CN110969690B - Vertex animation data storage method and system based on textures - Google Patents

Vertex animation data storage method and system based on textures Download PDF

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CN110969690B
CN110969690B CN201911319782.4A CN201911319782A CN110969690B CN 110969690 B CN110969690 B CN 110969690B CN 201911319782 A CN201911319782 A CN 201911319782A CN 110969690 B CN110969690 B CN 110969690B
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animation
texture
data
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CN110969690A (en
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刘德建
胡铭
陈宏展
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Fujian TQ Digital Co Ltd
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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
    • G06T13/00Animation
    • G06T13/203D [Three Dimensional] animation
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02DCLIMATE CHANGE MITIGATION TECHNOLOGIES IN INFORMATION AND COMMUNICATION TECHNOLOGIES [ICT], I.E. INFORMATION AND COMMUNICATION TECHNOLOGIES AIMING AT THE REDUCTION OF THEIR OWN ENERGY USE
    • Y02D10/00Energy efficient computing, e.g. low power processors, power management or thermal management

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  • Theoretical Computer Science (AREA)
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  • Processing Or Creating Images (AREA)
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Abstract

The invention provides a vertex animation data storage method based on texture, which comprises the following steps: s1, sampling vertex animation data, and storing the vertex animation data into texture data; step S2, transmitting texture data of the CPU end to the GPU end, taking out vertex positions in the texture data by the graphic processor GPU according to animation parameters, and assigning the vertex positions to source vertex positions; and step S3, rendering by using an instantiation of an open graphic library OPENGL while playing the vertex animation at the GPU side. The invention also provides a vertex animation data storage system based on textures, which reduces the load intensity of the CPU end and improves the processing efficiency of vertex animation.

