CN113827965A - Rendering method, device and equipment of sample lines in game scene - Google Patents

Rendering method, device and equipment of sample lines in game scene Download PDF

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CN113827965A
CN113827965A CN202111146379.3A CN202111146379A CN113827965A CN 113827965 A CN113827965 A CN 113827965A CN 202111146379 A CN202111146379 A CN 202111146379A CN 113827965 A CN113827965 A CN 113827965A
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spline
deformation
deformation model
information
interpolation
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CN113827965B (en
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陈子源
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Perfect World Beijing Software Technology Development Co Ltd
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Perfect World Beijing Software Technology Development 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • 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

Abstract

The application discloses a method, a device and equipment for rendering a spline in a game scene, and relates to the technical field of 3D rendering. The method comprises the following steps: rearranging sample lines in a game scene to obtain interpolation information of the sample lines, wherein the interpolation information comprises deformation model information determined by projection in the advancing direction of the sample lines; utilizing the interpolation information of the spline as the input of a material function, making the deformation effect of the spline in the material function according to the deformation model information, and outputting the deformation data of the spline; and transmitting the deformation data of the sample lines into an instance buffer area of an instantiated static grid, and rendering the deformation data.

Description

Rendering method, device and equipment of sample lines in game scene
Technical Field
The present application relates to the field of 3D rendering technologies, and in particular, to a method, an apparatus, and a device for rendering a sample line in a game scene.
Background
With the continuous development of information technology, a game scene is generated by utilizing a computer three-dimensional technology and a simulation technology, so that a user can start from a self viewpoint and can feel the game scene more truly. The visualization of the game scene can be realized through the rendering function of the computer software.
In consideration of complex changes of element structures in game scenes, richer scene elements such as terrain elements of mountains, greenbelts, deserts and the like and building elements such as flower windows, city walls and the like can be drawn by using a spline modeling mode. Specifically, a spline component in the illusion engine can be used for generating a spline model of the corresponding scene element, and further materials are added to the spline and then output to the rendering channel, so that rendering of the spline in the game scene is achieved. However, since the instantiation parameter cache and the sample line parameter cache in the ghost engine are both controlled by the macro command, if the two are simultaneously started, the engine may crash when rendering, so that the instantiation in the ghost engine is incompatible with the deformation of the sample line, at this time, the two need to be respectively started to render the sample line in the game scene, which is limited by the rendering pressure of the processor, the virtual engine code can only select one of the instantiation and the deformation of the sample line by the macro command control, and the deformation model of the sample line can only render and issue one rendering instruction each time in the ghost engine, and the deformation model of each sample line occupies one rendering batch, so that the deformation models of the sample lines cannot be correctly combined, and the rendering batch and the performance consumption increase.
Disclosure of Invention
In view of this, the present application provides a method, an apparatus, and a device for rendering a spline in a game scene, and mainly aims to solve the problem in the prior art that due to incompatibility between instantiation in an illusion engine and spline deformation, a deformation model of the spline cannot be correctly combined, resulting in increased rendering batch and performance consumption.
According to a first aspect of the present application, there is provided a rendering method of a spline in a game scene, including:
rearranging sample lines in a game scene to obtain interpolation information of the sample lines, wherein the interpolation information comprises deformation model information determined by projection in the advancing direction of the sample lines;
utilizing the interpolation information of the spline as the input of a material function, making the deformation effect of the spline in the material function according to the deformation model information, and outputting the deformation data of the spline;
and transmitting the deformation data of the sample lines into an instance buffer area of an instantiated static grid, and rendering the deformation data.
Further, the rearranging the spline in the game scene to obtain the interpolation information of the spline specifically includes:
aiming at the spline in the game scene, calculating the quantity of deformation models arranged on the spline according to the length information of the spline and the projection length of the deformation model bounding box in the advancing direction of the spline;
and respectively acquiring deformation model information required to be transmitted into each deformation model during the interpolation of the spline line according to the quantity of the deformation models distributed on the spline line, and acquiring the interpolation information of the spline line.
Further, the obtaining of deformation model information required to be transmitted into each deformation model during the interpolation of the spline line according to the number of the deformation models arranged on the spline line to obtain interpolation information of the spline line specifically includes:
determining the interpolation position information of the deformation model on the sample line according to the quantity of the deformation models distributed on the sample line;
and respectively acquiring deformation model information required to be transmitted when the deformation model interpolates the spline by using the position information of the deformation model interpolated on the spline, so as to obtain the interpolated information of the spline.
Further, the obtaining of the deformation model information required to be transmitted when the deformation model interpolates the spline by using the position information of the deformation model interpolated on the spline specifically includes:
calculating tangent proportion value information of the deformation model by using the position information of the deformation model interpolated on the spline, wherein the position information comprises a starting point and an ending point of the deformation model interpolated on the spline;
calculating rotation angle information of the deformation model along the advancing direction of the spline by using a first interpolation formula aiming at the interpolation end point of the deformation model on the spline;
and acquiring deformation model information required to be transmitted by the deformation model during the interpolation of the spline by combining the tangent proportion value information of the deformation model, the rotation angle information of the deformation model along the advancing direction of the spline, a preset deformation model scaling value and a preset deformation model direction vector, and obtaining the interpolation information of the spline.
Further, the using the interpolation information of the spline as an input of the material function, making the deformation effect of the spline in the material function according to the deformation model information, and outputting the deformation data of the spline specifically includes:
using the interpolation information of the spline as the input of a material function, and calculating by using a second interpolation formula to obtain the position information corresponding to each vertex in the deformation model;
constructing a conversion matrix from a deformation model space to a spline space according to the deformation model information;
and shifting the position information corresponding to each vertex in the deformation model to a corresponding position in a spline space by using the transformation matrix in the material function so as to make the deformation effect of the spline and output the deformation data of the spline.
