CN112233214A - Snow scene rendering method, device, equipment and storage medium for large scene - Google Patents

Snow scene rendering method, device, equipment and storage medium for large scene Download PDF

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CN112233214A
CN112233214A CN202011103832.8A CN202011103832A CN112233214A CN 112233214 A CN112233214 A CN 112233214A CN 202011103832 A CN202011103832 A CN 202011103832A CN 112233214 A CN112233214 A CN 112233214A
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scene
particle
snow
rendering
texture
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CN112233214B (en
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丁伟
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Luoyang Zhongzhi Software Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/506Illumination models

Abstract

The invention relates to a snow scene rendering method, a snow scene rendering device, snow scene rendering equipment and a storage medium, wherein the method comprises the following steps: acquiring depth texture and normal texture of a scene to be rendered; calculating the ambient light shielding amount of the screen space according to the depth texture and the normal texture; rendering the accumulated snow in the scene to be rendered by utilizing the ambient light shielding amount; performing snowfall effect rendering by combining a GPU particle system with a preset particle moving rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of particles according to real-time particle offset coordinates. The reality sense of the snow accumulation effect is improved by adopting an ambient light shielding technology, and the naturalness sense of the snow accumulation effect is improved by the GPU particle system.

Description

Snow scene rendering method, device, equipment and storage medium for large scene
Technical Field
The invention relates to the technical field of computer graphics, in particular to a snow scene rendering method, a snow scene rendering device, snow scene rendering equipment and a storage medium.
Background
With the development of the field of computer graphics, the realistic rendering technology of natural scenes is more and more mature. And the natural scenery is different with the four seasons and different geographic positions. For example, snow scenes are a common natural scene in northern regions, and the function of snow scene rendering is involved in more and more scenes. With the development of software technology, the requirement on the reality of snow scene rendering is higher and higher.
In the existing snow scene rendering technology, the upward surface is completely filled with white or pasted with a snow map, and the snow falling is realized by a full scene particle system and even directly realized in a screen space. On one hand, the snow scene is stiff and has no stereoscopic impression and layering, on the other hand, the full scene particle system has no problem for small scenes, but occupies a large memory in a large scene, has a large display memory, and even tends to be incapable of being distributed, and meanwhile, the rendering efficiency is greatly reduced.
Disclosure of Invention
In view of the above, the present invention provides a method, an apparatus, a device and a storage medium for rendering a snow scene of a large scene to overcome the disadvantages of the prior art.
In order to achieve the purpose, the invention adopts the following technical scheme:
a snow scene rendering method for a large scene comprises the following steps:
acquiring depth texture and normal texture of a scene to be rendered;
calculating the ambient light shielding amount of the screen space according to the depth texture and the normal texture;
rendering the accumulated snow in the scene to be rendered by utilizing the ambient light shielding amount;
performing snowfall effect rendering by combining a GPU particle system with a preset particle moving rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of particles according to real-time particle offset coordinates.
Optionally, the controlling the movement of the particle according to the real-time particle offset coordinate includes:
according to a predetermined offset formula
Figure BDA0002726292780000021
Calculating particle offset coordinates; wherein vParticalPosition is an offset coordinate of the particle, vdffset is a local position of a preset particle in a preset local coordinate system, fExtent is a preset cube side length, and vCameraGridposition is a world position of a user visual angle in a preset world coordinate system; wherein the world position of the particle is calculated according to the formula vcameragrid position mod (vEye, extend);
and controlling the movement of the particles according to the offset coordinates.
Optionally, the calculating the amount of shielding of the ambient light in the screen space according to the depth texture and the normal texture includes:
calculating view coordinates and view normals of all pixel points in the scene to be rendered according to the depth texture and the normal texture;
calculating a sampling radius according to the depth texture;
selecting a set number of sampling points on a plurality of concentric circles with the view coordinates of set pixel points as the circle center and the sampling radius as the radius;
calculating the ambient light shading contribution value of the sampling point to the set pixel point by combining the view coordinate and the view normal;
and carrying out weighted average calculation on the ambient light shielding contribution value to obtain the screen space ambient light shielding amount.
