CN106446351A - Real-time drawing-oriented large-scale scene organization and scheduling technology and simulation system - Google Patents
Real-time drawing-oriented large-scale scene organization and scheduling technology and simulation system Download PDFInfo
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Abstract
The invention provides efficient large-scale scene real-time organization and scheduling technology and simulation system based on a dynamic scheduling technology. According to the system, massive scene data is subjected to block segmentation; and in real-time running, required scene blocks are dynamically loaded and useless scene blocks are released according to the positions of viewpoints, so that scene data in a memory is kept in a certain range. Through a LOD (Levels of Detail) technology and a visual field, the scene data in the memory is removed for performing simplification, and a large amount of triangles fed into a GPU (Graphic Processing Unit) are reduced, so that real-time simulation rendering is achieved.
Description
Technical field
The present invention relates to computer simulation technique field, virtual reality, geography information, particularly to one kind to difficult scene
The method of real-time rendering.
Background technology
Large scale scene real-time rendering, is the real-time display carrying out three-dimensional scenic using computer.In flight simulation, battlefield
Have a wide range of applications in the fields such as emulation, urban planning and three-dimensional outdoor game, be computer graphics and virtual reality neck
The study hotspot in domain.But for large scale scene, because triangle number is huge, even high performance graphics acceleration card,
Nor meet actual demand.
With the development of modern survey and draw technology, the quantity of Spatial data capture just increases at an unprecedented rate.From number
Digital earth is arrived again to Digital CHINA in word city, and contextual data increases by geometric progression, and the cheap acquisition of magnanimity contextual data is
It is possibly realized.Because the size of calculator memory is limited, magnanimity contextual data cannot be disposably loaded into internal memory and be carried out reality
When render.Therefore, how to develop the memory, external memory dispatching technique of data, reduce the contextual data being loaded into internal memory, and by dispatching technique
Combine with LOD technology and visibility culling, be the key issue of three-dimensional scenic roaming system.
Content of the invention
It is an object of the invention to provide a kind of large scale scene tissue towards real-time rendering and dispatching technique and emulation system
System.
According to an aspect of the present invention, a kind of tissue of the large scale scene towards real-time rendering and dispatching technique are provided,
It is characterized in that, this technology comprises the steps of:
Step 1:The piecemeal of contextual data:In offline preprocessing process, piecemeal and numbering are carried out to contextual data;
Step 2:The Real-Time Scheduling of contextual data and high speed processing;
Step 3:Scene dispatch data is drawn in real time and is rendered.
Further according to an aspect of the present invention, a kind of large scale scene tissue towards real-time rendering and scheduling skill
Art is it is characterised in that the piecemeal of contextual data includes:
In offline preprocessing process, first have to carry out piecemeal and numbering to contextual data;
As needed, dynamically call in real time and discharge corresponding data resource, scene is carried out with piecemeal process, reduce field
The impact to last rendering speed for the scape piecemeal size;The data block reading every time is controlled to be 4kb or its integral multiple, by every piece of scene
Be sized to 257 × 257;After scene is carried out piecemeal, it is numbered, the coordinate using every piece of scene calculates scenario block
Index.
Further according to an aspect of the present invention, a kind of large scale scene tissue towards real-time rendering and scheduling skill
Art is it is characterised in that the Real-Time Scheduling of contextual data and high speed processing include:
The scheduling of world subdivision:Using the contextual data dispatching method based on viewpoint, sentenced using the position of viewpoint, direction
The disconnected required contextual data being loaded into and the contextual data of release;
The LOD of scene simplifies:After scene is loaded into internal memory, carry out simplifying the need meeting real-time rendering through LOD and view rejection
Ask;
Avoid crack method:In pretreatment stage, set up the triangle index of different LOD ranks in advance for each Patch,
Only check 4 adjacent with each Patch Patch in real-time rendering, be allowed to LOD rank and differ within 1, finally adopt phase
The index answered is rendered;
View rejection technology:Will be most of invisible for observing viewpoint in scene areas, it is not required to the image information rendering
Carry out cutting, improve rendering speed.
