CN108010126A - Method and system based on voxel structure large-scale complex landform - Google Patents

Method and system based on voxel structure large-scale complex landform Download PDF

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Publication number
CN108010126A
CN108010126A CN201711308987.3A CN201711308987A CN108010126A CN 108010126 A CN108010126 A CN 108010126A CN 201711308987 A CN201711308987 A CN 201711308987A CN 108010126 A CN108010126 A CN 108010126A
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blockette
voxel
grid file
viewing field
present viewing
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游之鹏
朱博
陆利民
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Suzhou Snail Digital Technology Co Ltd
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Suzhou Snail Digital Technology Co Ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/05Geographic models

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  • Engineering & Computer Science (AREA)
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  • General Physics & Mathematics (AREA)
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Abstract

A kind of method and system based on voxel structure large-scale complex landform, are combined as blockette by adjacent voxel, grid file are built in units of blockette in resource thread, and the grid file of generation is directly called for main thread.Since the resource quantity of voxel in each blockette is limited, it can rapidly realize terrain construction according to subregion.For subregion block edge, the present invention realizes smooth conversion by remainder table technology and MarchingCube algorithms, to realize more preferably visual effect.And since in the present invention, terminal carries out terrain construction according to blockette, thus, the calculation amount of terminal each time also can be reduced correspondingly, can effectively solve the problems, such as the interim card that the prior art occurs when building complicated landform.