Optionally, the calculating a sampling radius according to the depth texture includes:
analyzing according to the depth texture to obtain the pixel depth;
and performing projection operation according to the pixel depth to further obtain the sampling radius.
Optionally, the sampling radius is smaller than a preset maximum sampling radius.
Optionally, the method further includes:
carrying out fog scene filling on the scene to be rendered within a set range; the set range and the snowing range have no intersection.
A snow scene rendering apparatus for a large scene, comprising:
the texture obtaining module is used for obtaining the depth texture and the normal texture of a scene to be rendered;
the ambient light shielding amount calculating module is used for calculating the ambient light shielding amount of the screen space according to the depth texture and the normal texture;
the snow cover rendering module is used for rendering the snow cover in the scene to be rendered by utilizing the ambient light shielding amount;
the snowing rendering module is used for rendering a snowing effect by combining a GPU particle system with a preset particle moving rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of particles according to real-time particle offset coordinates.
Optionally, the snowfall rendering module includes:
an offset coordinate calculation unit for calculating an offset coordinate according to a preset offset formula
Figure BDA0002726292780000031
Calculating particle offset coordinates; wherein vParticalPosition is an offset coordinate of the particle, vdffset is a local position of a preset particle in a preset local coordinate system, fExtent is a preset cube side length, and vCameraGridposition is a world position of a user visual angle in a preset world coordinate system; wherein the world position of the particle is calculated according to the formula vcameragrid position mod (vEye, extend);
and the particle moving unit is used for controlling the movement of the particles according to the offset coordinate.
A snow scene rendering apparatus of a large scene, comprising:
a processor, and a memory coupled to the processor;
the memory is used for storing a computer program, and the computer program is at least used for executing the snow scene rendering method of the large scene;
the processor is used for calling and executing the computer program in the memory.
A storage medium storing a computer program which, when executed by a processor, implements the steps in a method of snow scene rendering of a large scene as described above.
The technical scheme provided by the application can comprise the following beneficial effects:
the application discloses a snow scene rendering method for a large scene, which comprises the following steps: acquiring depth textures and normal textures of a scene to be rendered, calculating the ambient light shielding amount of a screen space through the depth textures and the normal textures, rendering the snow in the scene by using the ambient light shielding amount, and rendering the snow-falling effect according to the movement of a user visual angle by using a GPU particle system in combination with a preset particle movement rule; the preset particle movement rule is to control the movement of the particles according to the real-time particle offset coordinates. The snow scene rendering method utilizes the depth texture and the normal texture to calculate the ambient light shielding amount of the screen space, and utilizes the ambient light shielding amount to render snow, so that a vivid snow effect is generated.
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In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly described below, it is obvious that the drawings in the following description are only some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to the drawings without creative efforts.
Fig. 1 is a flowchart of a snow scene rendering method for a large scene according to an embodiment of the present invention;
FIG. 2 is a block diagram of a snow scene rendering apparatus for large scenes according to an embodiment of the present invention;
fig. 3 is a structural diagram of a snow scene rendering apparatus for a large scene according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the present invention more apparent, the technical solutions of the present invention will be described in detail below. It is to be understood that the described embodiments are merely exemplary of the invention, and not restrictive of the full scope of the invention. All other embodiments, which can be derived by a person skilled in the art from the examples given herein without any inventive step, are within the scope of the present invention.
Fig. 1 is a flowchart of a snow scene rendering method for a large scene according to an embodiment of the present invention. Referring to fig. 1, a snow scene rendering method for a large scene includes:
step 101: and acquiring the depth texture and the normal texture of the scene to be rendered. Specifically, the method comprises the following steps: and rendering the whole scene by using a multi-texture technology to obtain self-luminous texture, depth texture and normal texture of the screen space of the whole scene.
Step 102: calculating the ambient light shielding amount of the screen space according to the depth texture and the normal texture;
step 103: rendering the accumulated snow in the scene to be rendered by utilizing the ambient light shielding amount;
step 104: performing snowfall effect rendering by combining a GPU particle system with a preset particle moving rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of the particles according to the real-time particle offset coordinates.
