CN113769382A - Method, device and equipment for eliminating model in game scene and storage medium - Google Patents

Method, device and equipment for eliminating model in game scene and storage medium Download PDF

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CN113769382A
CN113769382A CN202111065479.3A CN202111065479A CN113769382A CN 113769382 A CN113769382 A CN 113769382A CN 202111065479 A CN202111065479 A CN 202111065479A CN 113769382 A CN113769382 A CN 113769382A
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node
sea level
rendering
rendering model
bounding box
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吴黎辉
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6615Methods for processing data by generating or executing the game program for rendering three dimensional images using models with different levels of detail [LOD]

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Abstract

The invention provides a method, a device, equipment and a storage medium for eliminating models in game scenes, wherein the scheme is applied to terminal equipment, a graphical user interface is provided through the terminal equipment, the graphical user interface at least comprises the game scenes, and the method comprises the following steps: acquiring a pre-constructed tree data structure, wherein each node in the tree data structure corresponds to a rendering model group formed by space division of a game scene; traversing nodes of the tree-shaped data structure, if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in a game scene, the camera is positioned above the sea level, and the bounding box represented by the node is positioned below the sea level, executing elimination processing on the rendering model group corresponding to the node to avoid rendering the rendering model group corresponding to the node below the sea level.

Description

Method, device and equipment for eliminating model in game scene and storage medium
Technical Field
The invention relates to the field of games, in particular to a method, a device, equipment and a storage medium for removing models in a game scene.
Background
With the development of online games, people have higher and higher requirements on game performance, and in the game subject matter mainly based on sea surface, besides an endless sea, the abundant submarine world is very important. However, when the player's perspective is on the sea surface, a large number of models still exist under the sea, and the player does not need to pay attention to the model of the sea bottom at this time, so that the model of the sea bottom still consumes the computing power of a Graphics Processing Unit (GPU).
In the prior art, in order to prevent the model of the seabed from consuming the computation power of the GPU when the viewing angle of the player is on the sea surface, the model of the seabed is generally placed in a gameObject, and then the gameObject is disabled (Disable), so that the model of the seabed can be removed. However, when the gameObject is disabled, the game is stuck, and although the performance can be improved to some extent by re-making a script, collecting all rendering (render) models, and directly setting the attribute of all renderers to allow for turning off of a specific component (forceRenderingOff), when the sea level is dynamically changed, the model on the sea floor cannot be correctly removed, and the performance of the game still decreases.
In summary, in the existing scheme for removing models in a game scene in the prior art, the problem of low game performance caused by the fact that submarine models cannot be correctly removed exists.
Disclosure of Invention
The embodiment of the invention provides a method, a device, equipment and a storage medium for removing models in a game scene, which are used for solving the problem of low game performance caused by the fact that submarine models cannot be correctly removed in the scheme of removing the models in the game scene in the prior art.
In a first aspect, an embodiment of the present invention provides a method for removing models in a game scene, where a terminal device provides a graphical user interface, where the graphical user interface at least includes the game scene, and the method includes:
acquiring a pre-constructed tree data structure, wherein each node in the tree data structure corresponds to a rendering model group formed by space division of a game scene;
and traversing the nodes of the tree-shaped data structure, and if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in a game scene, the camera is positioned above the sea level, and the bounding box represented by the node is positioned below the sea level, executing elimination processing on the rendering model group corresponding to the node so as to avoid rendering the rendering model group corresponding to the node under the sea level.
In one embodiment, if a bounding box of a rendering model group corresponding to a node is located in a field of view of a camera in a game scene, the camera is located above sea level, and a bounding box represented by the node is located below sea level, calling a culling function to perform culling on the rendering model group corresponding to the node, including:
judging whether a bounding box of a rendering model group corresponding to the node is in the visual field range of a camera in a game scene;
if the bounding box of the rendering model group corresponding to the node is in the visual field range of the camera, determining whether the height of the camera is higher than the sea level height in the scene;
if the height of the camera is higher than the sea level height in the scene, judging whether all vertexes of a bounding box of the rendering model group corresponding to the node are below the sea level;
and if all the vertexes of the bounding boxes of the rendering model groups corresponding to the nodes are below the sea level, calling a removing function to perform removing processing on the rendering model groups corresponding to the nodes.
In one embodiment, the method further comprises:
and if the bounding box of the rendering model group corresponding to the node is out of the visual field range of the camera, calling a rejection function to perform rejection processing on the rendering model group corresponding to the node.
In one embodiment, the method further comprises:
and if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in the game scene, the height of the camera is lower than the height of the sea level, and all vertexes of the bounding box of the rendering model group corresponding to the node are positioned above the sea level, calling a rejection function to perform rejection processing on the rendering model group corresponding to the node.
In one embodiment, before obtaining the pre-constructed tree data structure, the method further includes:
constructing a tree data structure according to the preset chunk size, wherein the size of a bounding box with the minimum size represented by nodes of the tree data structure is the chunk size;
representing bounding boxes where all rendering models in a game scene are located by adopting root nodes of a tree data structure;
dividing bounding boxes in which all rendering models are located in a game scene to obtain eight different bounding boxes, wherein each bounding box comprises at least one rendering model in which all vertexes are located in the bounding box;
eight subnodes at the next level of the root node of the tree-shaped data structure are adopted to respectively represent eight different bounding boxes;
continuously dividing the bounding boxes represented by each child node to obtain eight different bounding boxes, and respectively representing the different bounding boxes by using the child nodes of the next level of the child nodes until only one rendering model exists in the bounding boxes represented by the child nodes;
and allocating a rendering model group to each node of the tree data structure, wherein the rendering model group corresponding to each node comprises all rendering models in the bounding boxes represented by the child nodes.