Description

Vertex animation data storage method and system based on textures
Technical Field
The invention relates to the technical field of image processing, in particular to a vertex animation data storage method and a vertex animation data storage system based on textures.
Background
In vertex animation, each frame of animation is actually a "snapshot" of a particular pose of the model. By interpolation between frames, the engine can obtain a smooth animation effect, usually, the vertex data is calculated at the CPU end and transmitted to the GPU end, and the GPU is used for drawing the vertices to obtain a final animation effect. Vertex animation is the manipulation of the vertices of a texture in a vertex shader to create an animation effect. A vertex shader is a set of instruction code that executes when vertices are rendered. Only one vertex shader can be activated at the same time; each source vertex shader has a maximum of 128 instructions. The processing of the vertex animation in the prior art basically comprises the steps that the CPU end calculates vertex data and then transmits the vertex data to the GPU end, and the processing mode in the prior art has the following defects: 1. frequent interaction between the CPU end and the GPU end results in low efficiency; 2. the vertex data is calculated by the CPU end, so that the load of the CPU end is too high.
Disclosure of Invention
In order to overcome the problems, the invention aims to provide a vertex animation data storage method based on textures, which reduces the load intensity of a CPU end and improves the processing efficiency of vertex animation.
The invention is realized by adopting the following scheme: a texture-based vertex animation data storage method, the method comprising the steps of: s1, sampling vertex animation data, and storing the vertex animation data into texture data;
step S2, transmitting texture data of the CPU end to the GPU end, taking out vertex positions in the texture data by the graphic processor GPU according to animation parameters, and assigning the vertex positions to source vertex positions;
and step S3, rendering by using an instantiation of an open graphic library OPENGL while playing the vertex animation at the GPU side.
Further, the step S1 is further specifically: step S11, playing the original vertex animation at the CPU end;
step S12, sampling the vertex position of the current vertex animation at intervals of fixed time according to the sampling rate;
step S13, storing the current vertex position in texture data, wherein the texture data storage format uses RGB16Half.
Further, the storing the current vertex position in texture data is specifically as follows: recording the positions of grid vertexes in the horizontal direction, recording time information in the vertical direction, and recording the number of frames and the number of rows of vertex animation;
the R channel of the texture stores the X coordinate of the vertex position;
the G channel of the texture stores the Y coordinates of the vertex positions;
the B-channel of the texture stores the Z-coordinate of the vertex position.
Further, the step S2 is further specifically: step S21, texture data and initial vertex positions of a model are transmitted from a CPU end to a GPU end at one time, wherein the initial vertex positions of the model are source vertex positions;
step S22, transmitting animation parameters to be played currently from the CPU to the GPU; the animation parameters include: texture map, width of texture map, height of texture map, time current animation playing time, and fps animation sampling rate;
s23, calculating the position offset of the texture according to the animation parameters, and taking out the data of the texture to obtain the current animation vertex position; wherein the calculation formula is as follows: x= (vid+0.5) width, y=time height fps, p=f (x, y); wherein vid is the vertex index, width is the texture map width, height is the texture map height, time is the current animation playing time, fps is the animation sampling rate, x is the current animation corresponding texture map abscissa, y is the current animation corresponding texture map ordinate, p is the current animation vertex position, and f is the texture map sampling function;
and S24, assigning the current animation vertex position p to the source vertex position to obtain the target vertex position, and realizing the effect of the vertex animation.
The invention provides a vertex animation data storage system based on texture, which comprises a data storage module, a texture data processing module and an animation rendering module;
the data storage module is used for sampling the vertex animation data and storing the vertex animation data into the texture data;
the graphics processing unit GPU takes out the vertex positions in the texture data according to animation parameters and assigns the vertex positions to the source vertex positions;
the animation rendering module is used for rendering by using an instantiation of an open graphic library OPENGL while the GPU side plays the vertex animation.
Further, the data storage module comprises a playing unit, a sampling unit and a storage unit;
the playing unit is used for playing the original vertex animation at the CPU end;
the sampling unit is used for sampling the vertex position of the current vertex animation at fixed time intervals according to the sampling rate;
the storage unit is used for storing the current vertex position into texture data, and the texture data storage format uses RGB16Half.
Further, the storing the current vertex position in texture data is specifically as follows: recording the positions of grid vertexes in the horizontal direction, recording time information in the vertical direction, and recording the number of frames and the number of rows of vertex animation;
the R channel of the texture stores the X coordinate of the vertex position;
the G channel of the texture stores the Y coordinates of the vertex positions;
the B-channel of the texture stores the Z-coordinate of the vertex position.
Further, the texture data processing module is further specifically: the method comprises the steps of transmitting texture data and the initial vertex position of a model from a CPU end to a GPU end at one time, wherein the initial vertex position of the model is the source vertex position;
transmitting animation parameters which need to be played currently from a CPU end to a GPU end; the animation parameters include: texture map, width of texture map, height of texture map, time current animation playing time, and fps animation sampling rate;
calculating the position offset of the texture according to the animation parameters, and taking out the data of the texture to obtain the current animation vertex position; wherein the calculation formula is as follows: x= (vid+0.5) width, y=time height fps, p=f (x, y); wherein vid is the vertex index, width is the texture map width, height is the texture map height, time is the current animation playing time, fps is the animation sampling rate, x is the current animation corresponding texture map abscissa, y is the current animation corresponding texture map ordinate, p is the current animation vertex position, and f is the texture map sampling function;
and the current animation vertex position p is assigned to the source vertex position to obtain the target vertex position, so that the effect of the vertex animation is realized.
The invention has the beneficial effects that: according to the method, vertex animation data are sampled to texture data, the texture data and the initial vertex position of a model are transmitted to a GPU (graphics processing unit) end at one time from a CPU (Central processing Unit) end, the vertex position in the texture data is taken out by a graphic processor GPU according to animation parameters, and is assigned to a source vertex position, and vertex animation is played at the GPU end; under the condition that the playing effect of the vertex animation is not too different, the efficiency is improved unprecedented, the load intensity of a CPU end is reduced, and the processing efficiency of the vertex animation is improved.