Further, constructing a transformation matrix from the deformation model space to the spline space according to the deformation model information specifically includes:
extracting a deformation model direction vector from the deformation model information;
cross-multiplying the direction vectors of the deformation model to obtain base vectors of the spline space in different coordinate directions;
and constructing a conversion matrix from the deformation model space to the spline space according to the base vectors of the spline space in different coordinate directions and the coordinate direction determined by the deformation model space.
Further, the transmitting the deformation data of the spline into an instance buffer area of an instantiated static grid to render the deformation data specifically includes:
transmitting the deformation data of the sample lines into an example buffer area of an instantiated static grid, and creating an example object and an example array index of the sample line deformation material aiming at the deformation data;
and performing batch rendering on the sample line deformation material sample objects according to the sample array index by using a vertex shader.
Further, the creating an instance object and an instance array index of a spline deformation material for the deformation data specifically includes:
calculating bounding volumes for clipping according to the deformation data, and rendering the spline line segments formed in each bounding box as a batch;
and creating an example object of the spline deformation material and an example array index by instantiating the spline segments formed in the bounding volume.
Further, before the transferring the deformation data of the spline into an instance buffer of an instantiated static grid and rendering the deformation data, the method further includes:
creating a static mesh body component at a spline end point, and adding a deformation model with orientation change at the spline end point according to the orientation determined by the static mesh component.
Further, the creating a static mesh body component at the end point of the spline line, and adding a deformation model with orientation change at the end point of the spline line according to the corresponding orientation of the static mesh component specifically includes:
moving the sample line from the tangent direction of the end point position of the sample line by a distance of a preset length to obtain an offset point along the tangent direction;
and creating a static grid body assembly at the end point of the spline line, determining the corresponding direction of the static grid body assembly according to the vector formed by the end point position of the spline line and the offset point, and adding a deformation model with direction change at the end point of the spline line.
According to a second aspect of the present application, there is provided an apparatus for rendering a spline in a game scene, comprising:
the system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for rearranging sample lines in a game scene and acquiring interpolation information of the sample lines, and the interpolation information comprises deformation model information determined by projecting the sample lines in the advancing direction;
the manufacturing unit is used for manufacturing the deformation effect of the sample line in the material function according to the deformation model information by using the interpolation information of the sample line as the input of the material function and outputting the deformation data of the sample line;
and the rendering unit is used for transmitting the deformation data of the sample lines into an instance buffer area of the instantiated static grid and rendering the deformation data.
Further, the acquisition unit includes:
the first calculation module is used for calculating the number of the deformation models arranged on the spline line according to the length information of the spline line and the projection length of the deformation model bounding box in the advancing direction of the spline line aiming at the spline line in the game scene;
and the first acquisition module is used for respectively acquiring deformation model information required to be transmitted into each deformation model during the interpolation of the spline line according to the quantity of the deformation models distributed on the spline line so as to obtain the interpolation information of the spline line.
Further, the first obtaining module comprises:
the determining submodule is used for determining the position information of the deformation model in the interpolation of the spline line according to the quantity of the deformation models distributed on the spline line;
and the obtaining submodule is used for respectively obtaining the deformation model information required to be transmitted when the deformation model interpolates the sample line by utilizing the position information of the deformation model interpolating the sample line so as to obtain the interpolation information of the sample line.
Further, the obtaining sub-module is specifically configured to calculate tangent ratio value information of the deformation model by using position information of the deformation model interpolated on the spline, where the position information includes a start point and an end point of the deformation model interpolated on the spline;
the obtaining submodule is specifically further configured to calculate, for an end point of interpolation of the deformation model on the spline, rotation angle information of the deformation model along a forward direction of the spline by using a first interpolation formula;
the obtaining submodule is specifically further configured to obtain deformation model information required to be transmitted by the deformation model during the spline interpolation by combining tangent proportion value information of the deformation model, rotation angle information of the deformation model along the spline advancing direction, a preset deformation model scaling value and a preset deformation model direction vector, and obtain interpolation information of the spline.
Further, the production unit includes:
the second calculation module is used for calculating and obtaining position information corresponding to each vertex in the deformation model by using a second interpolation formula by using the interpolation information of the spline as the input of the material function;
the construction module is used for constructing a conversion matrix from the deformation model space to the spline space according to the deformation model information;
and the manufacturing module is used for offsetting the position information corresponding to each vertex in the deformation model to a corresponding position in a sample line space by using the transformation matrix in the material function so as to manufacture the deformation effect of the sample line and output the deformation data of the sample line.
Further, the building module comprises:
the extraction submodule is used for extracting a deformation model direction vector from the deformation model information;
the cross multiplication sub-module is used for cross multiplication of the direction vectors of the deformation model to obtain base vectors of the sample line space in different coordinate directions;
and the construction submodule is used for constructing a conversion matrix from the deformation model space to the spline space according to the base vectors of the spline space in different coordinate directions and the coordinate direction determined by the deformation model space.
Further, the rendering unit includes:
the creation module is used for transmitting the deformation data of the sample lines into an instance buffer area of an instantiated static grid and creating an instance object and an instance array index of the deformation material of the sample lines aiming at the deformation data;
and the rendering module is used for performing batch rendering on the sample line deformation material sample objects according to the sample array index by using a vertex shader.
Further, the creating module includes:
the calculation submodule is used for calculating bounding volumes for clipping aiming at the deformation data, and the spline line segments formed in each bounding box are rendered as a batch;
and the creating sub-module is used for creating an example object of the spline deformation material and an example array index by instantiating the spline line segment formed in the bounding volume.
