CN109215103A - A kind of high-volume text rendering method based on OSG - Google Patents

A kind of high-volume text rendering method based on OSG Download PDF

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Publication number
CN109215103A
CN109215103A CN201811005869.XA CN201811005869A CN109215103A CN 109215103 A CN109215103 A CN 109215103A CN 201811005869 A CN201811005869 A CN 201811005869A CN 109215103 A CN109215103 A CN 109215103A
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China
Prior art keywords
texture
vertex
text
memory
method based
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CN201811005869.XA
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Chinese (zh)
Inventor
何泉
李鹏飞
张尚
何振
王坤
刘洋
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Xi'an Heng Song Digital Science And Technology Co Ltd
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Xi'an Heng Song Digital Science And Technology Co Ltd
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Priority to CN201811005869.XA priority Critical patent/CN109215103A/en
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

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  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Image Generation (AREA)

Abstract

A kind of high-volume text rendering method based on OSG, comprising the following steps: step 1, the Texture features of texts all in system are merged into one or multiple merge on texture;Step 2, the texture coordinate for modifying text vertex, makes it be directed toward corresponding position in newly-generated large texture;Step 3, merge text vertex, all text vertex are merged into one piece of vertex memory, and modify its index value;The vertex created in step 4, binding step 1-3, index, texture coordinate memory, the texture after binding merging are rendered.It is several by thousands of batches of render times rapid drawdowns, to improve rendering efficiency on the basis of guaranteeing same display effect.