Drawings
FIG. 1 is a schematic flow chart of the method of the present invention.
FIG. 2 is a schematic diagram of a texture data storage flow of the present invention.
FIG. 3 is a schematic diagram of a process flow of the present invention after the texture data of the CPU is transferred to the GPU.
Fig. 4 is a functional block diagram of the system of the present invention.
Detailed Description
The invention is further described below with reference to the accompanying drawings.
Referring to fig. 1, the method for storing vertex animation data based on texture of the present invention comprises the following steps: s1, sampling vertex animation data, and storing the vertex animation data into texture data;
step S2, transmitting texture data of the CPU end to the GPU end, taking out vertex positions in the texture data by the graphic processor GPU according to animation parameters, and assigning the vertex positions to source vertex positions; therefore, the CPU end does not need to calculate vertex data, and the load intensity of the CPU end is reduced;
and step S3, rendering by using an instantiation of an open graphics library OPENGL while playing the vertex animation at the GPU side, so that the efficiency is improved greatly.
As shown in fig. 2, the step S1 of the present invention is further specifically: step S11, playing the original vertex animation at the CPU end;
step S12, sampling the vertex position of the current vertex animation at intervals of fixed time according to the sampling rate;
step S13, storing the current vertex position into texture data, wherein the texture data storage format uses RGB16 halof (RGB 16 halof is an RGB 16-bit floating point format, and each channel of RGB uses 16-bit floating point storage data).
The specific storage mode of storing the current vertex position into texture data is as follows: recording the positions of grid vertexes in the horizontal direction, recording time information in the vertical direction, and recording the number of frames and the number of rows of vertex animation;
the R channel of the texture stores the X coordinate of the vertex position;
the G channel of the texture stores the Y coordinates of the vertex positions;
the B-channel of the texture stores the Z-coordinate of the vertex position.
As shown in fig. 3, the step S2 is further specifically: step S21, texture data and initial vertex positions of a model are transmitted from a CPU end to a GPU end at one time, wherein the initial vertex positions of the model are source vertex positions;
step S22, transmitting animation parameters to be played currently from the CPU to the GPU; the animation parameters include: texture map, width of texture map, height of texture map, time current animation playing time, and fps animation sampling rate;
s23, calculating the position offset of the texture according to the animation parameters, and taking out the data of the texture to obtain the current animation vertex position; wherein the calculation formula is as follows: x= (vid+0.5) width, y=time height fps, p=f (x, y); wherein vid is the vertex index, width is the texture map width, height is the texture map height, time is the current animation playing time, fps is the animation sampling rate, x is the current animation corresponding texture map abscissa, y is the current animation corresponding texture map ordinate, p is the current animation vertex position, and f is the texture map sampling function;
and S24, assigning the current animation vertex position p to the source vertex position to obtain the target vertex position, and realizing the effect of the vertex animation.
Referring to fig. 4, the present invention provides a vertex animation data storage system based on texture, which comprises a data storage module, a texture data processing module, and an animation rendering module;
the data storage module is used for sampling the vertex animation data and storing the vertex animation data into the texture data;
the data storage module comprises a playing unit, a sampling unit and a storage unit;
the playing unit is used for playing the original vertex animation at the CPU end;
the sampling unit is used for sampling the vertex position of the current vertex animation at fixed time intervals according to the sampling rate;
the storage unit is configured to store the current vertex position into texture data, where the texture data storage format uses RGB16 halof (RGB 16 halof is an RGB 16-bit floating point format, and each channel of RGB uses 16-bit floating point storage data).
The specific storage mode of storing the current vertex position into texture data is as follows: recording the positions of grid vertexes in the horizontal direction, recording time information in the vertical direction, and recording the number of frames and the number of rows of vertex animation;
the R channel of the texture stores the X coordinate of the vertex position;
the G channel of the texture stores the Y coordinates of the vertex positions;
the B-channel of the texture stores the Z-coordinate of the vertex position.
The graphics processing unit GPU takes out the vertex positions in the texture data according to animation parameters and assigns the vertex positions to the source vertex positions;
the animation rendering module is used for rendering by using an instantiation of an open graphic library OPENGL while the GPU side plays the vertex animation.
The texture data processing module is further specifically: the method comprises the steps of transmitting texture data and the initial vertex position of a model from a CPU end to a GPU end at one time, wherein the initial vertex position of the model is the source vertex position;
transmitting animation parameters which need to be played currently from a CPU end to a GPU end; the animation parameters include: texture map, width of texture map, height of texture map, time current animation playing time, and fps animation sampling rate;
calculating the position offset of the texture according to the animation parameters, and taking out the data of the texture to obtain the current animation vertex position; wherein the calculation formula is as follows: x= (vid+0.5) width, y=time height fps, p=f (x, y); wherein vid is the vertex index, width is the texture map width, height is the texture map height, time is the current animation playing time, fps is the animation sampling rate, x is the current animation corresponding texture map abscissa, y is the current animation corresponding texture map ordinate, p is the current animation vertex position, and f is the texture map sampling function;
and the current animation vertex position p is assigned to the source vertex position to obtain the target vertex position, so that the effect of the vertex animation is realized.
For example: in the hand-in-hand game, national combat often occurs, hundreds of soldiers are required to fight simultaneously, because of the huge quantity, GPU is used for playing vertex animation, a CPU end does not need to calculate vertex data, and the CPU end is used for carrying out instantiation rendering by OPENGL and is used on a mobile phone platform, so that the hand-in-hand game has no pressure, and thousands of persons have no efficiency problem on the same screen.
In short, the invention samples the vertex animation data to the texture data, and transmits the texture data and the initial vertex position of the model to the GPU end at one time from the CPU end, the graphics processor GPU takes out the vertex position in the texture data according to the animation parameters, assigns the vertex position to the source vertex position, and plays the vertex animation at the GPU end; under the condition that the playing effect of the vertex animation is not too different, the efficiency is improved unprecedented, the load intensity of a CPU end is reduced, and the processing efficiency of the vertex animation is improved.
The foregoing description is only of the preferred embodiments of the invention, and all changes and modifications that come within the meaning and range of equivalency of the claims are therefore intended to be embraced therein.