Further, the apparatus further comprises:
and the adding unit is used for creating a static grid body component at the end point of the spline line before the deformation data of the spline line is transmitted into the instance buffer area of the instantiated static grid and the deformation model with the orientation change is added at the end point of the spline line according to the orientation determined by the static grid component before the deformation data is rendered.
Further, the adding unit includes:
the second acquisition module is used for moving the sample line from the tangential direction of the end point position of the sample line by a distance of a preset length to acquire an offset point along the tangential direction;
and the adding module is used for creating a static grid body component at the end point of the spline line, determining the corresponding direction of the static grid body component according to the vector formed by the end point position of the spline line and the offset point, and adding a deformation model with direction change at the end point of the spline line.
According to a third aspect of the present application, there is provided a computer device comprising a memory storing a computer program and a processor implementing the steps of the method of the first aspect when the computer program is executed.
According to a fourth aspect of the present application, there is provided a readable storage medium having stored thereon a computer program which, when executed by a processor, carries out the steps of the method of the first aspect described above.
By the technical scheme, compared with the existing mode of using a spline component in a ghost engine to generate a spline model of a corresponding scene element to render a scene game scene, the method, the device and the equipment provided by the application rearrange the splines in the game scene to acquire the interpolation information of the splines, wherein the interpolation information comprises the deformation model information determined by projection in the advancing direction of the splines, further use the interpolation information of the splines as the input of a material function, produce the deformation effect of the splines in the material function according to the deformation model information, output the deformation data of the splines, use few deformation models to construct a building structure with changes in the game scene, and transmit the deformation data of the splines into an instantiation buffer area of a static grid, the deformation data is rendered, and the process can combine the deformation and instantiation of the spline in the illusion engine, so that the deformation model of the spline can be correctly combined in the rendering process, the rendering batch and the performance consumption are reduced, and the rendering effect of the spline tool in a complex game scene is improved.
The foregoing description is only an overview of the technical solutions of the present application, and the present application can be implemented according to the content of the description in order to make the technical means of the present application more clearly understood, and the following detailed description of the present application is given in order to make the above and other objects, features, and advantages of the present application more clearly understandable.
Drawings
The accompanying drawings, which are included to provide a further understanding of the application and are incorporated in and constitute a part of this application, illustrate embodiment(s) of the application and together with the description serve to explain the application and not to limit the application. In the drawings:
fig. 1 is a schematic flowchart illustrating a rendering method of a sample line in a game scene according to an embodiment of the present disclosure;
fig. 2 is a schematic flowchart illustrating another rendering method for a spline in a game scene according to an embodiment of the present disclosure;
FIG. 3 is a schematic diagram illustrating an effect of batch rendering of an example object made of a deformed spline material according to an embodiment of the present application;
fig. 4 is a schematic structural diagram illustrating a rendering apparatus for a spline in a game scene according to an embodiment of the present disclosure;
fig. 5 is a schematic structural diagram illustrating a rendering apparatus for spline lines in another game scene according to an embodiment of the present disclosure;
fig. 6 is a schematic device structure diagram of a computer apparatus according to an embodiment of the present invention.
Detailed Description
The content of the invention will now be discussed with reference to a number of exemplary embodiments. It is to be understood that these examples are discussed only to enable those of ordinary skill in the art to better understand and thus implement the teachings of the present invention, and are not meant to imply any limitations on the scope of the invention.
As used herein, the term "include" and its variants are to be read as open-ended terms meaning "including, but not limited to. The term "based on" is to be read as "based, at least in part, on". The terms "one embodiment" and "an embodiment" are to be read as "at least one embodiment". The term "another embodiment" is to be read as "at least one other embodiment".
In the related technology, in the process of rendering a sample line in a game scene, since the instantiation parameter cache and the sample line parameter cache in the ghost engine are controlled by a macro command, if the ghost engine is started at the same time, the engine is crashed when rendering, so that the instantiation in the ghost engine is incompatible with the deformation of the sample line, at the moment, the ghost engine needs to be started respectively to render the sample line in the game scene, the rendering pressure of a processor is limited, the virtual engine code can only select one of the instantiation and the deformation of the sample line by controlling the macro command, and the deformation model of the sample line can only render and send one rendering instruction in the ghost engine each time, and the deformation model of each sample line occupies one rendering batch, so that the deformation models of the sample lines cannot be correctly combined, and the rendering batch and the performance consumption are increased.
In order to solve the problem, the embodiment provides a rendering method of a spline in a game scene, as shown in fig. 1, the method is applied to a client of a rendering tool of a spline in a game scene, and includes the following steps:
101. and rearranging the sample lines in the game scene to acquire interpolation information of the sample lines.
The design of a game scene is an important link in the game generation process, and different tools are required to be used for modeling scene elements according to different game types and artistic styles. The spline line is used as a tool for modeling scene elements, can be applied to surfaces along a certain track, such as animal tentacles, plant branches, building structures and the like, and can be used for pulling out spline lines with different lengths, different thicknesses and other attribute requirements.
In the game development process, the change of scene elements is often involved, the change of the scene elements can be well simulated by the spline interpolation mode, and the change of the scene elements can be simulated by setting a deformation model in the spline and controlling the deformation of the spline by using the spline interpolation mode. The spline interpolation can determine interpolation information corresponding to an independent variable by taking data points (a starting point and an end point) given by the deformation model in the spline and the value of the current independent variable as parameters, and realize the spline deformation process by utilizing the interpolation information.