In one embodiment, the method further comprises:
in the running process of the game, the height of the sea level and the height of the camera in the game scene are obtained, wherein the height of the sea level is the height of the virtual sea level in the game scene, and the height of the camera is the height of a viewpoint in the game scene.
In a second aspect, an embodiment of the present invention provides a device for removing models in a game scene, including:
the game system comprises a processing module and a display module, wherein the display module is used for displaying a graphical user interface, and the graphical user interface at least comprises a game scene;
the processing module is used for acquiring a pre-constructed tree data structure, and each node in the tree data structure corresponds to a rendering model group formed by space division of a game scene;
the processing module is further used for traversing the nodes of the tree-shaped data structure, and if the bounding box of the rendering model group corresponding to the node is located in the visual field range of the camera in the game scene, the camera is located above the sea level, and the bounding box represented by the node is located below the sea level, the rendering model group corresponding to the node is removed, so that the rendering model group corresponding to the node is prevented from being rendered under the sea level.
In a third aspect, an embodiment of the present invention provides a terminal device, including:
a processor, a memory, a display;
the memory is used for storing programs and data, and the processor calls the programs stored in the memory to execute the model eliminating method in the game scene in the first aspect.
In a fourth aspect, an embodiment of the present invention provides a computer-readable storage medium, on which a computer program is stored, where the computer program, when executed by a processor, implements the method for culling a model in a game scene in the first aspect.
In a fifth aspect, an embodiment of the present invention provides a computer program product, which includes a computer program, and when the computer program is executed by a processor, the computer program implements the method for removing a model in a game scene in the first aspect.
The method, the device, the equipment and the storage medium for eliminating the model in the game scene are applied to terminal equipment, a graphical user interface is provided through the terminal equipment, the graphical user interface at least comprises the game scene, the method of the embodiment of the invention obtains a pre-constructed tree-shaped data structure, and each node in the tree-shaped data structure corresponds to a rendering model group formed after the game scene is spatially divided; traversing nodes of the tree-shaped data structure, if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in a game scene, the camera is positioned above the sea level, and the bounding box represented by the node is positioned below the sea level, executing elimination processing on the rendering model group corresponding to the node to avoid rendering the rendering model group corresponding to the node below the sea level, and realizing real-time detection of the height of the camera in the game scene when the height of the sea level dynamically changes.
Drawings
In order to more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings needed to be used in the description of the embodiments or the prior art will be briefly introduced below, and it is obvious that the drawings in the following description are some embodiments of the present invention, and for those skilled in the art, other drawings can be obtained according to these drawings without creative efforts.
FIG. 1 is a flowchart of a first embodiment of a method for removing models from a game scene according to the present invention;
FIG. 2 is a flowchart of a second embodiment of a method for eliminating models in a game scene according to the present invention;
FIG. 3 is a schematic structural diagram of an embodiment of a device for removing models from a game scene according to an embodiment of the present invention;
fig. 4 is a schematic structural diagram of a terminal device according to an embodiment of the present invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention clearer, the technical solutions in the embodiments of the present invention will be clearly and completely described below with reference to the drawings in the embodiments of the present invention, and it is obvious that the described embodiments are some, but not all, embodiments of the present invention. All other embodiments based on the embodiments in the present invention, which can be made by those skilled in the art in light of the present disclosure, are within the scope of the present invention.
The terms "first," "second," "third," "fourth," and the like in the description and in the claims, as well as in the drawings, if any, are used for distinguishing between similar elements and not necessarily for describing a particular sequential or chronological order. It is to be understood that the data so used is interchangeable under appropriate circumstances such that the embodiments of the invention described herein are capable of operation in sequences other than those illustrated or described herein. Furthermore, the terms "comprises," "comprising," and "having," and any variations thereof, are intended to cover a non-exclusive inclusion, such that a process, method, system, article, or apparatus that comprises a list of steps or elements is not necessarily limited to those steps or elements expressly listed, but may include other steps or elements not expressly listed or inherent to such process, method, article, or apparatus.
In the prior art provided in the background art, the scheme for model elimination in a game scene at least has the following technical problems:
in practical situations, the height of the sea level is not always static, and in different situations, or in different game scenes in a game, the height of the sea level is dynamically changed, so that when the height of the sea level is dynamically changed, all rendering models of the sea bottom are collected through scripts, and then the attributes of all rendering models are directly changed to allow a specific component to be closed, the method cannot correctly process all rendering models of the sea bottom, that is, when the height of the sea level is changed, the rendering models of the sea bottom are always changed, when the height of the sea level is changed, some of the collected rendering models of the sea bottom may become rendering models on the sea level, and at this time, if the rendering models of the sea bottom are processed according to the rendering models of the sea bottom, the rendering models on the sea level are hidden, so that the rendering models of the sea bottom cannot be correctly removed, thereby still affecting the performance of the game while running.