In the method, the environment light shielding amount is calculated by using the depth texture and the normal texture, so that the accumulated snow is rendered, and a vivid accumulated snow effect is generated. Meanwhile, a GPU particle system is combined with a preset particle moving rule to render the snowfall effect, wherein the preset particle moving rule specifically controls the movement of the particles according to real-time particle offset coordinates, so that a more natural snowfall effect is provided for a user in the browsing process, and the user experience is improved.
On the basis of the above embodiments, the present application also discloses a specific process for calculating the ambient light shielding amount, which includes: calculating view coordinates and view normals of all pixel points in the scene to be rendered according to the depth texture and the normal texture; calculating a sampling radius according to the depth texture; selecting a set number of sampling points on a plurality of concentric circles with the view coordinates of the set pixel points as the circle center and the sampling radius as the radius; calculating the ambient light shading contribution value of the sampling point to the set pixel point by combining the view coordinate and the view normal; and carrying out weighted average calculation on the ambient light shielding contribution value to obtain the screen space ambient light shielding amount. Wherein, the specific calculation process of the sampling radius comprises the following steps: analyzing according to the depth texture to obtain the pixel depth; and performing projection operation according to the pixel depth to further obtain a sampling radius.
And (3) integrating the depth texture and the normal texture aiming at each pixel point in the whole scene, and calculating by using a projection matrix to obtain the view coordinate and the view normal of each pixel point. The projection matrix is calculated in advance according to relevant parameters, wherein the parameters are as follows: screen height, width, and viewing angle. Then, setting sampling points on a plurality of concentric circles which take the view coordinate of the current pixel point as the center of a circle and take a proper distance as the radius, calculating the ambient light shielding contribution value of the current pixel by aiming at each sampling point, calculating the sampling values of all the sampling points, and finally performing weighted average on the ambient light shielding contribution value and the sampling values to be used as the final ambient light shielding amount of the current pixel to simulate the ambient light shielding effect.
It should be noted that, during the calculation of the ambient light shading, the sampling circle radius of each pixel point should be static relative to the scene, that is, the sampling radius of a pixel point at a near position should be larger and the sampling radius of a pixel point at a far position should be smaller. Furthermore, the dynamic calculation of the sampling radius brings new problems, and the sampling radius of pixels at a very close distance becomes very large, which is very disadvantageous for the mask amount calculation. On one hand, an excessively large sampling radius can cause dispersion of sampling points, so that uncertainty of a final calculation result is increased, and a flickering shielding effect is generated. Ambient light shielding is a static special effect which is naturally undesirable. Therefore, the maximum sampling radius limit is added on the premise of dynamic calculation of the sampling radius, so that the layering sense and the sense of reality of the ambient light shielding effect are kept to the maximum extent on the premise of no flicker.
Besides the problem of sampling radius, the light shielding effect of the large scene environment also solves the problem of filtering irrelevant sampling points. For example, the depth of the sky box in the scene rendering process is irregular, so all pixel points should not be shielded by the sky box, and the sky box should not be shielded, so all pixel points and sampling points which identify the sky box should set the shielding amount to 0. Meanwhile, the normal information is no longer reliable because the plants are in the form of bulletin boards. But the plant texture is a synthetic texture that contains the illumination calculation results. Therefore, it is considered that the normal line of the portion with high brightness faces upward, and a good snow accumulation effect of the notice board is obtained through parameter adjustment.
In the above embodiments, the ambient light shielding technique is applied to the snow rendering, and the reality of the snow can be greatly improved by calculating and utilizing the ambient light shielding amount.
In more detail, the present application also discloses a specific process of presetting a particle movement rule, that is, controlling the movement of the particle according to the real-time particle offset coordinate includes: according to a predetermined offset formula
Figure BDA0002726292780000071
Calculating particle offset coordinates; wherein vParticalPosition is an offset coordinate of the particle, vdffset is a local position of a preset particle in a preset local coordinate system, fExtent is a preset cube side length, and vCameraGridposition is a world position of a user visual angle in a preset world coordinate system; wherein the world position of the particle is calculated according to the formula vcameragrid position mod (vEye, extend); controlling the movement of the particles according to the offset coordinates.