Further according to an aspect of the present invention, a kind of large scale scene tissue towards real-time rendering and scheduling skill
Art is it is characterised in that the LOD of scene simplifies inclusion:
After scene is written into internal memory, carry out simplifying the demand meeting real-time rendering:Scenario block is divided into " Patch ", often
In individual " Patch " level and vertical direction, respectively there is individual elevational point;The all of elevational point of highest level resolution render, lowermost layer
Secondary resolution ratio only draws four elevational points on Patch angle;In pretreatment stage, after establishing scene look-up table in advance,
During real-time rendering, suitable level of detail is selected with scenario block apart from d according to viewpoint;By every piece of Patch be sized to 17 ×
17 points, simultaneously the LOD rank of Patch be 4 grades.
Further according to an aspect of the present invention, a kind of large scale scene tissue towards real-time rendering and scheduling skill
Art it is characterised in that adopting view rejection method when Scene dispatch data is drawn in real time and rendered, do not examine by the method
Consider three cutting planes of view frustums:Nearly cutting plane and upper and lower cutting plane, retain the yonder clipping plane of view frustums and left and right
Cutting plane;View frustums are projected on x-z-plane, projected triangle can be formed, regarded for minimum unit with world subdivision
Domain is rejected.
According to another aspect of the present invention, provide a kind of large scale scene analogue system towards real-time rendering, it is special
Levy and be, this analogue system includes:
Block data model:Large scale scene is drawn and is taken based on nine grids structure, completes the uniform piecemeal of original scene;
Multiresolution schichtenaufbau:On the basis of completing the uniform piecemeal of original scene, for meeting the needs of real-time rendering, should
System adopts top-down nine grids subdivision method to generate the hierarchical model of scenario block;
Data pre-fetching based on ken extension and scheduling strategy:In data amount simultaneously, reduce viewpoint movement tendency with
The brought impact of machine, comprising may indication range under different dynamic trend;
Build model of place:Obtain contextual data, load data texturing, and texture is processed;
The contextual data obtaining is imported, adds geography information, generate three-dimensional scene models;By the texture picture handled well
Carry out registration process, three-dimensional scene models that are last and generating are overlapped.
Further according to another aspect of the present invention, a kind of large scale scene analogue system towards real-time rendering,
It is characterized in that, block data model includes:
The initial resolution of scene is r0, the resolution ratio of l layer is r1;Region when carrying out scene drawing, away from viewpoint
Adopt different resolution ratio from the region close to viewpoint, centre one lattice of nine grids adopt high-resolution, outwards constantly drop successively
Centre one lattice of low LOD level viewpoint central block and nine grids overlap, and the conversion of multiresolution all concentrates on eight lattice around.
Further according to another aspect of the present invention, a kind of large scale scene analogue system towards real-time rendering,
It is characterized in that, the data pre-fetching based on ken extension and scheduling strategy include:
In each frame by region overlay area overlay area be divided into the ken, ken extension, viewing area, dispatcher-controlled territory with
And preloaded area;The intersecting world subdivision of ken extension constitutes dispatcher-controlled territory, represents, with set N, the piecemeal that dispatcher-controlled territory comprises
Set, its data is written in internal memory;Corresponding world subdivision collection is combined into preloaded area, represents present frame needs pre-loaded
To the contextual data of internal memory, these data do not need to draw immediately, but the prediction to next frame, it is the fortune with present frame viewpoint
Dynamic speed and the variable of directional correlation, the dynamic adjustment to ken spreading range is realized in the change of utilization;The ken is obtained with this
Extension and the scope of the ken, extend disjoint scenario block with the ken and directly reject.
Beneficial effect
The present invention is based on dynamic dispatching technology, proposes a kind of efficient large scale scene Real time Organization and dispatching technique and imitates
True system.This system carries out piecemeal to magnanimity contextual data, in real time execution, according to needed for the position of viewpoint is dynamically loaded
Scenario block and the useless scenario block of release so that the contextual data in internal memory is maintained within a certain range.By LOD
(Levels of Detail) technology and the ken, reject and the contextual data in internal memory are simplified, and a large amount of minimizing sends into GPU
The number of triangles of (Graphic Processing Unit), thus reach real-time simulation render.
The additional aspect of the present invention and advantage will be set forth in part in the description, and partly will become from the following description
Obtain substantially, or recognized by the practice of the present invention.
Brief description
The above-mentioned and/or additional aspect of the present invention and advantage will become from reference to the description to embodiment for the accompanying drawings below
Substantially and easy to understand, wherein:
Fig. 1 is used for the large scale scene tissue towards real-time rendering and dispatching technique framework for the present invention;
Fig. 2 is used for the large scale scene tissue towards real-time rendering and dispatching technique world subdivision method midfield for the present invention
The distribution of scape block is illustrated.