Aiming at the problems, the invention provides a mode for rejecting the model in the game scene, an object BatchRenderGroup is provided through a game engine Unity, and a method of calling an AddBatch function by a callback function is adopted to self-define and add the rendering model below the sea level into the BatchRenderGroup, so that the rendering model below the sea level is rejected when the height of the sea level dynamically changes. The terms referred to in the present invention will be explained first.
Tree data structure: the tree-shaped data structure can represent one-to-many relationship among data table elements, and can be referred to as an octree in the invention.
Octree: a tree data structure for describing three-dimensional space, each node of an octree represents a cubic volume element, each node has eight child nodes, and the volume elements represented by the eight child nodes are added together to be equal to the volume of a parent node.
A bounding box: an algorithm for solving the optimal bounding space of a discrete point set, the basic idea is to approximately replace complex geometric objects with slightly larger and simple-featured geometries (called bounding boxes). In the present invention, each model in the world can be placed in a bounding box.
The terminal equipment: the terminal device refers to a network terminal device for executing a game application in the present invention, such as a mobile phone, a tablet computer, and the like.
Graphical User Interface (GUI): the graphical user interface is a computer operation user interface displayed in a graphical mode, and is an interface display format for communication between people and a computer.
The core idea of the method for eliminating the model in the game scene is that a tree data structure is utilized, rendering models in the game scene are divided into different rendering model groups according to the size, then the rendering model groups are respectively distributed in bounding boxes represented by different nodes of the tree data structure, and the rendering model group corresponding to each node can comprise at least one rendering model. When the model needs to be removed, a call-back function can be adopted to call an AddBatch function to traverse the bounding box of the rendering model group corresponding to the node of the tree-shaped data structure, and when the bounding box is in the visual field range of the camera in the game scene and the height of the camera is greater than the height of the sea level, the removal function is called to execute removal processing on the rendering model group in the bounding box below the sea level, so that when the height of the sea level is dynamically changed, when the rendering model in the game scene is in the visual field range of the camera, whether the camera is above the sea level or not and whether the bounding box of the rendering model group corresponding to the node of the traversal tree-shaped data structure is below the sea level or not can be determined, thereby realizing removal of the rendering model which is not seen in the game scene, and further overcoming the problem which is easy to occur when the model in the game scene is removed.
The method for eliminating the models in the game scene in one embodiment of the present application may be executed in a local terminal device or a server. When the method for rejecting the model in the game scene runs on the server, the method for rejecting the model in the game scene can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system comprises the server and the client device.
In an optional embodiment, various cloud applications may be run under the cloud interaction system, for example: and (5) cloud games. Taking a cloud game as an example, a cloud game refers to a game mode based on cloud computing. In the running mode of the cloud game, a running main body of a game program and a game picture presenting main body are separated, the storage and the running of the model removing method in the game scene are finished on a cloud game server, and the client equipment is used for receiving and sending data and presenting the game picture, for example, the client equipment can be display equipment with a data transmission function close to a user side, such as a mobile terminal, a television, a computer, a palm computer and the like; but the cloud game server in the cloud is used for processing the game data. When a game is played, a player operates the client device to send an operation instruction to the cloud game server, the cloud game server runs the game according to the operation instruction, data such as game pictures and the like are encoded and compressed, the data are returned to the client device through a network, and finally the data are decoded through the client device and the game pictures are output.
In an optional implementation manner, taking a game as an example, the local terminal device stores a game program and is used for presenting a game screen. The local terminal device is used for interacting with the player through a graphical user interface, namely, a game program is downloaded and installed and operated through an electronic device conventionally. The manner in which the local terminal device provides the graphical user interface to the player may include a variety of ways, for example, it may be rendered for display on a display screen of the terminal or provided to the player through holographic projection. For example, the local terminal device may include a display screen for presenting a graphical user interface including a game screen and a processor for running the game, generating the graphical user interface, and controlling display of the graphical user interface on the display screen.
In a specific implementation, the method for eliminating models in a game scene provided by the embodiment can be applied to an application scene. The graphical user interface is provided through the terminal device, and the terminal device may be the aforementioned local terminal device, and may also be the aforementioned client device in the cloud interaction system. In the scene, the scheme is applied to terminal equipment provided with a game application, the rendering model below the sea level is removed in the game scene through a game program, the graphical user interface provided by the terminal equipment at least comprises the game scene, the game scene can comprise the sea, the game scene can be designed through Unity, and when the rendering model in the game scene is in the visual field of the virtual camera and the viewpoint of the virtual camera is above the sea level, the scene below the sea level cannot be seen, so that the rendering model below the sea level is removed; when the rendering model in the game scene is in the visual field of the virtual camera and the viewpoint of the virtual camera is below the sea level, the scene above the sea level cannot be seen, so that the rendering model above the sea level is eliminated; when the rendering model in the game scene is out of the visual field of the virtual camera, the rendering model cannot be seen, so that the rendering model out of the visual field of the virtual camera is directly removed, and the performance of the game in operation can be effectively improved.
The following describes in detail the method for eliminating models in the game scene in some embodiments.
Fig. 1 is a flowchart of a first embodiment of a method for removing models in a game scene according to an embodiment of the present invention, as shown in fig. 1, the method for removing models in a game scene includes the following steps:
s101: and acquiring a pre-constructed tree data structure, wherein each node in the tree data structure corresponds to a rendering model group formed by space division of a game scene.