The interpolation information of the spline comprises deformation model information determined by projecting in the advancing direction of the spline, wherein the deformation model is equivalent to a model needing to deform the spline in a game scene, and the deformation model information at least comprises position information (a starting point position and an ending point position) of each deformation model in the spline, tangent information (a starting point tangent and an ending point tangent) of each deformation model in the spline, a zoom value of the deformation model, a deformation model direction vector, rotation angle information of the deformation model along the advancing direction of the spline and the like. Specifically, the deformation models in the sample lines can be rearranged, the sample lines can be split into a plurality of spline line segments by the deformation models, each spline line segment can be used as a deformation point in the sample lines to control the deformation of the sample lines, and the interpolation information of the sample lines is further acquired according to the arrangement positions of the deformation models.
The execution main body of the embodiment may be a rendering device or equipment of a spline in a game scene, and may be configured at a client of a spline rendering tool, and rearrange the spline in the game scene to obtain interpolation information of the spline, where the interpolation information is used as a basis for adjusting a deformation model in the spline tool, and includes deformation model information determined by a forward direction of the spline, so that deformation of the spline may be realized, and the number of the deformation models may be modified according to parameters such as width and size of the deformation model.
102. And utilizing the interpolation information of the spline as the input of a material function, making the deformation effect of the spline in the material function according to the deformation model information, and outputting the deformation data of the spline.
The material function is a part of a material graph, a common material node grid can be accessed in real time, so that a material creating process is simplified, and material resource data can be connected to a user through input nodes and output nodes of the material function, for example, a material effect needs to be previewed, the material resource data can be connected to a preview window, a material needs to be rendered, the material resource data can be connected to a rendering window, and the like.
Specifically, interpolation information of the spline can be input into the material function, position information of each vertex of the deformation model corresponding to the spline space is calculated by using deformation model information in the interpolation information, a conversion matrix from the deformation model space to the spline space is constructed according to a base vector of the spline space and a direction vector of the deformation model space, the conversion matrix can obtain world coordinate offset corresponding to each vertex of the deformation model, and the vertex of the deformation model is offset to a corresponding position of the spline space by using the world coordinate offset, so that deformation data of the spline is output.
103. And transmitting the deformation data of the sample lines into an instance buffer area of an instantiated static grid, and rendering the deformation data.
The instantiation refers to rendering a grid for multiple times at different positions by using different parameters, and can be used for static grid body objects in a game scene, such as leaves, grass and the like, all instances share a vertex buffer area, the vertex buffer area is used for storing single grid data to be instantiated for multiple times, the instance buffer area is used for storing instance data of each object, the instance data contains multiple information, such as transformation matrix, color data or illumination data, and the like, and the vertex buffer area and the instance buffer area are combined in the rendering process to render deformation data.
It can be understood that, in order to reduce the number of draw calls in the rendering process, an instantiation static grid may be used to implement instance merging of the deformation data in the rendering process, so as to reduce the rendering batch, specifically, the deformation data of the spline may be instantiated to obtain the deformation instance data, and further, the deformation instance data is combined in the same rendering instruction, and the deformation instance data is subjected to batch rendering according to the rendering instruction.
Compared with the prior art that the spline component in the illusion engine is used for generating the spline model of the corresponding scene element to render the scene of the scene game, the method for rendering the spline in the game scene provided by the embodiment of the application rearranges the splines in the game scene to obtain the interpolation information of the splines, the interpolation information comprises the deformation model information determined by projection in the advancing direction of the splines, the interpolation information of the splines is further used as the input of the material function, the deformation effect of the splines is made in the material function according to the deformation model information, the deformation data of the splines is output, the building structure with change in the game scene can be built by using few deformation models, the deformation data of the splines is transmitted into the instance buffer area of the instantiation static grid to render the deformation data, and the spline in the illusion engine can be combined with the instantiation in the process, the deformation model of the spline can be correctly combined in the rendering process, the rendering batch and the performance consumption are reduced, and the rendering effect of the spline in a complex game scene is improved.
By using the rendering method of the sample lines in the game scene, when the game scene is constructed by art and ground, a changed building structure can be built by using a very small amount of deformation models, and meanwhile, the rendering batch is greatly reduced. In an actual mobile phone end test scene, a sample line rendering process using a virtual engine can reduce the frame rate to 40 frames in a complex scene, a modified spline line tool is used, the frame rate can be stabilized at 60 frames, and a rendering batch can be reduced to 10% of the original rendering batch by using a deformation model generated by the modified spline line tool.
Further, as a refinement and an extension of the specific implementation of the foregoing embodiment, in order to fully illustrate the specific implementation process of the embodiment, the embodiment provides another rendering method of sample lines in a game scene, as shown in fig. 2, the method includes:
201. and aiming at the spline in the game scene, calculating the quantity of the deformation models arranged on the spline according to the length information of the spline and the projection length of the deformation model bounding box in the advancing direction of the spline.
It can be understood that, because the spline has directivity in the game scene, interpolation of the spline can be better realized by setting the deformation model in the spline, and specifically, the size of the bounding box of the deformation model can be projected in the advancing direction of the spline, and the number of the deformation models on the spline can be determined according to the proportion of the projection length to the length of the spline.
For example, if the total length of the spline is 1, the length of the deformation model can be obtained by dividing the dot product of the forward axis of the deformation model and the forward axis of the spline by the total length of the spline, and the ratio of the length of the deformation model to the total length of the spline can be obtained.
202. And respectively acquiring deformation model information required to be transmitted into each deformation model during the interpolation of the spline line according to the quantity of the deformation models distributed on the spline line, and acquiring the interpolation information of the spline line.