In this embodiment, snowfall is performed in a square box with a side length of a certain distance near the camera (the user's view angle), for example, the side length is 300 m. Once the camera moves, a part of the snowflake particles will exceed the box, and another part of the area of the box will not be filled with the snowflake particles, and at this time, the particles exceeding the box only need to be "supplemented" to the blank area. When the algorithm is applied to the application, a scene in the whole world is divided into an infinite number of adjacent cubes, the side length of each cube is assumed to be fExtent, the origin is selected to be located at the fixed point of each cube, the position of a camera is assumed to be vEye, and the center of a particle system is always the position of the camera. And setting a cube which is closest to the origin and has non-negative vertex coordinates as CubeO, wherein all particles in the scene of the whole world have a corresponding fixed position in the CubeO.
Suppose that the particles in the camera range that need to be snow rendered are all distributed in cube whose central point is located in vEye and side length is fExtent. As the cube moves, the particle will jump to another cube, at which point the position of the particle within this new cube is the same as its position in the cube, i.e., the position of the particle within the cube is fixed relative to the cube, i.e., the local coordinates of the particle are the same. Thus, whenever the camera moves anywhere in the world, each particle will automatically follow its predetermined location in cube of the world division. Assuming that the random position of the particle in cube is vOffset, namely the local coordinate of the particle relative to the cube; the position of the camera in the world partition cube where the camera is located is vCameraGridPosition, namely the world coordinates of the particle relative to the whole world scene; the offset coordinates of the particle with respect to the particle system can be calculated.
According to the method, the particles in the particle system move along with the movement of the user visual angle, after the particles move, which cube the particles are located in needs to be determined in sequence, the cube is located at which position of a world scene, meanwhile, the particles are located at which position inside the cube, the offset coordinates of the particles are determined through the three position information, and after the offset coordinates of the particles relative to the particle system are obtained, the particles can be directly filled in the position corresponding to the offset coordinates, so that the effect that the snow scene moves along with the movement of the user visual angle is achieved.
The self-scheduling of the large scene lens surrounding particle system is realized through the algorithm, so that the natural expression of the snowfall effect in the browsing process is realized.
Further, on the basis of the above embodiments, the method in the present application further includes:
step 105: carrying out fog scene filling on the scene to be rendered within a set range; the set range and the snowing range have no intersection. Since snowfall only covers around the user's perspective, the user's far away perspective is missing details, and therefore the far away is filled with fog, so that the entire scene is full of snow. Meanwhile, the fog effect hardly causes any influence on the memory, the video memory and the performance of the webpage.
The invention realizes snow scene rendering by utilizing a delayed rendering technology and a GPU particle system technology, hardly occupies memory, only occupies about 20MB of video memory (related to the size of a view port, a 1080P view port is taken as an example), and can be almost ignored with respect to large scene data. All special effect operation processes are almost performed in the display card, so that the scene rendering efficiency is not influenced basically.
Corresponding to the snow scene rendering method for the large scene provided by the embodiment of the invention, the embodiment of the invention also provides a snow scene rendering device for the large scene. Please see the examples below.
Fig. 2 is a block diagram of a snow scene rendering apparatus for a large scene according to an embodiment of the present invention. Referring to fig. 2, a snow scene rendering apparatus for a large scene includes:
a texture obtaining module 201, configured to obtain a depth texture and a normal texture of a scene to be rendered;
an ambient light shading amount calculation module 202, configured to calculate a screen space ambient light shading amount according to the depth texture and the normal texture;
an accumulated snow rendering module 203, configured to render accumulated snow in the scene to be rendered by using the ambient light shielding amount;
the snowing rendering module 204 is used for rendering a snowing effect by combining a GPU particle system with a preset particle movement rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of particles according to real-time particle offset coordinates.
In more detail, the snowfall rendering module 204 includes: an offset coordinate calculation unit for calculating an offset coordinate according to a preset offset formula
Figure BDA0002726292780000091
Calculating particle offset coordinates; wherein vParticalPosition is an offset coordinate of the particle, vdffset is a local position of a preset particle in a preset local coordinate system, fExtent is a preset cube side length, and vCameraGridposition is a world position of a user visual angle in a preset world coordinate system; wherein the world position of the particle is calculated according to the formula vcameragrid position mod (vEye, extend);
and the particle moving unit is used for controlling the movement of the particles according to the offset coordinate.