In this step, the tree data structure may be a tree structure such as an octree or a quadtree, taking the octree as an example, each node of the octree is used to represent a bounding box, each bounding box includes at least one rendering model in which all vertices are in the bounding box, each node of the octree corresponds to one rendering model group, the rendering model group of the root node of the octree includes all rendering models in the game scene, the rendering model group corresponding to each child node includes all rendering models in the bounding box represented by the child node, the rendering models in the rendering model group corresponding to the child node of the root node are distributed according to size, the sum of the rendering models included in the rendering model groups is equal to all rendering models in the game scene, and the child nodes are sequentially subdivided until the rendering models are not divisible.
In this scheme, in order to cull a specific rendering model in a game scene, the method may be implemented by using the above octree, where each node in the octree is used to represent a bounding box, and each bounding box includes at least one rendering model with all vertices in the bounding box (the bounding box may be set for the rendering model, so that all vertices of the bounding box of the rendering model are in the bounding box represented by the octree node), and the rendering model is a model existing in the world of Unity, such as a stone model, a house model, a flower and grass tree model, and the like, each rendering model is allocated in a bounding box of a rendering model group corresponding to the corresponding node in the octree according to size, and the size of all rendering models in the bounding box is smaller than the size of the bounding box.
In the above scheme, the rendering model group includes at least one rendering model, and when the rendering model group corresponding to a node includes a plurality of rendering models, the bounding box of the rendering model group corresponding to the node may also continue to be partitioned, and the plurality of rendering models are partitioned again into child nodes corresponding to the node; when the rendering model group corresponding to the node includes one rendering model, the bounding box of the rendering model group corresponding to the node cannot be segmented again, and at this time, the tree data structure is constructed.
S102: and traversing the nodes of the tree-shaped data structure, and if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in a game scene, the camera is positioned above the sea level, and the bounding box represented by the node is positioned below the sea level, executing elimination processing on the rendering model group corresponding to the node so as to avoid rendering the rendering model group corresponding to the node under the sea level.
In this step, after distributing all rendering models in the Unity world game scene into nodes of a tree data structure according to size, when a specific rendering model in the game scene needs to be removed, the nodes of the tree data structure may be traversed from the root node step by step, if a bounding box of a rendering model group corresponding to the traversed nodes is within a camera view field in the game scene, that is, all rendering models in the bounding box are within the camera view field in the game scene, and the camera is above sea level, the bounding box represented by the nodes is below sea level, at this time, it is described that when the camera is above sea level, rendering models in the bounding box represented by the nodes below sea level are invisible, and therefore, a rendering model group corresponding to a node below sea level needs to be removed to avoid a rendering model group corresponding to a rendering node below sea level, resulting in reduced performance of the game and affecting the operation of the game.
In the above scheme, if the bounding box represented by the root node of the tree-shaped data structure is below the sea level, the rendering model groups corresponding to all the nodes of the whole tree-shaped data structure can be removed, and similarly, if the bounding box represented by the corresponding child node is below the sea level, the rendering model groups corresponding to all the next-level child nodes of the child node can be removed.
In the above scheme, the rendering model in the game scene may be added to the rendering model group batchrendergroup corresponding to each node in the tree data structure according to the model size and the node size by using the addpath function.
In this scheme, the constructor of the BatchRenderGroup can be expressed as follows:
public BatchRendererGroup(OnPerformCulling cullingCallback);
the user-defined segmentation of the bounding box of the rendering model group corresponding to the node can be realized through the parameter cullingCallback, and the segmentation can be realized by calling BatchRenderGroup.
In the above scheme, the pseudo code for performing the culling process on the rendering model group corresponding to the node below the sea level may be represented as follows:
Figure BDA0003256882610000091
Figure BDA0003256882610000101
according to the method for eliminating the models in the game scene, a pre-constructed tree data structure is obtained, and each node in the tree data structure corresponds to a rendering model group formed after the game scene is spatially divided; traversing nodes of the tree-shaped data structure, if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in a game scene, the camera is positioned above the sea level, and the bounding box represented by the node is positioned below the sea level, executing elimination processing on the rendering model group corresponding to the node to avoid rendering the rendering model group corresponding to the node below the sea level, and realizing real-time detection of the height of the camera in the game scene when the height of the sea level dynamically changes.
The following describes in detail a method for performing a culling process on a rendering model group corresponding to a node by using a culling function.
In one specific implementation, if a bounding box of a rendering model group corresponding to a node is located in a visual field of a camera in a game scene, the camera is located above sea level, and the bounding box represented by the node is located below sea level, a rejection function is called to perform rejection processing on the rendering model group corresponding to the node, including: judging whether a bounding box of a rendering model group corresponding to the node is in the visual field range of a camera in a game scene; if the bounding box of the rendering model group corresponding to the node is in the visual field range of the camera, determining whether the height of the camera is higher than the sea level height in the scene; if the height of the camera is higher than the sea level height in the scene, judging whether all vertexes of a bounding box of the rendering model group corresponding to the node are below the sea level; and if all the vertexes of the bounding boxes of the rendering model groups corresponding to the nodes are below the sea level, calling a removing function to perform removing processing on the rendering model groups corresponding to the nodes.
