | Block forming method and device for geologic model | |
Gerhards et al. | Partitioned shadow volumes | |
KR101284324B1 (en) | Ray tracing core and ray tracing method | |
Weier et al. | Generating and rendering large scale tiled plant populations | |
Mora et al. | Deep Partitioned Shadow Volumes Using Stackless and Hybrid Traversals. | |
KR101281156B1 (en) | Ray tracing core and processing mehtod for ray tracing | |
He et al. | 3D sound rendering for virtual environments with octree | |
Bender et al. | HW3D: A tool for interactive real-time 3D visualization in GIS supported flood modelling | |
Gomez et al. | Time and space coherent occlusion culling for tileable extended 3D worlds | |
CN106548505A (en) | For the model of place fast triangulation method of 3-D ray-tracing |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
C06 | Publication | ||
PB01 | Publication | ||
SE01 | Entry into force of request for substantive examination | ||
SE01 | Entry into force of request for substantive examination | ||
GR01 | Patent grant | ||
GR01 | Patent grant |