Description

A kind of high-volume text rendering method based on OSG
Technical field
The invention belongs to geographic information system technology field, in particular to a kind of high-volume text rendering side based on OSG Method.
Background technique
In GIS-Geographic Information System (abbreviation GIS) industry, mass data is always a notable feature of geodata, nothing By being grid and vector data or model business datum, TB grades can be easily reached, in order to it is intuitive and easily check these Pang Big data, three-dimensional visualization technique are quickly grown, and OpenSceneGraph (abbreviation OSG) is as a open source efficient three Dimension engine, which also receives, to be more and more widely used.In order to which institute's display data is annotated and illustrated in three-dimensional scenic, text The use of word has been multiplied.Such as the geographical name datas at different levels in our whole nations for often loading or even the whole world, from national capital To provincial capital of each province, from districts and cities at different levels again to village small towns, the dosage of text is huge, this brings huge pressure to figure rendering Power.By taking Shaanxi Province as an example, under about 1768 small towns, if the name real-time rendering of each small towns, the rendering of system Frame per second meeting dramatic decrease, causes Caton even stuck.Common hardware environment renders mode, Neng Goucheng according to conventional text Probably 1000 or so (specifically by machine performance depending on), and actual demand is much larger than this to the text rendering amount received.
In order to solve contradiction of the conventional text rendering efficiency lowly between its great demand, common solution is to utilize The thought of Levels of Detail (abbreviation LOD) shows different place names in different ranks, such as looks down in space Terrestrial time, we can only show the place name in various countries capital, and when the distance of viewpoint furthers, the place name in capital disappears, provincial capital Place name occurs, and the final place name for showing small towns cuts the place name other than the ken in combination with Frustum culling technology, from And while control is with screen text the upper limit of the number, and all information of place names can be viewed by the movement of viewpoint.This side Although case can solve the problems, such as to a certain extent, in itself, it is a kind of scheduling scheme, and there is no fundamentally mention for it The rendering efficiency of text, and this scheduling are risen, can be used in certain situations, but may cannot be expired in other scene Sufficient demand, for example in certain target monitoring systems, text is responsible for showing the current state of each target, is to show always Show, in this case, the scheme of LOD can not be just applicable in, therefore we need new scheme to solve the problems, such as.
Summary of the invention
The high-volume text rendering method based on OSG that the purpose of the present invention is to provide a kind of, to solve the above problems.
To achieve the above object, the invention adopts the following technical scheme:
A kind of high-volume text rendering method based on OSG, comprising the following steps:
Step 1, the Texture features of texts all in system are merged into one or multiple merges on texture;
Step 2, the texture coordinate for modifying text vertex, makes it be directed toward corresponding position in newly-generated large texture;
Step 3, merge text vertex, all text vertex are merged into one piece of vertex memory, and modify its index Value;
The vertex created in step 4, binding step 1-3, index, texture coordinate memory, the texture after binding merging carry out Rendering.
Further, step 1 specifically: then one opening and closing of creation and texture traverse each text object, take out wherein Texture features, then the pixel value of Texture features is written to and is merged in texture, if an opening and closing and texture are not enough to store Alphabet texture then creating a new merging texture again, and repeats step 1.
Further, the size for merging texture is 512*512 pixel, 1024*1024 pixel or 2048*2048 pixel.
Further, step 2 specifically: then one piece of texture coordinate memory of creation traverses each text object, modifies Its texture coordinate makes it be directed toward corresponding position in the merging texture synthesized in step 1, and then new texture coordinate is written Into texture coordinate memory.
Further, step 3 specifically includes:
1) one piece of vertex memory is created, each text object is then traversed, the vertex data of single text object is write Enter into vertex memory;
2) one piece of index memory is created, each text object is then traversed, the index value of single text object is written Into index memory, while rope value is modified, current index value is added to the vertex sum having been written into.
Compared with prior art, the present invention has following technical effect:
The texture coordinate that existing multiple batches of rendering objects are passed through Texture features, modify text vertex by the present invention, and Merge text vertex and merge rendering, to be much higher than this for once rendering the efficiency of mass data in design using video card A little data separate the mechanism repeatedly rendered, can be several by thousands of batches of render times rapid drawdowns, thus same aobvious in guarantee Show and improves rendering efficiency on the basis of effect.
Detailed description of the invention
Fig. 1 is the flow chart of the method for the present invention;
Specific embodiment
Below in conjunction with attached drawing, the present invention is further described:
Referring to Fig. 1, a kind of high-volume text rendering method based on OSG, comprising the following steps:
Step 1, the Texture features of texts all in system are merged into one or multiple merges on texture;
Step 2, the texture coordinate for modifying text vertex, makes it be directed toward corresponding position in newly-generated large texture;
Step 3, merge text vertex, all text vertex are merged into one piece of vertex memory, and modify its index Value;
The vertex created in step 4, binding step 1-3, index, texture coordinate memory, the texture after binding merging carry out Rendering.
Step 1 specifically: then one opening and closing of creation and texture traverse each text object, take out character line therein Then the pixel value of Texture features is written to and merges in texture by reason, if simultaneously texture is not enough to store alphabet for an opening and closing Texture then creating a new merging texture again, and repeats step 1.
The size for merging texture is 512*512 pixel, 1024*1024 pixel or 2048*2048 pixel.
Step 2 specifically: then one piece of texture coordinate memory of creation traverses each text object, modify its texture seat Mark makes it be directed toward corresponding position in the merging texture synthesized in step 1, and new texture coordinate is then written to texture and is sat It marks in memory.
Step 3 specifically includes:
1) one piece of vertex memory is created, each text object is then traversed, the vertex data of single text object is write Enter into vertex memory;
2) one piece of index memory is created, each text object is then traversed, the index value of single text object is written Into index memory, while rope value is modified, current index value is added to the vertex sum having been written into.
By taking 10 characters as an example, embodiment 1:
An opening and closing and texture, such as 1024*1024 are created, each text object is then traversed, takes out character therein Then the pixel value of Texture features is written in large texture by texture, if one big texture is not enough to store alphabet line Reason then creating a new large texture again, and repeats step 3;
One piece of texture coordinate memory is created, then the texture coordinate memory of corresponding 320 bytes of 10 characters traverses each Text object modifies its texture coordinate, corresponding position in the merging texture for synthesizing its direction in step 1, then will be new Texture coordinate be written in texture coordinate memory.
One piece of vertex memory is created, 480 bytes is saved as in 10 character corresponding vertexs, then traverses each text pair As the vertex data of single text object is written in vertex memory;
One piece of index memory is created, 240 bytes is saved as in 10 character manipulative indexings, then traverses each text pair As the index value of single text object is written in index memory, while modifying rope value, it usually needs by current index value plus On have been written into vertex sum.
Tested as follows using FreeEarth platform: any three-dimensional platform can realize that this example is only used FreeEarth platform is tested on same machine, successively renders 2000 certifications with the scheme after normal mode and optimization Word,
It renders time-consuming as follows:
FreeEarth be based on OpenSceneGraph, OSGEarth exploitation conglomerate can the secondary of spread open GIS platform is sent out, transformation is optimized to the text object of OSG in the platform, so that in the application scenarios of high-volume text, Its rendering efficiency is obviously improved.