Specifically, the position information of the deformation model in the spline interpolation can be determined according to the number of the deformation models arranged on the spline, the position information can include the position of each deformation model in the spline relative to the start point of the spline, and the position information of the deformation model in the spline interpolation is further utilized to respectively obtain the deformation model information required to be transmitted when the deformation model is used for the spline interpolation, so that the interpolation information of the spline is obtained.
The position information comprises a starting point and an ending point of interpolation of the deformation model on the sample line, wherein the starting point is the position of the starting point of the deformation model relative to the starting point of the sample line, the ending point is the position of the ending point of the deformation model relative to the starting point of the sample line, and each deformation model corresponds to the starting point and the ending point, and particularly in the process of acquiring the information of the deformation model, the tangential proportion value information of the deformation model can be calculated by utilizing the position information of the interpolation of the deformation model on the sample line, the rotation angle information of the deformation model along the advancing direction of the sample line is calculated by utilizing a first interpolation formula aiming at the ending point of the interpolation of the deformation model on the sample line, and the tangential proportion value information of the deformation model, the rotation angle information of the deformation model along the advancing direction of the sample line, and the preset deformation model scaling value and deformation model direction vector are combined, and acquiring deformation model information required to be transmitted into the deformation model during the interpolation of the sample line to obtain the interpolation information of the sample line.
In practical application, the interpolation information of a sample line needs to be subjected to two calculation processes, when a user pulls out one sample line in the first calculation, the length L of the sample line and the projection length MeshT of the size of the bounding box of the deformation model in the front direction of the sample line can be obtained, the number T of the deformation models distributed on the sample line can be roughly calculated according to the MeshT and the L, and the position where each deformation model is placed is stored in the T array; during the second calculation, the inverse Rescaled of the T can be calculated, and the deformation model arrangement position recorded in the T array is multiplied by the Rescaled, so that the initial point RescaledT and the end point EndT of the deformation model in the spline interpolation can be obtained, wherein the tangent proportion value of the deformation model can be obtained by calculating EndT-RescaledT, and the rotation angle Alpha of the interpolation is calculated by using the first interpolation formula 0.5-0.5 cos (RescaledT), so that the rotation angle of the deformation model along the advancing direction of the spline can be determined, the interpolation information of the spline can be obtained, and meanwhile, the scaling value Scale of the deformation model, the direction Forward vector of the deformation model and the upward vector Up are required to be transmitted.
203. And calculating to obtain the position information corresponding to each vertex in the deformation model by using a second interpolation formula by using the interpolation information of the spline as the input of the material function.
Specifically, by implementing the deformation process of the spline in the texture function, the interpolation information of the spline may be used as an input, and the second interpolation formula p (t) ═ 2t may be used for the deformation model information3-3t2+1p0+ t3-2t2+ tm0+ -2t3+3t2p1+ t3-t2m1, and position information of each vertex of the deformation model, here, the starting point p of the deformation model, with respect to the spline line is calculated0End point p of the deformation model1,m0As a starting point tangent ratio value, m1And t is the normalized length of the vertex projected to the spline line from the starting point to the current position in the current deformation model.
204. And constructing a conversion matrix from the deformation model space to the spline space according to the deformation model information.
Specifically, the direction vector of the deformation model can be extracted from the deformation model information, the direction vector of the deformation model is cross-multiplied to obtain the base vectors of the spline space in different coordinate directions, and a transformation matrix from the deformation model space to the spline space is constructed according to the base vectors of the spline space in different coordinate directions and the coordinate direction determined by the deformation model space.
205. And shifting the position information corresponding to each vertex in the deformation model to a corresponding position in a spline space by using the transformation matrix in the material function so as to make the deformation effect of the spline and output the deformation data of the spline.
It can be understood that, the position coordinates of each vertex in the deformation model are utilized to determine a deformation model space matrix, and the deformation model space matrix is further multiplied by the constructed transformation matrix, so that the vertex in the deformation model space can be shifted to the corresponding position in the spline space to obtain the vertex shift position coordinates of the deformation model, so as to make the deformation effect of the spline and output the deformation data of the spline.
206. Creating a static mesh body component at a spline end point, and adding a deformation model with orientation change at the spline end point according to the orientation determined by the static mesh component.
Specifically, the method can move a distance of a preset length from the tangential direction of the end point position of the sample line to obtain a deviation point along the tangential direction, create a static grid body assembly at the end point position of the sample line, determine the corresponding direction of the static grid body assembly according to a vector formed by the end point position of the sample line and the deviation point, and add a deformation model with direction change at the end point position of the sample line.
In practice, two static mesh components StaticMeshComponent may be added at the endpoints to achieve the effect of adding detail. Specifically, the tangent direction of the spline line endpoint can be acquired at the endpoint of the spline line, the spline line endpoint moves for a short distance to the tangent direction to acquire an offset point along the tangent direction of the spline line endpoint, and the orientation of StaticMeshComponent at the endpoint can be acquired through a vector formed by the spline line endpoint and the offset point, namely two deformation models which change according to the orientation of the endpoint position of the spline line can be added.
207. And transmitting the deformation data of the sample lines into an instance buffer area of an instantiated static grid, and creating an instance object and an instance array index of the sample line deformation material aiming at the deformation data.
Specifically, a bounding volume for clipping may be calculated for the deformation data, the spline segments formed in each bounding volume are rendered as a batch, and an example object and an example array index of the spline deformation material are created by instantiating the spline segments formed in the bounding volume.
Calculating the bounding volume for clipping with respect to the deformation data may use two calculation methods, one is to perform segmentation calculation with respect to the spline, and the other is to perform overall calculation with respect to the spline. Specifically, a simple AABB bounding box can be calculated by spline line end points, each spline line segment is taken as a rendering batch by the segmented calculation, and a spline line is taken as a rendering batch by the overall calculation.