Fig. 3 is used for avoiding technology towards the large scale scene tissue of real-time rendering with crack in dispatching technique for the present invention
In, the elimination schematic diagram of geometry crack problem during Patch splicing.
Fig. 4 be the present invention a kind of towards segmented real-time rendering scene flows in the large scale scene analogue system of real-time rendering
Cheng Tu.
Specific embodiment
Embodiments of the invention are described below in detail, described embodiment is exemplary it is intended to be used for explaining the present invention, and
It is not considered as limiting the invention.
Fig. 1 is organizing and dispatching technique framework for the large scale scene towards real-time rendering of one aspect of the invention.
Wherein, the method for the present embodiment is mainly realized by computer equipment;Described computer equipment includes network and sets
Standby and user equipment;The described network equipment includes but is not limited to single network server, the service of multiple webserver composition
Device group or the cloud being made up of a large amount of computers or the webserver Ji Yu cloud computing (Cloud Computing), cloud computing is
One kind of Distributed Calculation, a super virtual computer being made up of a group loosely-coupled computer collection;Described user sets
Standby including but not limited to PC, panel computer, smart mobile phone, PDA, IPTV etc.;Network residing for described computer equipment.
It should be noted that the described network equipment, user equipment and network are only for example, other are existing or from now on may
The computing device occurring or network are such as applicable to the present invention, within also should being included in the scope of the present invention, and with the side of quoting
Formula is incorporated herein.
The piecemeal of contextual data.In offline preprocessing process, piecemeal and numbering are carried out to contextual data, in order to dynamic
Scheduling.
The piecemeal of contextual data includes:
In offline preprocessing process, first have to carry out piecemeal and numbering to contextual data, in order to dynamic dispatching.
As needed, dynamically call in real time and discharge corresponding data resource.Piecemeal process is carried out to scene.Reduce field
The impact to last rendering speed for the scape piecemeal size.The data block that this technical controlling reads every time is 4kb or its integral multiple.Will be every
Block scene be sized to 257 × 257.After scene is carried out piecemeal, it is numbered.Coordinate using every piece of scene calculates
The index of scenario block.Can the scene according to needed for the position calculation of viewpoint goes out rapidly index.
The Real-Time Scheduling of contextual data and high speed processing include:
The scheduling of world subdivision.This technology adopts a kind of contextual data dispatching method based on viewpoint, using the position of viewpoint
Put, direction to be judging the contextual data of required loading and the contextual data of release.
The LOD of scene simplifies.After scene is loaded into internal memory, need to be simplified through LOD technology and view rejection to meet in real time
The demand rendering.
Avoid crack technology.This technology, in pretreatment stage, sets up the triangle of different LOD ranks in advance for each Patch
Shape indexes, as long as checking 4 Patchs adjacent with each Patch in real-time rendering, being allowed to LOD rank and differing within 1,
Finally rendered using corresponding index.
View rejection technology.This technology will be most of invisible for observing viewpoint in scene areas, is not required to the figure rendering
As information carries out cutting, improve rendering speed.
The scheduling of world subdivision includes:
The dynamic dispatching of contextual data.This technology adopts a kind of contextual data dispatching method based on viewpoint, using viewpoint
Position, walking direction be loaded into contextual data and release contextual data, the scene areas actually residing in internal memory are divided
For visibility region and visibility region extension.
A kind of scheduling strategy is provided, simply efficiently, reduces and belong to disk scheduling delay.During program initialization, according to viewpoint
Position read block contextual data centered on viewpoint, mark the index of the good each scenario block reading in internal memory with array.In making
Data in depositing has reusability.With the movement of viewpoint, the sightless sub-block of dynamic release and call in new sub-block.
Position according to viewpoint reads the m × m block contextual data centered on viewpoint it is assumed that the position of viewpoint is (x, z),
Scenario block residing at present is (i, j), and its centre coordinate is (xi,zj), then the scope that the scenario block in current memory is covered isWhen, taking x direction as a example to judge the required scene number being loaded into and discharging here
According to z direction is similar to, then scheduling process is:
When viewpoint is still in this scenario block, without carrying out data dispatch;
When the visual range of viewpoint has been moved into scene block boundary, needs to be loaded into new scenario block, discharge simultaneously
Viewpoint scenario block after one's death;
When outside viewpoint being moved into scenario block, need to be loaded into new scenario block, discharge is loaded complete simultaneously
Portion's scenario block.