Description

Method and system based on voxel structure large-scale complex landform
Technical field
The present invention relates to computer graph construction field, more particularly to it is a kind of based on voxel structure large-scale complex landform Method and system.
Background technology
Existing terrain construction technology, goes to represent landform usually using height field (height field).It can show Effect out is limited to very much:Each coordinate points in height field can only correspond to a height value, can not mould to be similar to and wear Mountain tunnel, travel the earth's core, establish the complicated landform that aerial island etc. includes various structures level.Trip based on the Technology design Play landform limits user experience, also counteracts that the innovation of game play.
To solve the above problems, the concept of voxel (voxel) enters the eyeball of developer, and it is virtual to be increasingly becoming construction 3D The feasible pattern in the world.Simple analogy, " voxel " are similar to the three-dimensional version of " pixel " concept in two dimensional image.In two dimensional image In, the two-dimensional array of color can be used to represent an image (image) for we;The three-dimensional array of voxel can also be used in three dimensions Represent the three dimensions of a rasterizing.Each voxel therein stores a density value, and it is hollow go back to represent the space It is solid.For solid voxel, its grid (mesh), foundation are established by existing ripe MarchingCube algorithms Mesh renders terrain graph, realizes the structure to complicated landform.
But using the existing method based on voxel structure landform, when landform is generated, relative to traditional height For field generation method, it is necessary to consume more multiple resource, the requirement to platform property can be much higher.Since platform property is limited, in real time, Editable 3D virtual clients, occur interim card when building landform in this way, influence user experience.
Therefore, in order to support multi-level complicated landform, while interim card when client carries out terrain rendering, mesh are solved the problems, such as It is preceding to be badly in need of a kind of technology that efficiently build large-scale complex landform based on voxel.
The content of the invention
In order to solve the shortcomings of the prior art, it is an object of the invention to provide a kind of real-time wind based on big data Dangerous control method and system.
First, to achieve the above object, propose a kind of terrain construction method based on voxel, comprise the following steps:
The first step, travels through voxel data, the adjacent voxel in locus is combined as a blockette (chunk), marks The call number and position coordinates of each blockette;
Second step, calculates present viewing field scope, determines the blockette that present viewing field scope is included;
3rd step, the blockette that traversal present viewing field scope is included, to each blockette, calculates in the blockette The vertex undergone mutation of voxel data, grid (mesh) file according to corresponding to the blockette is established on the vertex;
4th step, travels through the grid file established in the 3rd step, is rendered according to the grid file.
Further, in the second step of the above method, remainder is also established by the blockette that present viewing field scope includes Table;
When the change of blockette rank occurs for the present viewing field scope, (a certain blockette removes present viewing field model Enclose, other blockettes correspondingly move into present viewing field scope), replace institute newly to appear in the blockette of present viewing field scope State the blockette to disappear in remainder table in the range of present viewing field
Further, in the 3rd step of the above method, the order for the blockette that traversal present viewing field scope is included is: Blockette with the distance between visual field starting point is nearer more first loads, the distance between blockette and visual field starting point it is more remote more after Loading;
The distance between the blockette and visual field starting point are corresponding with the visual field starting point for the blockette position coordinates Air line distance between coordinate.
Further, in the 3rd step of the above method, the step of searching the stored grid file is further included:
The blockette that traversal present viewing field scope is included, searches whether each blockette has established corresponding grid File, if the blockette has established corresponding grid file, directly reads the grid file;If the blockette is not built Corresponding grid file is found, then calculates the vertex that the voxel data in the blockette is undergone mutation, is established simultaneously according to the vertex Store the grid file corresponding to the blockette.
Further, in four step of the above method, when being rendered according to the grid file, first by grid text Data in part are classified according to material, then according to the material classification successively according to the data in the grid file into Row renders.
Specifically, in the above method, the mutation of the voxel data includes density mutation, material mutation or color change.
Specifically, in the 3rd step of the above method, the color on the vertex undergone mutation in the grid file is it The interpolation of the color of adjacent voxels.
Secondly, to achieve the above object, it is also proposed that a kind of terrain construction system based on voxel, including resource thread and master Thread:
The resource thread is used for:Voxel is divided into blockette according to locus neighbouring relations, according to present viewing field Scope is established corresponding grid file in units of blockette and is transferred to the main thread;
The main thread is used for:Rendered according to the grid file.
Due to being handled via resource thread voxel data, main thread is provided directly to.
Further, in said system, the resource thread further includes remainder table;
The remainder table is used to storing and updating the blockette that present viewing field scope is included;In the present viewing field scope When the change of blockette rank occurs, replaced with newly appearing in the blockette of present viewing field scope in the remainder table from working as The blockette to disappear in the range of forward view.
Further, in said system, the resource thread is pressed when establishing corresponding grid file in units of blockette According to the distance between blockette and visual field starting point by the blockette that is closely included to remote order traversal present viewing field scope;