In more detail, the ambient light shielding amount calculation module 202 is specifically configured to: calculating view coordinates and view normals of all pixel points in the scene to be rendered according to the depth texture and the normal texture; calculating a sampling radius according to the depth texture; selecting a set number of sampling points on a plurality of concentric circles with the view coordinates of the set pixel points as the circle center and the sampling radius as the radius; calculating the ambient light shading contribution value of the sampling point to the set pixel point by combining the view coordinate and the view normal; and carrying out weighted average calculation on the ambient light shielding contribution value to obtain the screen space ambient light shielding amount.
The device greatly improves the reality of the snow accumulation effect by utilizing the ambient light shielding technology, and simultaneously utilizes the GPU particle system to increase the natural expression of the snow accumulation effect.
On the basis of the above embodiment, the apparatus in the present application further includes: a fog filling module 205, configured to perform fog filling on the scene to be rendered within a set range; the set range and the snowing range have no intersection.
In the embodiment, the fog effect is added, so that the whole scene is full of snow, and the reality of scene rendering is enhanced.
In order to more clearly introduce a hardware system for implementing the embodiment of the present invention, an embodiment of the present invention further provides a snow scene rendering apparatus for a large scene, which corresponds to the snow scene rendering method for a large scene provided in the embodiment of the present invention. Please see the examples below.
Fig. 3 is a structural diagram of a snow scene rendering apparatus for a large scene according to an embodiment of the present invention. Referring to fig. 3, a snow scene rendering apparatus of a large scene includes:
a processor 301, and a memory 302 connected to the processor 301;
the memory 302 is used for storing a computer program, and the computer program is at least used for executing the snow scene rendering method of the large scene;
the processor 301 is used to invoke and execute the computer program in the memory 302.
Meanwhile, the embodiment also discloses a storage medium, wherein the storage medium stores a computer program, and when the computer program is executed by a processor, the steps in the large scene snow scene rendering method are realized.
It is understood that the same or similar parts in the above embodiments may be mutually referred to, and the same or similar parts in other embodiments may be referred to for the content which is not described in detail in some embodiments.
It should be noted that the terms "first," "second," and the like in the description of the present invention are used for descriptive purposes only and are not to be construed as indicating or implying relative importance. Further, in the description of the present invention, the meaning of "a plurality" means at least two unless otherwise specified.
Any process or method descriptions in flow charts or otherwise described herein may be understood as representing modules, segments, or portions of code which include one or more executable instructions for implementing specific logical functions or steps of the process, and alternate implementations are included within the scope of the preferred embodiment of the present invention in which functions may be executed out of order from that shown or discussed, including substantially concurrently or in reverse order, depending on the functionality involved, as would be understood by those reasonably skilled in the art of the present invention.
It should be understood that portions of the present invention may be implemented in hardware, software, firmware, or a combination thereof. In the above embodiments, the various steps or methods may be implemented in software or firmware stored in memory and executed by a suitable instruction execution system. For example, if implemented in hardware, as in another embodiment, any one or combination of the following techniques, which are known in the art, may be used: a discrete logic circuit having a logic gate circuit for implementing a logic function on a data signal, an application specific integrated circuit having an appropriate combinational logic gate circuit, a Programmable Gate Array (PGA), a Field Programmable Gate Array (FPGA), or the like.
It will be understood by those skilled in the art that all or part of the steps carried by the method for implementing the above embodiments may be implemented by hardware related to instructions of a program, which may be stored in a computer readable storage medium, and when the program is executed, the program includes one or a combination of the steps of the method embodiments.
In addition, functional units in the embodiments of the present invention may be integrated into one processing module, or each unit may exist alone physically, or two or more units are integrated into one module. The integrated module can be realized in a hardware mode, and can also be realized in a software functional module mode. The integrated module, if implemented in the form of a software functional module and sold or used as a stand-alone product, may also be stored in a computer readable storage medium.
The storage medium mentioned above may be a read-only memory, a magnetic or optical disk, etc.
In the description herein, references to the description of the term "one embodiment," "some embodiments," "an example," "a specific example," or "some examples," etc., mean that a particular feature, structure, material, or characteristic described in connection with the embodiment or example is included in at least one embodiment or example of the invention. In this specification, the schematic representations of the terms used above do not necessarily refer to the same embodiment or example. Furthermore, the particular features, structures, materials, or characteristics described may be combined in any suitable manner in any one or more embodiments or examples.