Claims (5)

1. a kind of high-volume text rendering method based on OSG, which comprises the following steps:
Step 1, the Texture features of texts all in system are merged into one or multiple merges on texture;
Step 2, the texture coordinate for modifying text vertex, makes it be directed toward corresponding position in newly-generated large texture;
Step 3, merge text vertex, all text vertex are merged into one piece of vertex memory, and modify its index value;
The vertex created in step 4, binding step 1-3, index, texture coordinate memory, the texture after binding merging carry out wash with watercolours Dye.
2. a kind of high-volume text rendering method based on OSG according to claim 1, which is characterized in that step 1 is specific Are as follows: then one opening and closing of creation and texture traverse each text object, take out Texture features therein, then by Texture features Pixel value be written to and merge in texture, if an opening and closing and texture are not enough to store alphabet texture, then create one The merging texture of Zhang Xin, and repeat step 1.
3. a kind of high-volume text rendering method based on OSG according to claim 2, which is characterized in that merge texture Size be 512*512 pixel, 1024*1024 pixel or 2048*2048 pixel.
4. a kind of high-volume text rendering method based on OSG according to claim 1, which is characterized in that step 2 is specific Are as follows: then one piece of texture coordinate memory of creation traverses each text object, modifies its texture coordinate, is directed toward it in step 1 New texture coordinate, is then written in texture coordinate memory by corresponding position in the merging texture of middle synthesis.
5. a kind of high-volume text rendering method based on OSG according to claim 1, which is characterized in that step 3 is specific Include:
1) one piece of vertex memory is created, each text object is then traversed, the vertex data of single text object is written to In vertex memory;
2) one piece of index memory is created, each text object is then traversed, the index value of single text object is written to rope Draw in memory, while modifying rope value, current index value is added to the vertex sum having been written into.
CN201811005869.XA 2018-08-30 2018-08-30 A kind of high-volume text rendering method based on OSG Pending CN109215103A (en)

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CN109712237A (en) * 2018-12-21 2019-05-03 西安恒歌数码科技有限责任公司 A kind of mixing based on altitude data and meteorological data sets color method
CN110619675A (en) * 2019-09-11 2019-12-27 西安恒歌数码科技有限责任公司 OsgEarth-based surface vector data loading method
CN110930490A (en) * 2019-10-31 2020-03-27 北京庚图科技有限公司 Large-scale and high-dynamic character annotation rapid visualization method
CN116431848A (en) * 2023-06-15 2023-07-14 北京麟卓信息科技有限公司 Texture dynamic indexing method based on data pollution propagation analysis

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CN106683189A (en) * 2016-11-29 2017-05-17 浙江科澜信息技术有限公司 Method of rendering text in three-dimensional scene

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CN116431848A (en) * 2023-06-15 2023-07-14 北京麟卓信息科技有限公司 Texture dynamic indexing method based on data pollution propagation analysis
CN116431848B (en) * 2023-06-15 2023-08-15 北京麟卓信息科技有限公司 Texture dynamic indexing method based on data pollution propagation analysis

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Application publication date: 20190115