Order according to the blockette is traveled through establishes corresponding grid file and is transferred to the main thread successively.
Further, in said system, the resource thread further includes grid file memory module;The grid file storage Module is used to store the grid file corresponding to each blockette;The grid file memory module is additionally operable to according to blockette The grid file of the distance between the visual field starting point from closely directly transmitting its memory storage to the main thread to remote order.
Further, in said system, the main thread according to the grid file when being rendered, first by the grid Data in file are classified according to material, are then classified according to the material successively according to the data in the grid file Rendered.
Beneficial effect
Adjacent voxel is combined as blockette chunk, resource line by the present invention during landform is built by voxel Journey builds grid mesh files in units of chunk, is finally called for main thread.Since resource quantity is limited, can be according to Chunk subregions rapidly realize terrain construction.Subregion block edge is realized flat by remainder table technology and MarchingCube algorithms Trackslipping, visual effect are even more ideal.And due to being built according to blockette, the calculation amount of terminal each time in itself also can Correspondingly reduce, can effectively solve the problems, such as the interim card that the prior art occurs when building complicated landform.
Remainder table technology is also utilized to the frequent updating of chunk files, the present invention when further, to reduce visual angle movement, The corresponding chunk for removing field range is calculated, it is replaced with newly appearing in the data of field range.Therefore can effectively keep away Exempt from the renewal repeatedly to data while reduce the resource called and subsequently calculated grid mesh and consumed.
When generating mesh data, the present invention also at the same time stores the data generated the present invention.Terminal is being run into During identical chunk, stored mesh data can be directly invoked, reduce calculation times, further save the computing resource of system, Improve treatment effeciency at the same time.
Further, it is contemplated that chunk data are being generated grid file by display effect and the efficiency rendered, the present invention When, it is preferential to calculate the chunk nearest apart from sight starting point.In this way, the mesh file nearest apart from point of observation will preferentially enter master Thread is completed to render, and more meets visual custom.Meanwhile when main thread renders, using material as distinguishing, to the number of identical material Rendered according to what block was unified.Rendering state switching times so can be effectively reduced, reduces and calls frequency so that render pressure Reduce, further improve computational efficiency.
Other features and advantages of the present invention will be illustrated in the following description, also, partly becomes from specification Obtain it is clear that or being understood by implementing the present invention.
Brief description of the drawings
Attached drawing is used for providing a further understanding of the present invention, and a part for constitution instruction, and with the present invention's Embodiment together, for explaining the present invention, is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is the flow chart according to the terrain construction method based on voxel of the present invention;
Fig. 2 is the system block diagram according to the terrain construction method based on voxel of the present invention;
Fig. 3 is the schematic diagram according to the process refreshed in the present invention to remainder table.
Embodiment
The preferred embodiment of the present invention is illustrated below in conjunction with attached drawing, it will be appreciated that described herein preferred real Apply example to be merely to illustrate and explain the present invention, be not intended to limit the present invention.
Fig. 1 is according to the flow of the terrain construction method based on voxel of the present invention, is comprised the following steps:
The first step, travels through voxel data, 32*32*32 adjacent voxel of locus is combined as a blockette (chunk), the call number and position coordinates of each blockette are marked;
Second step, calculates present viewing field scope, determines the blockette that present viewing field scope is included;
3rd step, the blockette that traversal present viewing field scope is included, to each blockette, calculates in the blockette The vertex undergone mutation of voxel data, grid (mesh) file according to corresponding to the blockette is established on the vertex;
4th step, travels through the grid file established in the 3rd step, is rendered according to the grid file.
Grid (mesh) file is determined by adjacent 7 voxel density values on itself voxel and its xyz positive direction It is fixed:If the density of corresponding adjacent 7 voxels of current voxel is identical, judges no mutation, jump to next voxel and continue to sentence It is disconnected;If the density of corresponding adjacent 7 voxels of current voxel is different, the fixed point undergone mutation is extracted, jumps to next voxel Continue to judge.After traveling through whole voxel datas in the blockette, the blockette is divided into according to the vertex undergone mutation Different grids (triangular facet), establish the grid file corresponding to the blockette.
Further, in the second step of the above method, remainder is also established by the blockette that present viewing field scope includes Table;
When the change of blockette rank occurs for the present viewing field scope, (a certain blockette removes present viewing field model Enclose, other blockettes correspondingly move into present viewing field scope), replace institute newly to appear in the blockette of present viewing field scope State the blockette to disappear in remainder table in the range of present viewing field.The magnitude of chunk changes, last basis can so be reduced Chunk is ranked up apart from the distance of camera position, and nearer preferentially loads and render.
Further, in the 3rd step of the above method, the order for the blockette that traversal present viewing field scope is included is: Blockette with the distance between visual field starting point is nearer more first loads, the distance between blockette and visual field starting point it is more remote more after Loading;
