CN116958457A - OSGEarth-based war misting effect drawing method - Google Patents

OSGEarth-based war misting effect drawing method Download PDF

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Publication number
CN116958457A
CN116958457A CN202210391560.9A CN202210391560A CN116958457A CN 116958457 A CN116958457 A CN 116958457A CN 202210391560 A CN202210391560 A CN 202210391560A CN 116958457 A CN116958457 A CN 116958457A
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environment
osgearth
war
rendering
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关童
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Xi'an Hengge Digital Technology Co ltd
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/05Geographic models
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/0007Image acquisition
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • G06T15/20Perspective computation
    • G06T15/205Image-based rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/005Tree description, e.g. octree, quadtree
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/20Finite element generation, e.g. wire-frame surface description, tesselation
    • YGENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
    • Y02TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
    • Y02ATECHNOLOGIES FOR ADAPTATION TO CLIMATE CHANGE
    • Y02A90/00Technologies having an indirect contribution to adaptation to climate change
    • Y02A90/10Information and communication technologies [ICT] supporting adaptation to climate change, e.g. for weather forecasting or climate simulation

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  • Physics & Mathematics (AREA)
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  • Software Systems (AREA)
  • Computer Graphics (AREA)
  • Remote Sensing (AREA)
  • Computing Systems (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention relates to the technical field of online games, in particular to a war misting effect drawing method based on OSGEarth, which comprises the following steps: loading an image of OSGEarth; determining spatial information organization and location; determining the resource allocation of object rendering according to a preset algorithm; according to the interference factors, errors in the calculation of a preset algorithm are eliminated, OSGEarith supports real-time acquisition or local reading of three-dimensional geographic data information, OSGEarith has flexible interactivity, the read geographic information data can be directly loaded on a grid in real time, the engine can be connected with an Arc GIS Online, google MAP and other data earth servers to acquire environmental space information therefrom, the data can be displayed in a layered and block mode, the environmental space information can be acquired from the data, the data can be displayed in a layered and block mode, the data can be extracted from cache data, the efficiency of rendering of environmental scenes is improved, and the invention effectively solves the technical problem of low war misting generation efficiency in the prior art.