The LOD of scene simplifies inclusion:
After scene is written into internal memory, carry out simplifying the demand meeting real-time rendering.LOD technology and view rejection are to simplify
The main method of scene.Scenario block is divided into " Patch ", each " Patch " level and vertical direction respectively have individual elevational point.
The all of elevational point of highest level resolution render, the resolution ratio of lowest level only draws four elevational points on Patch angle.?
Pretreatment stage, it is possible to be selected apart from d with scenario block according to viewpoint in real-time rendering after establishing scene look-up table in advance
Select suitable level of detail.Every piece of Patch is sized to 17 × 17 points, the LOD rank of Patch is 4 grades simultaneously.
Scene dispatch data is drawn in real time and is rendered including:View rejection technology.This technology does not consider the cone
Three cutting planes of body:Nearly cutting plane and upper and lower cutting plane, retain the yonder clipping plane of view frustums and left and right cutting is put down
Face.View frustums are projected on x-z-plane, projected triangle can be formed, view rejection is carried out for minimum unit with world subdivision.
Rendering speed slow problem when fully optimization processing data volume is huge.
Block data model.Large scale scene is drawn this method and is based on nine grids structure, completes the uniform piecemeal of original scene.
Multiresolution schichtenaufbau.On the basis of completing the uniform piecemeal of original scene, for meeting the needs of real-time rendering,
This system adopts top-down nine grids subdivision method to generate the hierarchical model of scenario block.
Data pre-fetching based on ken extension and scheduling strategy.While data amount, minimizing regards this analogue system
Point the brought impact of movement tendency randomness, comprising may indication range under different dynamic trend.
Build model of place.Obtain contextual data, the system loads data texturing from external memory, and texture is carried out special
Efficient process.The contextual data obtaining is imported, adds geography information, generate three-dimensional scene models.By the texture maps handled well
Piece carries out registration process, and three-dimensional scene models that are last and generating are overlapped.
Block data model includes:
When the initial resolution of scene is r0, the resolution ratio of l layer is r1, and r1=r0×3.When carrying out scene drawing,
Adopt different resolution ratio from the remote region of viewpoint from the region close to viewpoint, the region that broken circle is located is (i.e. in nine grids
Between lattice) need high-resolution, outwards constantly reduce the centre one lattice weight of LOD level viewpoint central block and nine grids successively
Close, the conversion of multiresolution all concentrates on eight lattice around.
Multiresolution schichtenaufbau includes:
According to viewpoint position situation of change, divide in real time and merge landform triangular mesh, with optimized dynamic
Resolution ratio is describing continuous topographical surface.Introduce two triangle queues to enter the work of line splitting and merging, a team
Row record drawn all triangles in current landform, and another one queue record is currently drawn in landform and all can be merged
Rectangle.The system triangle based on the output of former frame, to state change when drawing the triangular mesh of each frame
Shape just can be recalculated, and does not have the triangle changing will not be repeated to add the queue drawing triangle.This method for drafting
Operation efficiency is higher, is quite suitable for the real-time visual of scene.
Original input data is divided into some isosceles right triangles, sets up the binary tree structure of a triangle.Will
Terrain block, as a rectangle, is cut open from diagonal and is partitioned into two identical isosceles right triangles, straight with two isosceles
Angle triangle is added to tangle bintree as root node.For an isosceles right triangle of root node, by triangle
Right-angled apices are connected with the midpoint of hypotenuse, form two little isosceles right triangles by connecting line segmentation triangle, in triangle
In binary tree, they are just as child node.Division to all of triangle recurrence according to the method described above is gone down, until meeting need
Till the precision wanted, finally it has been generated as a complete tangle bintree structure.It is split off defining 5 carefully in triangle
The relief model of ganglionic layer time, topographical surface performance is fine.
Can there is specific triangle syntople during generating isosceles right triangle binary tree structure.Triangle
Shape is two adjacent triangles, and their adjacent side is the hypotenuse of itself.Because using regular grid, three
Angular with surely may be constructed a rectangle.After triangle is with carrying out hypotenuse bisection respectively, their four obtained sons
Triangle just can form a rectangle that can merge together, and the effect defining this rectangle is by union operation.