In this step, the view field of the camera in the game scene is within the view field of the camera, that is, the game scene displayed on the gui of the terminal device during the game process of the player, and therefore, when removing a specific rendering model in the game scene, it is necessary to determine whether the bounding box of the rendering model group corresponding to the node is within the view field of the camera. If the bounding box is in the visual field of the camera, because the game scene also comprises the sea model, whether the height of the camera is higher than the sea level height in the game scene needs to be judged, if the height of the camera is higher than the sea level height in the game scene, the player can see the rendering model above the sea level through the graphical user interface of the terminal equipment and cannot see the rendering model below the sea level, so that whether the bounding box of the rendering model group corresponding to the node is below the sea level needs to be judged, and if the bounding box of the rendering model group corresponding to the node is below the sea level, the rendering model group needs to be removed.
In the above scheme, since the sea level height is dynamically changed, the game engine Unity can directly acquire the sea level height and the camera height and judge the camera height and the sea level height, when the camera height is greater than the sea level height, only the rendering model above the sea level is in the view volume of the camera, and at this time, the rendering model below the sea level is invisible, so that in order to improve the game performance, the rendering model below the sea level needs to be removed.
In the above scheme, since the sea level height is dynamically changed, the game engine Unity can obtain the sea level height in real time during dynamic change, and the rendering model below the sea level can be removed as long as the camera height is greater than the sea level height, so that the rendering model below the sea level can be correctly removed during dynamic change of the sea level. Because the player can not see the rendering models below the sea level in the game process, after the rendering model group below the sea level is removed, the game of the player can be not influenced, and the running performance of the game can be improved.
In one implementation, the method further comprises: and if the bounding box of the rendering model group corresponding to the node is out of the visual field range of the camera, calling a rejection function to perform rejection processing on the rendering model group corresponding to the node.
In this step, if the bounding box is outside the field of view of the camera, that is, the rendering model in the bounding box may be a rendering model that is not displayed on the graphical user interface of the terminal device during the game, in order to improve the game performance, the rendering model group in the bounding box needs to be removed when the bounding box is outside the field of view of the camera.
In one implementation, the method further comprises: and if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in the game scene, the height of the camera is lower than the height of the sea level, and all vertexes of the bounding box of the rendering model group corresponding to the node are positioned above the sea level, calling a rejection function to perform rejection processing on the rendering model group corresponding to the node.
In the scheme, if the bounding box is in the visual field of the camera, because the game scene also includes a model of the sea, when the height of the camera is lower than the height of the sea level in the game scene, it indicates that the player can see the rendering models below the sea level through the graphical user interface of the terminal device, but cannot see the rendering models above the sea level, so when all vertexes of the bounding box of the rendering model group corresponding to the node are above the sea level, it is determined that all models in the rendering model group corresponding to the node are above the sea level, and then the rendering models above the sea level are removed.
In an alternative embodiment, when the bounding box of the rendering model group corresponding to the node is determined to be above the sea level or below the sea level, the determination may be made according to the coordinates of each vertex of the bounding box.
In this scheme, since the Unity world is a world including three-dimensional coordinates, and each bounding box in the world has a plurality of vertex coordinates, the distance between the bounding box and the sea level can be determined according to the respective vertex coordinates of the bounding box.
In this scheme, the sea level in the game scene can be regarded as a plane, and therefore, whether a point is on the front of the plane can be identified by using a plane equation, for example, the plane equation of a plane is:
ax+by+cz+d=0
wherein a, b, c and d are all parameters.
Having a point P on the plane2(x2,y2,z2) Then any point P1(x1,y1,z1) The distance D to this plane is:
Figure BDA0003256882610000121
if D is greater than 0, it represents a point P1(x1,y1,z1) Above the plane; if D is less than 0, it represents point P1(x1,y1,z1) Below the plane; if D is equal to 0, it represents a point P1(x1,y1,z1) Lying in the plane of the plane.
On the other hand, the general sea level is generally (0,1,0), and if the height of the sea level is h, the distance D' from the sea level at a certain point is:
D′=y1-h
according to the relationship between the plane and the point, if the distance between each vertex of the bounding box and the sea level is smaller than zero, the bounding box is determined to be below the sea level, and similarly, if the distance between each vertex of the bounding box and the sea level is larger than zero, the bounding box is determined to be above the sea level.
The method of constructing the tree data structure is described in detail below.
Fig. 2 is a flowchart of a second embodiment of the method for removing models in a game scene according to the embodiment of the present invention, and as shown in fig. 2, the method for removing models in a game scene specifically implements the following process:
s201: according to the preset chunk size, a tree data structure is constructed, and the size of a bounding box with the minimum size represented by nodes of the tree data structure is the chunk size.
In this step, the preset chunk size is the size of the bounding box with the minimum size represented by the node of the tree data structure, for example, the preset chunk size is 10x10x 10. Taking an octree as an example, in all nodes of a constructed octree, the size of a bounding box represented by a root node is the largest, the smaller the size of a bounding box represented by a child node on the next layer is, a rendering model in the bounding box represented by the root node is equal to the sum of all rendering models in the bounding boxes represented by eight child nodes corresponding to the root node, when the size of the bounding box represented by the child node is a preset chunk size, construction of the octree is finished, and finally, each node of the constructed octree represents an axis-aligned AABB bounding box.
S202: and representing the bounding boxes of all rendering models in the game scene by adopting the root nodes of the tree data structure.
In this step, all rendering models in the game scene of the Unity world include both rendering models above sea level and rendering models below sea level, and the bounding box represented by the root node of the tree data structure includes all rendering models in the game scene.