Claims (6)

1. A vertex animation data storage method based on texture is characterized in that: the method comprises the following steps: s1, sampling vertex animation data, and storing the vertex animation data into texture data;
step S2, transmitting texture data of the CPU end to the GPU end, taking out vertex positions in the texture data by the GPU end according to animation parameters, and assigning the vertex positions to source vertex positions;
the step S2 is further specifically: step S21, texture data and initial vertex positions of a model are transmitted from a CPU end to a GPU end at one time, wherein the initial vertex positions of the model are source vertex positions;
step S22, transmitting animation parameters to be played currently from the CPU to the GPU; the animation parameters include: texture map, texture map width, texture map height, current animation play time, and animation sampling rate;
s23, calculating the position offset of the texture according to the animation parameters, and taking out the data of the texture to obtain the current animation vertex position; wherein the calculation formula is as follows: x= (vid+0.5) width, y=time height fps, p=f (x, y); wherein vid is the vertex index, width is the texture map width, height is the texture map height, time is the current animation playing time, fps is the animation sampling rate, x is the current animation corresponding texture map abscissa, y is the current animation corresponding texture map ordinate, p is the current animation vertex position, and f is the texture map sampling function;
s24, assigning the current animation vertex position p to the source vertex position to obtain a target vertex position, and realizing the effect of the vertex animation;
and step S3, rendering by using an instantiation of an open graphic library OPENGL while playing the vertex animation at the GPU side.
2. A method of texture-based vertex animation data storage as claimed in claim 1 wherein: the step S1 is further specifically: step S11, playing the original vertex animation at the CPU end;
step S12, sampling the vertex position of the current vertex animation at intervals of fixed time according to the sampling rate;
step S13, storing the current vertex position in texture data, wherein the texture data storage format uses RGB16Half.
3. A method of texture-based vertex animation data storage as claimed in claim 2 wherein: the specific storage mode of storing the current vertex position into texture data is as follows: recording the positions of grid vertexes in the horizontal direction and recording time information in the vertical direction;
the R channel of the texture stores the X coordinate of the vertex position;
the G channel of the texture stores the Y coordinates of the vertex positions;
the B-channel of the texture stores the Z-coordinate of the vertex position.
4. A texture-based vertex animation data storage system, characterized by: the system comprises a data storage module, a texture data processing module and an animation rendering module;
the data storage module is used for sampling the vertex animation data and storing the vertex animation data into the texture data;
the texture data processing module is used for transmitting texture data of the CPU end to the GPU end, and the GPU end takes out vertex positions in the texture data according to animation parameters and assigns the vertex positions to source vertex positions;
the animation rendering module is used for rendering by using an instantiation of an open graphic library OPENGL while the GPU side plays the vertex animation;
the texture data processing module is further specifically: the method comprises the steps of transmitting texture data and the initial vertex position of a model from a CPU end to a GPU end at one time, wherein the initial vertex position of the model is the source vertex position;
transmitting animation parameters which need to be played currently from a CPU end to a GPU end; the animation parameters include: texture map, texture map width, texture map height, current animation play time, and animation sampling rate;
calculating the position offset of the texture according to the animation parameters, and taking out the data of the texture to obtain the current animation vertex position; wherein the calculation formula is as follows: x= (vid+0.5) width, y=time height fps, p=f (x, y); wherein vid is the vertex index, width is the texture map width, height is the texture map height, time is the current animation playing time, fps is the animation sampling rate, x is the current animation corresponding texture map abscissa, y is the current animation corresponding texture map ordinate, p is the current animation vertex position, and f is the texture map sampling function;
and the current animation vertex position p is assigned to the source vertex position to obtain the target vertex position, so that the effect of the vertex animation is realized.
5. A texture-based vertex animation data storage system as claimed in claim 4 wherein: the data storage module comprises a playing unit, a sampling unit and a storage unit;
the playing unit is used for playing the original vertex animation at the CPU end;
the sampling unit is used for sampling the vertex position of the current vertex animation at fixed time intervals according to the sampling rate;
the storage unit is used for storing the current vertex position into texture data, and the texture data storage format uses RGB16Half.
6. A texture-based vertex animation data storage system as claimed in claim 5 wherein: the specific storage mode of storing the current vertex position into texture data is as follows: recording the positions of grid vertexes in the horizontal direction and recording time information in the vertical direction;
the R channel of the texture stores the X coordinate of the vertex position;
the G channel of the texture stores the Y coordinates of the vertex positions;
the B-channel of the texture stores the Z-coordinate of the vertex position.
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