Data pre-fetching based on ken extension and scheduling strategy include:
Region overlay area overlay area is divided into the ken, ken extension, viewing area, scheduling by the system in each frame
Region and preloaded area.The intersecting world subdivision of ken extension constitutes dispatcher-controlled territory, represents dispatch area with a total collection
Each block collection of comprising of domain, in set, data should be written in internal memory;Corresponding world subdivision collection is combined into preloaded area,
Representing present frame needs to be loaded previously into the contextual data of internal memory, and these data do not need to draw immediately, but to next frame
Prediction.It is the variable of movement velocity with present frame viewpoint and directional correlation, the change of utilization is realized to ken spreading range
Dynamic adjustment.The scope of ken extension and the ken is obtained with this, extends disjoint scenario block with the ken and directly reject.
Data pre-fetching based on ken extension and scheduling strategy include:
Error mechanism.Geometric error can be produced during initial land form model, see in two-dimensional space, this geometric error right and wrong
Monotonic function.The system error boundary body instead of accurate error.Each triangle is all calculated to its error side
Boundary's body, as the bounding box in a world coordinates, enumerates all summits of this triangle.Border body by triangle
Project to and a thickness is had on plane, describe the geometric error of this triangle, the border body thickness of its leaf node is 0.One
The border body thickness of individual father's triangle depends on the border body thickness of its two sub- triangles.
Real-time scene is drawn.The system controls calculation cost, and the more efficiently fine clipping strategy of research can effectively improve to be painted
Speed processed.In scene drawing, using efficient and rational crack repairing method, different resolution scenario block is processed.
Real-time scene is drawn and is included:
Pretreatment stage.The system carries out piecemeal process to original altitude data, is divided into size identical scene
Sub-block;Then set up quad-tree structure for each scene sub-block, thus constructing the multiresolution hierarchical structure unrelated with viewpoint;
Using date storage method irredundant in block, effectively reduce the redundancy of altitude data in external memory, generate index file, be easy to draw
When the corresponding level of quick obtaining in summit altitude data.
The real-time rendering stage.The system makes data dispatch using new multi-thread mechanism and carries out with drawing simultaneously, main thread
Determining first with the data pre-fetching strategy being extended based on the ken needs the scenario block of scheduling, adopts fine clipping based on the cone
Strategy builds LOD Model for the contextual data that needs are drawn, by index file quick obtaining summit altitude data;Sub-line
Cheng Shixian is based on external memory data dispatch and load shedding.
It should be noted that the present invention can be carried out in software and/or software with the assembly of hardware, for example, this
Each bright device can be realized using special IC (ASIC) or any other similar hardware device.In an embodiment
In, the software program of the present invention can realize steps described above or function by computing device.Similarly, the present invention
Software program (including related data structure) can be stored in computer readable recording medium storing program for performing, for example, RAM memory,
Magnetically or optically driver or floppy disc and similar devices.In addition, some steps of the present invention or function can employ hardware to realize, example
As coordinated thus executing the circuit of each step or function as with processor.
Although embodiments of the invention have been shown and described above it is to be understood that above-described embodiment is example
Property it is impossible to be interpreted as limitation of the present invention, those of ordinary skill in the art is in the principle without departing from the present invention and objective
In the case of above-described embodiment can be changed within the scope of the invention, change, replace and modification.
Claims (8)
1. a kind of large scale scene tissue towards real-time rendering comprises following step with dispatching technique it is characterised in that this technology
Suddenly:
Step 1:The piecemeal of contextual data:In offline preprocessing process, piecemeal and numbering are carried out to contextual data;
Step 2:The Real-Time Scheduling of contextual data and high speed processing;
Step 3:Scene dispatch data is drawn in real time and is rendered.
2. according to claim 1 a kind of towards real-time rendering large scale scene tissue with dispatching technique it is characterised in that
The piecemeal of contextual data includes:
In offline preprocessing process, first have to carry out piecemeal and numbering to contextual data;
As needed, dynamically call in real time and discharge corresponding data resource, scene is carried out with piecemeal process, reduce scene and divide
The impact to last rendering speed for the block size;The data block reading every time is controlled to be 4kb or its integral multiple, every piece of scene is big
Little it is set to 257 × 257;After scene is carried out piecemeal, it is numbered, calculate the rope of scenario block using the coordinate of every piece of scene
Draw.