S203: and segmenting the bounding boxes in which all rendering models are located in the game scene to obtain eight different bounding boxes, wherein each bounding box comprises at least one rendering model in which all vertexes are located in the bounding box.
In this step, a root node of the tree data structure represents a bounding box in which all rendering models in the game scene are located, the bounding box includes all rendering models in the game scene, taking an octree as an example, the root node of the octree represents the bounding box in which all rendering models in the game scene are located, after the bounding box is segmented, eight different bounding boxes can be obtained, and each bounding box includes at least one rendering model in which all vertexes are located in the bounding box.
In this scheme, since each rendering model may have different sizes, for example, a stone model has a large model and also has a small model, the size of the rendering model may be determined by coordinates of each vertex of each rendering model, so that after the size of the rendering model is determined, the rendering model may be allocated in a bounding box with a proper size according to the size of the rendering model, that is, all vertices of the rendering model in the bounding box are in the bounding box, and each bounding box includes one or more rendering models.
S204: eight child nodes at the next level of the root node adopting the tree data structure respectively represent eight different bounding boxes.
In this step, taking an octree as an example, eight different bounding boxes obtained by dividing the bounding box where all rendering models are located in the game scene may represent eight child nodes corresponding to the root node of the octree, and all rendering models in the bounding boxes corresponding to the eight child nodes are equal to the rendering model in the root node.
S205: and continuously segmenting the bounding boxes represented by each child node to obtain eight different bounding boxes, and respectively representing the different bounding boxes by using the child nodes of the next level of the child nodes until only one rendering model is in the bounding boxes represented by the child nodes.
In this step, taking an octree as an example, each of eight child nodes corresponding to a root node may be regarded as a new root node, and then the bounding box represented by the new root node is further segmented to obtain eight different bounding boxes again, the eight different bounding boxes obtained again may represent the eight child nodes corresponding to the new root node, and the segmentation manner is the same as that of the bounding box where all rendering models in the game scene are located in the step S203. And repeating the steps until only one rendering model is in the bounding box represented by the child node, or the size of the bounding box represented by the child node is the preset chunk size, namely the octree construction is finished.
S206: and allocating a rendering model group to each node of the tree data structure, wherein the rendering model group corresponding to each node comprises all rendering models in the bounding box represented by the node.
In this step, after the tree data structure is constructed, a rendering model group may be assigned to each node of the tree data structure, and the rendering model group corresponding to each node includes all rendering models in the bounding box represented by the node.
In the above solution, if the size of the bounding box of the first node in the tree data structure is larger than the size of the bounding box of the second node, the size of the rendering model in the bounding box of the first node is larger than the size of the rendering model in the bounding box of the second node. When the rendering model is allocated to the bounding box represented by the node of the tree data structure, each vertex of the rendering model needs to be included in the bounding box, that is, the bounding box represented by the node of the tree data structure needs to completely include all the rendering models in the rendering model group corresponding to the node, and when the bounding box is determined according to the size of the rendering model, a larger rendering model needs to be allocated to a bounding box of a larger size represented by the node of the tree data structure, and a smaller rendering model needs to be allocated to a bounding box of a smaller size represented by the node of the tree data structure.
In one implementation, the method further comprises: during the running process of the game, the height of the sea level and the height of the camera in the game scene are obtained.
In the scheme, the sea level height is the height of a virtual sea level in a game scene, and the camera height is the viewpoint height in the game scene. The sea level height and the camera height can be obtained by the game engine Unity in real time, after the sea level height and the camera height are obtained, whether the camera height is higher than the sea level height or not can be determined, when the camera height is higher than the sea level height, a rendering model above the sea level is seen by a player through a graphical user interface, and when the camera height is lower than the sea level height, the rendering model below the sea level is seen by the player through the graphical user interface.
According to the method for removing the model in the game scene, provided by the invention, when the rendering model in the game scene is in the visual field of the virtual camera and the viewpoint of the virtual camera is above the sea level, the scene below the sea level cannot be seen, so that the rendering model below the sea level is removed; when the rendering model in the game scene is in the visual field of the virtual camera and the viewpoint of the virtual camera is below the sea level, the scene above the sea level cannot be seen, so that the rendering model above the sea level is eliminated; when the rendering model in the game scene is out of the visual field of the virtual camera, the rendering model cannot be seen, so that the rendering model out of the visual field of the virtual camera is directly eliminated. According to the method, the rendering models in the game scene are distributed to different nodes by using the tree data structure, so that the specific rendering models in the game scene are removed according to the visual field of the virtual camera, the viewpoint height of the virtual camera, the sea level height and the relative position of the bounding box corresponding to the node and the sea level, the rendering models below the sea level can be correctly removed when the sea level height is dynamically changed, and the performance of the game during operation can be effectively improved.
In summary, the technical scheme provided by the invention is to add a rendering model in a game scene into a BatchRenderGroup by a method of calling an AddBatch function through a callback function by a BatchRenderGroup object provided by Unity in a customized manner, so as to remove a specific rendering model in the game scene when the sea level height dynamically changes, and the technical scheme is realized based on an Entity-Component-System (ECS) architecture of Unity, fully utilizes the characteristics of multi-core and Single Instruction Multiple Data (SIMD) and is a realization technical method capable of ensuring that a seabed model can be correctly removed when the sea level height dynamically changes and ensuring higher execution efficiency.