Description

OSGEarth-based war misting effect drawing method
Technical Field
The invention relates to the technical field of online games, in particular to a war misting effect drawing method based on OSGEarth.
Background
At present, with the development of online games, how to better experience online games is a concern, in a game environment, when a player enters a game, a game character has a view of the player in a scene, in the scene, a plurality of obstacles exist, and an area blocked by the obstacles is not visible by the game character, so that the player can get in the war. How to achieve war misting is an important task for game designers today.
In the prior art, aiming at the design of war mists, there are the following modes: one is a grid-based four-domain fill algorithm, but the method generates a warfare mist that requires a central processor (CentralProcessing Unit, CPU) to turn on additional threads after the game piece is moved, takes some time to update, causes a delay in the warfare mist update, and requires a high time consuming CPU fill in the map. Another is a method for creating a grid model of a projection object in real time, which creates a grid model for each object to be projected in real time, and the mobile platform CPU and bandwidth pressure are all very high. The last method is based on the 1D shadow map projection shape, and the method needs to draw a complete scene once every frame, so that the operation time is in direct proportion to the number of the shielding objects in the scene, and the method is not suitable for large-scale scenes. In the three ways of realizing the war misting, under the condition that a plurality of light sources exist, the calculated amount can be increased, and the efficiency of generating the war misting is slowed down.
The OsgEarth is an open-source three-dimensional digital earth engine, and has wide application in GIS (geographic information system) industry because of the own geographic and three-dimensional characteristics. How to combine the OsgEarth technology with the design of the war misting to better draw the effect of the war misting and improve the generation efficiency of the war misting becomes a technical problem to be solved urgently by the person skilled in the art.
Disclosure of Invention
In view of the above, the invention aims to provide a war charm mist effect drawing method based on OSGEarth, which is used for solving the technical problem of low war charm mist generation efficiency in the prior art.
In order to achieve the above purpose, the method for drawing the war misting effect based on OSGEarth provided by the invention adopts the following technical scheme:
a war misting effect drawing method based on OSGEarth comprises the following steps:
loading an image of OSGEarth;
determining spatial information organization and location;
determining the resource allocation of object rendering according to a preset algorithm;
and eliminating errors in the calculation of a preset algorithm according to the interference factors.
Further, the implementation step of loading the image of oscearth:
reading the Earth file, and generating a configuration file for recording data attributes and rendering attributes;
decomposing the configuration file to construct a map object and an options object;
creating a mapNode node;
adding the mapNode nodes into a scene graph, and organizing and rendering to form a three-dimensional scene.
Further, the process of rendering to form a three-dimensional scene includes the steps of:
projective transformation;
three-dimensional cutting, namely removing data information irrelevant to the effect of drawing war misting;
and the view port is changed, the process from the three-dimensional world to the two-dimensional screen of the object is completed, and the requirements of three-dimensional browsing and interactive roaming are met in the visual window.
Further, processing the formed three-dimensional scene, and constructing a three-dimensional window environment:
acquiring an interface for associating a window system with a graphic environment;
initializing the graphic context characteristics and setting the related parameters of the graphic environment;
and creating a graphic environment, and setting a window on the basis of the graphic environment to form a three-dimensional window environment.
Further, QT is embedded for window content based on the built three-dimensional window environment to manage image rendering and human-computer interaction.
Further, the man-machine interaction implementation steps are as follows: man-machine interaction is realized by utilizing an additional tool library of the OSG, a signal of the QT and a slot mechanism.
Further, the preset algorithm is a quadtree LOD algorithm, and the implementation steps are as follows:
a: judging whether the current environment is in the view point range or not, and marking the current environment which is not in the view point range as blanking;
b: judging the size of an environment error, if the error of the current environment is overlarge, setting the current environment block as a segmented state to obtain a sub-segmented state of the current environment, recursively segmenting the environment block until the current environment block does not need segmentation, and directly marking the current environment block as a rendering state;
c: judging the level difference between each environment block and the adjacent environment blocks under the environment which is already segmented, if the value is greater than 1, cracking, and if the preset cracking list does not contain the cracking, adding the cracking to the cracking list;
d: judging according to the information of the current environment block recorded in the environment segmentation process, and if the environment block is blanked, not participating in rendering so as to reduce the number of the rendered triangle patches;
e: generating a series of triangular coverage cracks according to a preset crack list;
f: rendering to complete the environment rendering.
Further, the disturbance factors include an environmental roughness, a viewpoint distance, a viewpoint moving speed, and an observation vector.
The warfare camouflage effect drawing method based on OSGEarth provided by the invention has the beneficial effects that: OSGEarth is a three-dimensional digital earth engine library developed based on a three-dimensional rendering engine OSG, supports real-time acquisition or local reading of three-dimensional geographic data information from a network, has good multi-source data support, is a better three-dimensional digital earth development engine, can develop and apply a three-dimensional graphic system more conveniently, has flexible interactivity, can load the read geographic information data directly from grids in real time, can establish connection with data earth servers such as Arc GIS Online, google MAP and the like and acquire environmental space information therefrom, displays the data in a layered and block mode, can acquire the environmental space information therefrom, displays the data in a layered and block mode, and can also be extracted from cache data, so that the efficiency of rendering of environmental scenes is improved.