3. according to claim 1 a kind of towards real-time rendering large scale scene tissue with dispatching technique it is characterised in that
The Real-Time Scheduling of contextual data and high speed processing include:
The scheduling of world subdivision:Using the contextual data dispatching method based on viewpoint, using the position of viewpoint, direction to judge
The contextual data that need to be loaded into and the contextual data of release;
The LOD of scene simplifies:After scene is loaded into internal memory, carry out simplifying the demand meeting real-time rendering through LOD and view rejection;
Avoid crack method:In pretreatment stage, set up the triangle index of different LOD ranks in advance for each Patch, in reality
When only check 4 adjacent with each Patch Patch when rendering, be allowed to LOD rank and differ within 1, finally adopt corresponding
Index is rendered;
View rejection technology:Will be most of invisible for observation viewpoint in scene areas, the image information being not required to render is carried out
Cutting, improves rendering speed.
4. according to claim 3 a kind of towards real-time rendering large scale scene tissue with dispatching technique it is characterised in that
The LOD of scene simplifies inclusion:
After scene is written into internal memory, carry out simplifying the demand meeting real-time rendering:Scenario block is divided into " Patch ", each
In " Patch " level and vertical direction, respectively there is individual elevational point;The all of elevational point of highest level resolution render, lowest level
Resolution ratio only draw four elevational points on Patch angle;In pretreatment stage, after establishing scene look-up table in advance, in reality
When suitable level of detail is selected with scenario block apart from d according to viewpoint when rendering;Every piece of Patch is sized to 17 × 17
Individual, the LOD rank of Patch is 4 grades simultaneously.
5. according to claim 3 a kind of towards real-time rendering large scale scene tissue with dispatching technique it is characterised in that
View rejection method is adopted, the method does not consider three of view frustums when Scene dispatch data is drawn in real time and rendered
Cutting plane:Nearly cutting plane and upper and lower cutting plane, retain the yonder clipping plane of view frustums and left and right cutting plane;To regard
Fastigiate photography, on x-z-plane, can form projected triangle, carries out view rejection with world subdivision for minimum unit.
6. a kind of large scale scene analogue system towards real-time rendering is it is characterised in that this analogue system includes:
Block data model:Large scale scene is drawn and is taken based on nine grids structure, completes the uniform piecemeal of original scene;
Multiresolution schichtenaufbau:On the basis of completing the uniform piecemeal of original scene, for meeting the needs of real-time rendering, this system
Generate the hierarchical model of scenario block using top-down nine grids subdivision method;
Data pre-fetching based on ken extension and scheduling strategy:In data amount simultaneously, reduce viewpoint movement tendency randomness
Brought impact, comprising may indication range under different dynamic trend;
Build model of place:Obtain contextual data, load data texturing, and texture is processed;
The contextual data obtaining is imported, adds geography information, generate three-dimensional scene models;The texture picture handled well is carried out
Registration process, three-dimensional scene models that are last and generating are overlapped.
7. according to claim 6, a kind of large scale scene analogue system towards real-time rendering it is characterised in that
Block data model includes:
The initial resolution of scene is r0, the resolution ratio of l layer is r1;When carrying out scene drawing, region away from viewpoint with from
The near region of viewpoint adopts different resolution ratio, and centre one lattice of nine grids adopt high-resolution, outwards constantly reduces LOD successively
Centre one lattice of level viewpoint central block and nine grids overlap, and the conversion of multiresolution all concentrates on eight lattice around.
8. according to claim 6, a kind of large scale scene analogue system towards real-time rendering it is characterised in that
Data pre-fetching based on ken extension and scheduling strategy include:
In each frame region overlay area overlay area is divided into the ken, ken extension, viewing area, dispatcher-controlled territory and pre-
Loading area;The intersecting world subdivision of ken extension constitutes dispatcher-controlled territory, represents, with set N, the piecemeal collection that dispatcher-controlled territory comprises
Close, its data is written in internal memory;Corresponding world subdivision collection is combined into preloaded area, and representing present frame needs to be loaded previously into
The contextual data of internal memory, these data do not need to draw immediately, but the prediction to next frame, it is the motion with present frame viewpoint
Speed and the variable of directional correlation, the dynamic adjustment to ken spreading range is realized in the change of utilization;Obtain the ken with this to expand
Exhibition and the scope of the ken, extend disjoint scenario block with the ken and directly reject.
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