Fig. 3 is a schematic structural diagram of an embodiment of a removing device for a model in a game scene according to an embodiment of the present invention, and as shown in fig. 3, a removing device 30 for a model in a game scene includes:
the game system comprises a processing module 31 and a display module 32, wherein the display module 32 is used for displaying a graphical user interface, and the graphical user interface at least comprises a game scene;
the processing module 31 is configured to obtain a pre-constructed tree data structure, where each node in the tree data structure corresponds to a rendering model group formed by spatially dividing a game scene;
the processing module 31 is further configured to traverse nodes of the tree data structure, and if the bounding box of the rendering model group corresponding to the node is located in the field of view of the camera in the game scene, the camera is located above the sea level, and the bounding box represented by the node is located below the sea level, perform elimination processing on the rendering model group corresponding to the node to avoid rendering the rendering model group corresponding to the node under the sea level.
Optionally, the processing module 31 is further configured to determine whether a bounding box of the rendering model group corresponding to the node is within a visual field of a camera in a game scene; if the bounding box of the rendering model group corresponding to the node is in the visual field range of the camera, determining whether the height of the camera is higher than the sea level height in the scene; if the height of the camera is higher than the sea level height in the scene, judging whether all vertexes of a bounding box of the rendering model group corresponding to the node are below the sea level; and if all the vertexes of the bounding boxes of the rendering model groups corresponding to the nodes are below the sea level, calling a removing function to perform removing processing on the rendering model groups corresponding to the nodes.
Optionally, the processing module 31 is further configured to call a culling function to perform culling on the rendering model group corresponding to the node if the bounding box of the rendering model group corresponding to the node is outside the visual field of the camera.
Optionally, the processing module 31 is further configured to call a rejection function to perform rejection processing on the rendering model group corresponding to the node if the bounding box of the rendering model group corresponding to the node is within a field of view of a camera in the game scene, the height of the camera is lower than the sea level height, and all vertexes of the bounding box of the rendering model group corresponding to the node are located above the sea level.
Optionally, the processing module 31 is further configured to construct a tree data structure according to a preset chunk size, where the size of the bounding box with the minimum size represented by the node of the tree data structure is the chunk size; representing bounding boxes where all rendering models in a game scene are located by adopting root nodes of a tree data structure; dividing bounding boxes in which all rendering models are located in a game scene to obtain eight different bounding boxes, wherein each bounding box comprises at least one rendering model in which all vertexes are located in the bounding box; eight subnodes at the next level of the root node of the tree-shaped data structure are adopted to respectively represent eight different bounding boxes; continuously dividing the bounding boxes represented by each child node to obtain eight different bounding boxes, and respectively representing the different bounding boxes by using the child nodes of the next level of the child nodes until only one rendering model exists in the bounding boxes represented by the child nodes; and allocating a rendering model group to each node of the tree data structure, wherein the rendering model group corresponding to each node comprises all rendering models in the bounding box represented by the node.
Optionally, the processing module 31 is further configured to, in the running process of the game, acquire a height of a sea level in the game scene and a height of a camera, where the height of the sea level is a height of a virtual sea level in the game scene, and the height of the camera is a viewpoint height in the game scene.
The removing device for the model in the game scene provided by this embodiment is used to execute the technical scheme in the foregoing method embodiments, and the implementation principle and technical effect are similar, which are not described herein again.
Fig. 4 is a schematic structural diagram of a terminal device according to an embodiment of the present invention, and as shown in fig. 4, the terminal device 400 includes:
a processor 411, a memory 412, a display 413;
the memory 412 is used for storing programs and data, and the processor 411 calls the programs stored in the memory to execute the technical solution of the method for eliminating the model in the game scene provided by the embodiment shown in the foregoing method.
In the terminal device, the memory and the processor are directly or indirectly electrically connected to realize data transmission or interaction. For example, the components may be electrically connected to each other via one or more communication buses or signal lines, such as a bus. The memory stores computer-executable instructions for implementing the data access control method, and includes at least one software functional module which can be stored in the memory in the form of software or firmware, and the processor executes various functional applications and data processing by running the software programs and modules stored in the memory.
The Memory may be, but is not limited to, a Random Access Memory (RAM), a Read Only Memory (ROM), a Programmable Read-Only Memory (PROM), an Erasable Read-Only Memory (EPROM), an electrically Erasable Read-Only Memory (EEPROM), and the like. The memory is used for storing programs, and the processor executes the programs after receiving the execution instructions. Further, the software programs and modules within the aforementioned memories may also include an operating system, which may include various software components and/or drivers for managing system tasks (e.g., memory management, storage device control, power management, etc.), and may communicate with various hardware or software components to provide an operating environment for other software components.
The processor may be an integrated circuit chip having signal processing capabilities. The Processor may be a general-purpose Processor, and includes a Central Processing Unit (CPU), a Network Processor (NP), and the like. The various methods, steps, and logic blocks disclosed in the embodiments of the present application may be implemented or performed. A general purpose processor may be a microprocessor or the processor may be any conventional processor or the like.
The embodiment of the application further provides a computer-readable storage medium, which includes a program, and the program is used for implementing the technical scheme of the method for rejecting the model in the game scene provided in the method embodiment when being executed by the processor.
The present application further provides a computer program product comprising: and the computer program is used for realizing the technical scheme of the model elimination method in the game scene provided by the embodiment of the method when being executed by the processor.