The distance between the blockette and visual field starting point are corresponding with the visual field starting point for the blockette position coordinates Air line distance between coordinate.Here visual field starting point can be regarded as video camera position.The present invention is centered on video camera Go to be loaded according to distant relationships, build, render voxel scene chunk.Realization shows similar to from coil to coil and expands field range Process.
Further, in the 3rd step of the above method, the step of searching the stored grid file is further included.When The mesh files being locally stored progressively increase and then the calling to algorithm can be reduced when generating new landform, most The calculating pressure of processor can be effectively reduced eventually, improve terminal capabilities.It is concretely comprised the following steps:
The blockette that traversal present viewing field scope is included, searches whether each blockette has established corresponding grid File, if the blockette has established corresponding grid file, directly reads the grid file;If the blockette is not built Corresponding grid file is found, then calculates the vertex that the voxel data in the blockette is undergone mutation, is established simultaneously according to the vertex Store the grid file corresponding to the blockette.
Further, in four step of the above method, when being rendered according to the grid file, first by grid text Data in part are classified according to material, then according to the material classification successively according to the data in the grid file into Row renders.
Specifically, in the above method, the mutation of the voxel data includes density mutation, material mutation or color change. Rendering state switching times can be reduced by according to material render, and reduced and called frequency so that rendered pressure reduction, improved meter Calculate efficiency.
Specifically, in the 3rd step of the above method, the color on the vertex undergone mutation in the grid file is it The interpolation of the color of adjacent voxels.
Such as:If found when traveling through the voxel data in the blockette represented by corresponding 8 density values of current voxel Be all soil or air, then directly skip.Otherwise key point (vertex) and three are calculated according to MarchingCube algorithms The index of edged surface.Color part in the material on vertex using 2 voxel color interpolations of line segment where key point (vertex) and Into.
Secondly with reference to figure 2, to achieve the above object, it is also proposed that a kind of terrain construction system based on voxel, including resource Thread and main thread:
The resource thread is used for:Voxel is divided into blockette according to locus neighbouring relations, according to present viewing field Scope is established corresponding grid file in units of blockette and is transferred to the main thread;
The main thread is used for:Rendered according to the grid file.Therefore, main thread can be directly according to the net of acquisition Lattice file is rendered, with little need for for build landform consumption calculations resource.
Further, in said system, the resource thread further includes remainder table;
The remainder table is used to storing and updating the blockette that present viewing field scope is included;In the present viewing field scope When the change of blockette rank occurs, replaced with newly appearing in the blockette of present viewing field scope in the remainder table from working as The blockette to disappear in the range of forward view.With reference to figure 3, by taking a plane in three-dimensional remainder table as an example, when video camera (the i.e. visual field Starting point) when the chunk labeled as (1,1) is moved to from the chunk labeled as (0,0), the outer rim of its field range changes, Reflect in remainder table, and the chunk of the first row and first row replace and refresh accordingly.
Further, in said system, the resource thread is pressed when establishing corresponding grid file in units of blockette According to the distance between blockette and visual field starting point by the blockette that is closely included to remote order traversal present viewing field scope;
Order according to the blockette is traveled through establishes corresponding grid file and is transferred to the main thread successively.
Further, in said system, the resource thread further includes grid file memory module;The grid file storage Module is used to store the grid file corresponding to each blockette;The grid file memory module is additionally operable to according to blockette The grid file of the distance between the visual field starting point from closely directly transmitting its memory storage to the main thread to remote order.
Further, in said system, the main thread according to the grid file when being rendered, first by the grid Data in file are classified according to material, are then classified according to the material successively according to the data in the grid file Rendered.
The advantages of technical solution of the present invention, is mainly reflected in:During landform is built by voxel, by adjacent body Element is combined as blockette chunk, and resource thread builds grid mesh files in units of chunk, is finally called for main thread.By It is limited in resource quantity, therefore, it can rapidly realize terrain construction according to chunk subregions.Subregion block edge passes through remainder table skill Art and MarchingCube algorithms realize smooth conversion, and visual effect is even more ideal.And due to being built according to blockette, eventually The calculation amount of end each time in itself also can be reduced correspondingly, can effectively solve what the prior art occurred when building complicated landform Interim card problem.
One of ordinary skill in the art will appreciate that:The foregoing is only a preferred embodiment of the present invention, and does not have to In the limitation present invention, although the present invention is described in detail with reference to the foregoing embodiments, for those skilled in the art For, its still can to foregoing embodiments record technical solution modify, or to which part technical characteristic into Row equivalent substitution.Within the spirit and principles of the invention, any modification, equivalent replacement, improvement and so on, should all include Within protection scope of the present invention.