208. And performing batch rendering on the sample line deformation material sample objects according to the sample array index by using a vertex shader.
It can be understood that the vertex shader may access vertex data in the instance object, the instance array index is equivalent to a drawing index of the vertex data in the rendering process, the drawing index may be an index formed by a vertex in the deformation model corresponding to a spline segment, or an index formed by a vertex in the deformation model in the entire spline, and may be specifically set according to the requirement of a rendering batch, and further the vertex shader may traverse rendering elements in the instance object according to the drawing index, the rendering elements are equivalent to vertex data corresponding to the deformation model in the spline curve, and further perform batch rendering on the rendering elements in the instance object made of the spline deformation material.
In an actual application scene, the effect of batch rendering on sample objects made of sample line deformation materials is shown in fig. 3, a cuboid bounding box in fig. 3 is a bounding box of a sample line, a large number of deformation models are distributed on the sample line, each deformation model corresponds to a direction vector and a direction vector along the advancing direction of the sample line, specifically, a whole sample line can be used as a rendering batch in the rendering process, and a deformation model on the sample line can also be used as a rendering batch.
Further, in order to provide richer game elements for a game scene, a blueprint in the illusion engine can be used as a tool for providing special resources in the game scene, the blueprint is equivalent to a visualization script added for the game scene, a designer can conveniently create complex game elements such as spline deformation by connecting nodes, events, functions and variables together by using connecting lines, the blueprint works through node maps with various purposes, and the nodes comprise object construction, independent functions and general game events for each instance in the blueprint, so that various behaviors and functions of the game elements are realized.
Further, as a specific implementation of the method in fig. 1 and fig. 2, an embodiment of the present application provides an apparatus for rendering a sample line in a game scene, as shown in fig. 4, the apparatus includes: an acquisition unit 31, a creation unit 32, and a rendering unit 33.
An obtaining unit 31, configured to rearrange the spline in the game scene, and obtain interpolation information of the spline, where the interpolation information includes deformation model information determined by projecting in an advancing direction of the spline;
the making unit 32 is configured to make a deformation effect of the spline in the material function according to the deformation model information by using the interpolation information of the spline as an input of the material function, and output deformation data of the spline;
and the rendering unit 33 is configured to transmit the deformation data of the spline into an instance buffer area of an instantiated static grid, and render the deformation data.
Compared with the prior art that the spline component in the illusion engine is used for generating the spline model of the corresponding scene element to render the scene of the scene game, the rendering device of the spline in the game scene provided by the embodiment of the invention rearranges the splines in the game scene to obtain the interpolation information of the splines, the interpolation information comprises the deformation model information determined by projection in the advancing direction of the splines, the interpolation information of the splines is further used as the input of the material function, the deformation effect of the splines is made in the material function according to the deformation model information, the deformation data of the splines is output, the building structure with change in the game scene can be built by using few deformation models, the deformation data of the splines is transmitted into the instance buffer area of the instantiation static grid to render the deformation data, and the process can combine the spline deformation with the instantiation in the illusion engine, the deformation model of the spline can be correctly combined in the rendering process, the rendering batch and the performance consumption are reduced, and the rendering effect of the spline in a complex game scene is improved.
In a specific application scenario, as shown in fig. 5, the obtaining unit 31 includes:
the first calculating module 311 may be configured to calculate, for a spline in a game scene, the number of deformation models arranged on the spline according to length information of the spline and a projection length of the deformation model bounding box in the advancing direction of the spline;
the first obtaining module 312 may be configured to obtain deformation model information that needs to be transmitted when the spline interpolates for each deformation model according to the number of the deformation models arranged on the spline, to obtain interpolation information of the spline.
In a specific application scenario, as shown in fig. 5, the first obtaining module 312 includes:
the determining submodule 3121 may be configured to determine, according to the number of the deformation models arranged on the spline line, position information of interpolation of the deformation models on the spline line;
the obtaining sub-module 3122 may be configured to obtain, by using the position information of the deformation model interpolated on the spline, deformation model information that needs to be transmitted when the deformation model interpolates on the spline, respectively, to obtain interpolation information of the spline.
In a specific application scenario, the obtaining sub-module 3122 may be specifically configured to calculate tangent ratio value information of the deformation model by using position information of the deformation model interpolated on the spline, where the position information includes a start point and an end point of the deformation model interpolated on the spline;
the obtaining sub-module 3122 may be further configured to calculate, by using a first interpolation formula, rotation angle information of the deformation model along a forward direction of the spline with respect to an end point of the deformation model at the spline interpolation;
the obtaining sub-module 3122 may be further configured to, in combination with the tangent ratio value information of the deformation model, rotation angle information of the deformation model along the advancing direction of the spline, a preset deformation model scaling value, and a preset deformation model direction vector, obtain deformation model information that needs to be introduced into the deformation model during interpolation of the spline, and obtain interpolation information of the spline.
In a specific application scenario, as shown in fig. 5, the making unit 32 includes:
the second calculating module 321 may be configured to use the interpolation information of the spline as an input of the material function, and calculate, by using a second interpolation formula, to obtain position information corresponding to each vertex in the deformation model;
the constructing module 322 may be configured to construct a transformation matrix from the deformation model space to the spline space according to the deformation model information;
the making module 323 may be configured to use the transformation matrix in the material function to shift the position information corresponding to each vertex in the deformation model to a corresponding position in the spline space to make a deformation effect of the spline, and output deformation data of the spline.