Although embodiments of the present invention have been shown and described above, it is understood that the above embodiments are exemplary and should not be construed as limiting the present invention, and that variations, modifications, substitutions and alterations can be made to the above embodiments by those of ordinary skill in the art within the scope of the present invention.

Claims (10)

1. A snow scene rendering method for a large scene is characterized by comprising the following steps:
acquiring depth texture and normal texture of a scene to be rendered;
calculating the ambient light shielding amount of the screen space according to the depth texture and the normal texture;
rendering the accumulated snow in the scene to be rendered by utilizing the ambient light shielding amount;
performing snowfall effect rendering by combining a GPU particle system with a preset particle moving rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of particles according to real-time particle offset coordinates.
2. The method of claim 1, wherein controlling particle movement according to real-time particle offset coordinates comprises:
according to a predetermined offset formula
Figure FDA0002726292770000011
Calculating particle offset coordinates; wherein vParticalPosition is an offset coordinate of the particle, vdffset is a local position of a preset particle in a preset local coordinate system, fExtent is a preset cube side length, and vCameraGridposition is a world position of a user visual angle in a preset world coordinate system; wherein the world position of the particle is calculated according to the formula vcameragrid position mod (vEye, extend);
and controlling the movement of the particles according to the offset coordinates.
3. The method of claim 1, wherein calculating a screen space ambient light obscuration amount from the depth texture and the normal texture comprises:
calculating view coordinates and view normals of all pixel points in the scene to be rendered according to the depth texture and the normal texture;
calculating a sampling radius according to the depth texture;
selecting a set number of sampling points on a plurality of concentric circles with the view coordinates of set pixel points as the circle center and the sampling radius as the radius;
calculating the ambient light shading contribution value of the sampling point to the set pixel point by combining the view coordinate and the view normal;
and carrying out weighted average calculation on the ambient light shielding contribution value to obtain the screen space ambient light shielding amount.
4. The method of claim 3, wherein the calculating a sampling radius from the depth texture comprises:
analyzing according to the depth texture to obtain the pixel depth;
and performing projection operation according to the pixel depth to further obtain the sampling radius.
5. The method of claim 3, wherein the sampling radius is less than a preset maximum sampling radius.
6. The method of claim 1, further comprising:
carrying out fog scene filling on the scene to be rendered within a set range; the set range and the snowing range have no intersection.
7. A snow scene rendering apparatus for a large scene, comprising:
the texture obtaining module is used for obtaining the depth texture and the normal texture of a scene to be rendered;
the ambient light shielding amount calculating module is used for calculating the ambient light shielding amount of the screen space according to the depth texture and the normal texture;
the snow cover rendering module is used for rendering the snow cover in the scene to be rendered by utilizing the ambient light shielding amount;
the snowing rendering module is used for rendering a snowing effect by combining a GPU particle system with a preset particle moving rule and moving according to a user visual angle; the preset particle movement rule is to control the movement of particles according to real-time particle offset coordinates.
8. The apparatus of claim 7, wherein the snowfall rendering module comprises:
an offset coordinate calculation unit for calculating an offset coordinate according to a preset offset formula
Figure FDA0002726292770000021
Calculating particle offset coordinates; wherein vParticalPosition is an offset coordinate of the particle, vdffset is a local position of a preset particle in a preset local coordinate system, fExtent is a preset cube side length, and vCameraGridposition is a world position of a user visual angle in a preset world coordinate system; wherein the world position of the particle is calculated according to the formula vcameragrid position mod (vEye, extend);
and the particle moving unit is used for controlling the movement of the particles according to the offset coordinate.
9. A snow scene rendering apparatus of a large scene, comprising:
a processor, and a memory coupled to the processor;
the memory is intended to store a computer program intended at least to execute a snow scene rendering method of a large scene according to any one of claims 1 to 6;
the processor is used for calling and executing the computer program in the memory.
10. A storage medium, characterized in that it stores a computer program which, when executed by a processor, implements the steps in a method for snow scene rendering of large scenes according to any one of claims 1 to 6.
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