Those of ordinary skill in the art will understand that: all or a portion of the steps of implementing the above-described method embodiments may be performed by hardware associated with program instructions. The program may be stored in a computer-readable storage medium. When executed, the program performs steps comprising the method embodiments described above; and the aforementioned storage medium includes: various media that can store program codes, such as ROM, RAM, magnetic or optical disks.
Finally, it should be noted that: the above embodiments are only used for illustrating the technical solutions of the present application, and not for limiting the same; although the present application has been described in detail with reference to the foregoing embodiments, it should be understood by those of ordinary skill in the art that: the technical solutions described in the foregoing embodiments may still be modified, or some or all of the technical features may be equivalently replaced; and the modifications or the substitutions do not make the essence of the corresponding technical solutions depart from the scope of the technical solutions of the embodiments of the present application.

Claims (10)

1. A method for eliminating models in game scenes is characterized in that a terminal device provides a graphical user interface, the graphical user interface at least comprises the game scenes, and the method comprises the following steps:
acquiring a pre-constructed tree data structure, wherein each node in the tree data structure corresponds to a rendering model group formed by space division of the game scene;
and traversing the nodes of the tree-shaped data structure, if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in the game scene, the camera is positioned above the sea level, and the bounding box represented by the node is positioned below the sea level, executing elimination processing on the rendering model group corresponding to the node so as to avoid rendering the rendering model group corresponding to the node under the sea level.
2. The method according to claim 1, wherein if the bounding box of the rendering model group corresponding to the node is within a camera view range in the game scene, the camera is above sea level, and the bounding box represented by the node is below sea level, calling a culling function to perform culling on the rendering model group corresponding to the node comprises:
judging whether a bounding box of a rendering model group corresponding to the node is in the visual field range of a camera in the game scene;
if the bounding box of the rendering model group corresponding to the node is in the visual field range of the camera, determining whether the height of the camera is higher than the sea level height in the scene;
if the height of the camera is higher than the sea level height in the scene, judging whether all vertexes of a bounding box of a rendering model group corresponding to the node are below the sea level;
and if all the vertexes of the bounding boxes of the rendering model groups corresponding to the nodes are below the sea level, calling a rejection function to perform rejection processing on the rendering model groups corresponding to the nodes.
3. The method of claim 2, further comprising:
and if the bounding box of the rendering model group corresponding to the node is out of the visual field range of the camera, calling the eliminating function to execute eliminating processing on the rendering model group corresponding to the node.
4. The method of claim 2, further comprising:
and if the bounding box of the rendering model group corresponding to the node is positioned in the visual field range of a camera in the game scene, the height of the camera is lower than the sea level height, and all vertexes of the bounding box of the rendering model group corresponding to the node are positioned above the sea level, calling a rejection function to perform rejection processing on the rendering model group corresponding to the node.
5. The method according to any of claims 1 to 4, wherein prior to said obtaining a pre-built tree data structure, the method further comprises:
constructing a tree data structure according to a preset chunk size, wherein the size of a bounding box with the minimum size represented by a node of the tree data structure is the chunk size;
representing the bounding boxes where all rendering models in the game scene are located by adopting the root nodes of the tree data structure;
dividing the bounding boxes in which all rendering models are located in the game scene to obtain eight different bounding boxes, wherein each bounding box comprises at least one rendering model in which all vertexes are located in the bounding box;
respectively representing the eight different bounding boxes by adopting eight child nodes at the next level of the root node of the tree data structure;
continuously dividing the bounding boxes represented by each child node to obtain eight different bounding boxes, and respectively representing the different bounding boxes by using the child nodes of the next level of the child nodes until only one rendering model exists in the bounding boxes represented by the child nodes;
and allocating a rendering model group to each node of the tree data structure, wherein the rendering model group corresponding to each node comprises all rendering models in the bounding box represented by the node.
6. The method according to any one of claims 1 to 4, further comprising:
and in the running process of the game, acquiring the height of the sea level in the game scene and the height of the camera, wherein the height of the sea level is the height of the virtual sea level in the game scene, and the height of the camera is the viewpoint height in the game scene.
7. A device for eliminating models in a game scene is characterized by comprising: the game system comprises a processing module and a display module, wherein the display module is used for displaying a graphical user interface, and the graphical user interface at least comprises a game scene;
the processing module is used for acquiring a pre-constructed tree data structure, and each node in the tree data structure corresponds to a rendering model group formed by space division of the game scene;
the processing module is further configured to traverse the nodes of the tree data structure, and if the bounding box of the rendering model group corresponding to the node is located within the field of view of the camera in the game scene, the camera is located above the sea level, and the bounding box represented by the node is located below the sea level, the rendering model group corresponding to the node is removed to avoid rendering the rendering model group corresponding to the node under the sea level.
8. A terminal device, comprising:
a processor, a memory, a display;
the memory is used for storing programs and data, and the processor calls the programs stored in the memory to execute the model eliminating method in the game scene in any one of claims 1 to 6.
9. A computer-readable storage medium on which a computer program is stored, the computer program, when being executed by a processor, implementing the method for culling a model in a game scene according to any one of claims 1 to 6.
10. A computer program product comprising a computer program for implementing a method of culling in a model in a game scene as claimed in any one of claims 1 to 6 when executed by a processor.
CN202111065479.3A 2021-09-10 2021-09-10 Method, device and equipment for eliminating model in game scene and storage medium Pending CN113769382A (en)

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