In a specific application scenario, as shown in fig. 5, the building module 322 includes:
the extracting sub-module 3221 may be configured to extract a deformation model direction vector from the deformation model information;
the cross-multiplication module 3222 is configured to cross-multiply the direction vector of the deformation model to obtain base vectors of the spline space in different coordinate directions;
the constructing sub-module 3223 may be configured to construct a transformation matrix from the deformation model space to the spline space according to the base vectors of the spline space in different coordinate directions and the coordinate direction determined by the deformation model space.
In a specific application scenario, as shown in fig. 5, the rendering unit 33 includes:
the creating module 331 may be configured to transmit the deformation data of the spline into an instance buffer of an instantiated static grid, and create an instance object and an instance array index of the spline deformation material for the deformation data;
the rendering module 332 may be configured to perform batch rendering on the sample line morph-made instance objects according to the instance array index by using a vertex shader.
In a specific application scenario, as shown in fig. 5, the creating module 331 includes:
a calculation submodule 3311 operable to calculate bounding volumes for clipping with respect to the deformation data, spline line segments formed in each bounding box being rendered as one batch;
the create sub-module 3312 may be used to create an example object of spline deformation material and an example array index by instantiating the spline segments formed in the bounding volume.
In a specific application scenario, as shown in fig. 5, the apparatus further includes:
the adding unit 34 may be configured to create a static mesh body component at a spline end point before the deformation data of the spline is transferred into an instance buffer area of an instantiated static mesh and the deformation data is rendered, and add a deformation model with a change in orientation at the spline end point according to the orientation determined by the static mesh component.
In a specific application scenario, as shown in fig. 5, the adding unit 34 includes:
the second obtaining module 341 may be configured to move a distance of a preset length from a tangential direction of the end point position of the spline line, and obtain an offset point along the tangential direction;
the adding module 342 may be configured to create a static mesh body component at a spline end point, determine a corresponding orientation of the static mesh body component according to a vector formed by the spline end point and the offset point, and add a deformation model with an orientation change at the spline end point.
It should be noted that other corresponding descriptions of the functional units related to the rendering apparatus of the spline in the game scene provided in this embodiment may refer to the corresponding descriptions in fig. 1 to fig. 2, and are not repeated herein.
Based on the method shown in fig. 1-2, correspondingly, an embodiment of the present application further provides a storage medium, on which a computer program is stored, and the program, when executed by a processor, implements the method for rendering a sample line in a game scene shown in fig. 1-2.
Based on such understanding, the technical solution of the present application may be embodied in the form of a software product, which may be stored in a non-volatile storage medium (which may be a CD-ROM, a usb disk, a removable hard disk, etc.), and includes several instructions for enabling a computer device (which may be a personal computer, a server, or a network device, etc.) to execute the method according to the implementation scenarios of the present application.
Based on the method shown in fig. 1-2 and the virtual device embodiment shown in fig. 4-5, in order to achieve the above object, an embodiment of the present application further provides an entity device for rendering a sample line in a game scene, which may be specifically a computer, a smart phone, a tablet computer, a smart watch, a server, or a network device, where the entity device includes a storage medium and a processor; a storage medium for storing a computer program; a processor for executing a computer program to implement the rendering method of the spline in the game scene as shown in fig. 1-2.
Optionally, the entity device may further include a user interface, a network interface, a camera, a Radio Frequency (RF) circuit, a sensor, an audio circuit, a WI-FI module, and the like. The user interface may include a Display screen (Display), an input unit such as a keypad (Keyboard), etc., and the optional user interface may also include a USB interface, a card reader interface, etc. The network interface may optionally include a standard wired interface, a wireless interface (e.g., WI-FI interface), etc.
In an exemplary embodiment, referring to fig. 6, the entity device includes a communication bus, a processor, a memory, and a communication interface, and may further include an input/output interface and a display device, where the functional units may communicate with each other through the bus. The memory stores computer programs, and the processor is used for executing the programs stored in the memory and executing the painting mounting method in the embodiment.
Those skilled in the art will appreciate that the physical device structure for rendering the sample line in the game scene provided by the embodiment does not constitute a limitation to the physical device, and may include more or less components, or combine some components, or arrange different components.
The storage medium may further include an operating system and a network communication module. The operating system is a program for managing hardware and software resources of the actual device for store search information processing, and supports the operation of the information processing program and other software and/or programs. The network communication module is used for realizing communication among components in the storage medium and communication with other hardware and software in the information processing entity device.
Through the above description of the embodiments, those skilled in the art will clearly understand that the present application can be implemented by software plus a necessary general hardware platform, and can also be implemented by hardware. Through the technical scheme, compared with the existing mode, the method and the device can combine the sample line deformation and instantiation in the illusion engine, enable the deformation model of the sample line to be correctly combined in the rendering process, reduce the rendering batch and performance consumption, and improve the rendering effect of the sample line tool in the complex game scene.
Those skilled in the art will appreciate that the figures are merely schematic representations of one preferred implementation scenario and that the blocks or flow diagrams in the figures are not necessarily required to practice the present application. Those skilled in the art will appreciate that the modules in the devices in the implementation scenario may be distributed in the devices in the implementation scenario according to the description of the implementation scenario, or may be located in one or more devices different from the present implementation scenario with corresponding changes. The modules of the implementation scenario may be combined into one module, or may be further split into a plurality of sub-modules.
The above application serial numbers are for description purposes only and do not represent the superiority or inferiority of the implementation scenarios. The above disclosure is only a few specific implementation scenarios of the present application, but the present application is not limited thereto, and any variations that can be made by those skilled in the art are intended to fall within the scope of the present application.