Claims (12)

  1. A kind of 1. terrain construction method based on voxel, it is characterised in that step includes:
    The first step, travels through voxel data, the adjacent voxel in locus is combined as a blockette, marks each blockette Call number and position coordinates;
    Second step, calculates present viewing field scope, determines the blockette that present viewing field scope is included;
    3rd step, the blockette that traversal present viewing field scope is included, to each blockette, calculates the body in the blockette Prime number is according to the vertex undergone mutation, the grid file according to corresponding to the blockette is established on the vertex;
    4th step, travels through the grid file established in the 3rd step, is rendered according to the grid file.
  2. 2. the terrain construction method based on voxel as claimed in claim 1, it is characterised in that in the second step, also for work as The blockette that forward view scope is included establishes remainder table;
    When the change of blockette rank occurs for the present viewing field scope, newly to appear in the subregion of present viewing field scope Block replaces the blockette to disappear in the remainder table in the range of present viewing field.
  3. 3. the terrain construction method based on voxel as claimed in claim 2, it is characterised in that in the 3rd step, traversal is worked as The order for the blockette that forward view scope is included is:Blockette with the distance between visual field starting point is nearer more first loads, point Block with the distance between visual field starting point is more remote loads more afterwards;
    The distance between the blockette and visual field starting point are the blockette position coordinates and the visual field starting point respective coordinates Between air line distance.
  4. 4. the terrain construction method based on voxel as claimed in claim 3, it is characterised in that in the 3rd step, further include The step of searching the stored grid file:
    The blockette that traversal present viewing field scope is included, searches whether each blockette has established corresponding grid text Part, if the blockette has established corresponding grid file, directly reads the grid file;If the blockette is not set up Corresponding grid file, then calculate the vertex that the voxel data in the blockette is undergone mutation, and establishes and deposits according to the vertex Store up the grid file corresponding to the blockette.
  5. 5. the terrain construction method based on voxel as claimed in claim 2, it is characterised in that in the 4th step, according to institute When stating grid file and being rendered, first the data in the grid file are classified according to material, then according to the material Qualitative classification is rendered according to the data in the grid file successively.
  6. 6. the terrain construction method based on voxel as claimed in claim 1, it is characterised in that the mutation bag of the voxel data Include density mutation, material mutation or color change.
  7. 7. the terrain construction method based on voxel as claimed in claim 6, it is characterised in that the grid file of the 3rd step In, the color on the vertex undergone mutation is the interpolation of the color of its adjacent voxels.
  8. 8. a kind of terrain construction system based on voxel, including resource thread and main thread;
    The resource thread is used for:Voxel is divided into blockette according to locus neighbouring relations, according to present viewing field scope Corresponding grid file is established in units of blockette and is transferred to the main thread;
    The main thread is used for:Rendered according to the grid file.
  9. 9. the terrain construction system based on voxel as claimed in claim 8, it is characterised in that the resource thread further includes remaining Number table;
    The remainder table is used to storing and updating the blockette that present viewing field scope is included;Occur in the present viewing field scope During the change of blockette rank, replaced with newly appearing in the blockette of present viewing field scope in the remainder table from working as forward sight The blockette to disappear in wild scope.
  10. 10. the terrain construction system based on voxel as claimed in claim 9, it is characterised in that the resource thread with point When block establishes corresponding grid file for unit, according to the distance between blockette and visual field starting point by closely to remote order time Go through the blockette that present viewing field scope is included;
    Order according to the blockette is traveled through establishes corresponding grid file and is transferred to the main thread successively.
  11. 11. the terrain construction system based on voxel as claimed in claim 10, it is characterised in that the resource thread further includes Grid file memory module;
    The grid file memory module is used to store the grid file corresponding to each blockette;
    The grid file memory module is additionally operable to according to the distance between blockette and visual field starting point by straight closely to remote order Connect the grid file that its memory storage is transmitted to the main thread.
  12. 12. the terrain construction system based on voxel as claimed in claim 8, it is characterised in that the main thread is according to institute When stating grid file and being rendered, first the data in the grid file are classified according to material, then according to the material Qualitative classification is rendered according to the data in the grid file successively.
CN201711308987.3A 2017-12-11 2017-12-11 Method and system based on voxel structure large-scale complex landform Pending CN108010126A (en)

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CN109739472A (en) * 2018-12-05 2019-05-10 苏州蜗牛数字科技股份有限公司 A kind of rendering method of landform humidity and air-dried effect

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