Claims (13)

1. A rendering method of a spline in a game scene is characterized by comprising the following steps:
rearranging sample lines in a game scene to obtain interpolation information of the sample lines, wherein the interpolation information comprises deformation model information determined by projection in the advancing direction of the sample lines;
utilizing the interpolation information of the spline as the input of a material function, making the deformation effect of the spline in the material function according to the deformation model information, and outputting the deformation data of the spline;
and transmitting the deformation data of the sample lines into an instance buffer area of an instantiated static grid, and rendering the deformation data.
2. The method according to claim 1, wherein the rearranging the spline lines in the game scene to obtain interpolation information of the spline lines specifically comprises:
aiming at the spline in the game scene, calculating the quantity of deformation models arranged on the spline according to the length information of the spline and the projection length of the deformation model bounding box in the advancing direction of the spline;
and respectively acquiring deformation model information required to be transmitted into each deformation model during the interpolation of the spline line according to the quantity of the deformation models distributed on the spline line, and acquiring the interpolation information of the spline line.
3. The method according to claim 2, wherein the obtaining deformation model information required to be transmitted by each deformation model during spline interpolation according to the number of deformation models arranged on the spline line to obtain interpolation information of the spline line specifically comprises:
determining the interpolation position information of the deformation model on the sample line according to the quantity of the deformation models distributed on the sample line;
and respectively acquiring deformation model information required to be transmitted when the deformation model interpolates the spline by using the position information of the deformation model interpolated on the spline, so as to obtain the interpolated information of the spline.
4. The method according to claim 3, wherein the obtaining deformation model information required to be transmitted by the deformation model during the spline interpolation by using the position information of the deformation model during the spline interpolation to obtain interpolation information of the spline specifically comprises:
calculating tangent proportion value information of the deformation model by using the position information of the deformation model interpolated on the spline, wherein the position information comprises a starting point and an ending point of the deformation model interpolated on the spline;
calculating rotation angle information of the deformation model along the advancing direction of the spline by using a first interpolation formula aiming at the interpolation end point of the deformation model on the spline;
and acquiring deformation model information required to be transmitted by the deformation model during the interpolation of the spline by combining the tangent proportion value information of the deformation model, the rotation angle information of the deformation model along the advancing direction of the spline, a preset deformation model scaling value and a preset deformation model direction vector, and obtaining the interpolation information of the spline.
5. The method according to claim 1, wherein the generating a deformation effect of the spline in the material function according to the deformation model information by using the interpolation information of the spline as an input of the material function, and outputting the deformation data of the spline specifically includes:
using the interpolation information of the spline as the input of a material function, and calculating by using a second interpolation formula to obtain the position information corresponding to each vertex in the deformation model;
constructing a conversion matrix from a deformation model space to a spline space according to the deformation model information;
and shifting the position information corresponding to each vertex in the deformation model to a corresponding position in a spline space by using the transformation matrix in the material function so as to make the deformation effect of the spline and output the deformation data of the spline.
6. The method according to claim 5, wherein the constructing a transformation matrix from the deformation model space to the spline space according to the deformation model information specifically comprises:
extracting a deformation model direction vector from the deformation model information;
cross-multiplying the direction vectors of the deformation model to obtain base vectors of the spline space in different coordinate directions;
and constructing a conversion matrix from the deformation model space to the spline space according to the base vectors of the spline space in different coordinate directions and the coordinate direction determined by the deformation model space.
7. The method according to any one of claims 1 to 6, wherein the transferring the deformation data of the spline into an instance buffer of an instantiated static grid and rendering the deformation data specifically includes:
transmitting the deformation data of the sample lines into an example buffer area of an instantiated static grid, and creating an example object and an example array index of the sample line deformation material aiming at the deformation data;
and performing batch rendering on the sample line deformation material sample objects according to the sample array index by using a vertex shader.
8. The method of claim 7, wherein the creating an instance object and an instance array index of a spline morphism material for the morphism data comprises:
calculating bounding volumes for clipping according to the deformation data, and rendering the spline line segments formed in each bounding box as a batch;
and creating an example object of the spline deformation material and an example array index by instantiating the spline segments formed in the bounding volume.
9. The method according to any one of claims 1-6, wherein before said transferring the deformation data of the spline into an instance buffer of an instantiated static grid and rendering the deformation data, the method further comprises:
creating a static mesh body component at a spline end point, and adding a deformation model with orientation change at the spline end point according to the orientation determined by the static mesh component.
10. The method according to claim 9, wherein the creating of the static mesh body component at the spline end points and the adding of the deformation model with orientation change at the spline end points according to the corresponding orientation of the static mesh component comprises:
moving the sample line from the tangent direction of the end point position of the sample line by a distance of a preset length to obtain an offset point along the tangent direction;
and creating a static grid body assembly at the end point of the spline line, determining the corresponding direction of the static grid body assembly according to the vector formed by the end point position of the spline line and the offset point, and adding a deformation model with direction change at the end point of the spline line.
11. An apparatus for rendering a spline in a game scene, comprising:
the system comprises an acquisition unit, a processing unit and a processing unit, wherein the acquisition unit is used for rearranging sample lines in a game scene and acquiring interpolation information of the sample lines, and the interpolation information comprises deformation model information determined by projecting the sample lines in the advancing direction;
the manufacturing unit is used for manufacturing the deformation effect of the sample line in the material function according to the deformation model information by using the interpolation information of the sample line as the input of the material function and outputting the deformation data of the sample line;
and the rendering unit is used for transmitting the deformation data of the sample lines into an instance buffer area of the instantiated static grid and rendering the deformation data.
12. A computer device comprising a memory and a processor, the memory storing a computer program, wherein the processor when executing the computer program implements the steps of a method for rendering a spline in a game scene according to any one of claims 1 to 10.
13. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the method for rendering a spline in a game scene according to any one of claims 1 to 10.
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