Drawings
Fig. 1 is a flow chart of a method for drawing a war misting effect based on oscearth provided by the invention.
Detailed Description
In order to make the objects, technical solutions and advantages of the embodiments of the present invention more clear, the technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. It will be apparent that the described embodiments are some, but not all, embodiments of the invention. All other embodiments, which are obtained by a person skilled in the art based on the described embodiments of the invention, fall within the scope of protection of the invention.
As shown in fig. 1, a method for drawing a war misting effect based on osgearh includes the following steps:
loading an image of OSGEarth;
determining spatial information organization and location;
determining the resource allocation of object rendering according to a preset algorithm;
and eliminating errors in the calculation of a preset algorithm according to the interference factors.
The implementation step of loading the oscearth image:
reading the Earth file, and generating a configuration file for recording data attributes and rendering attributes;
decomposing the configuration file to construct a map object and an options object;
creating a mapNode node;
adding the mapNode nodes into a scene graph, and organizing and rendering to form a three-dimensional scene.
The process of rendering to form a three-dimensional scene includes the steps of:
scene rendering is independent of view and camera, and a vivid three-dimensional object is seen in a visual window as a result of a series of matrix changes of a three-dimensional image, and the three-dimensional image is finally displayed on a two-dimensional screen in proper size, position and direction after multiple transformations.
Projection transformation, which is a very important link in three-dimensional graphic display, is a conversion from a three-dimensional image to a two-dimensional screen, and presents objects in the three-dimensional world through two-dimensional coordinates of the screen.
Three-dimensional cutting, namely removing data information irrelevant to the effect of drawing war misting; clipping means "picking out, rejecting from a large number of things". Three-dimensional scenes often contain large amounts of data information, many of which are not conducive to the final rendering of the scene. Useless scene information is removed, only useful data information in the scene is rendered, and this type of clipping work is commonly called "visibility clipping", i.e. only objects that are really visible to the user at the terminal are rendered in each frame.
And the view port is changed, the process from the three-dimensional world to the two-dimensional screen of the object is completed, and the requirements of three-dimensional browsing and interactive roaming are met in the visual window.
S1: processing the formed three-dimensional scene, and constructing a three-dimensional window environment:
s2: acquiring an interface for associating a window system with a graphic environment;
s3: initializing the graphic context characteristics and setting the related parameters of the graphic environment;
s4: and creating a graphic environment, and setting a window on the basis of the graphic environment to form a three-dimensional window environment.
And embedding QT for window content based on the built three-dimensional window environment so as to manage image rendering and man-machine interaction.
The realization steps of man-machine interaction are as follows: man-machine interaction is realized by utilizing an additional tool library of the OSG, a signal of the QT and a slot mechanism.
The basic idea of LOD is to select a model closer to the currently required score rate to render from a plurality of preset schemes, i.e., a plurality of scores rate models prepared by the models before rendering, according to the distance between the scene three-dimensional model object and the observer without affecting the appearance of the rendered three-dimensional model. Not only does not influence the visual browsing effect, but also the system lightens the burden of the scene drawing; the generation time algorithm according to the model can be classified into a static LOD algorithm and a dynamic LOD algorithm.
The static LOD algorithm is to convert from fine LOD model to low-level LOD model, and to gradually reduce according to the degree of fineness to generate a series of low-resolution models with different grades, the process of the static LOD simplifying algorithm is irrelevant to external conditions and is only relevant to the initial model, so that the models with different levels of detail are mostly generated in the process of data preprocessing and initializing, and when the program runs, a proper model is selected to render according to the conditions, so that the method has the advantages that: the model of each level of detail is completed in the process of initializing the program, and the environment data does not need to be recombined, so that the method has a higher rendering effect. The disadvantages are: the generated multiple detail level models occupy larger storage space, the resolution of the models is discrete, and when switching between different detail levels, a certain degree of 'visual jump feeling' occurs, and according to a specific simplification algorithm, static simplification can be divided into: adjacent point merging algorithm, vertex deleting algorithm, etc.
The basic idea of the adjacent point merging algorithm is: when the distance between two adjacent points and the difference of the elevation values between the two adjacent points are in the set range, the two points are said to meet the combination requirement, namely, the two points meeting the requirement are deleted, the position and the elevation value of the new point are obtained through weighting of the original two points, and the set distance and the elevation value difference between the adjacent points can control the degree of model simplification and also can be graded and simplified.
The adjacent point merging algorithm has the following advantages: the algorithm is easy to understand and simple, can simplify any type of three-dimensional model, has high processing speed, and has the following defects: each new vertex is obtained by simply weighting the distance and the elevation value of the original two vertices, and the threshold value is not easy to set.
The basic idea of the vertex deletion algorithm is: judging each vertex of the triangle forming the environment, deleting the vertex if the weight value of the fixed point is smaller than the set threshold value, and then re-dividing the grid, wherein from the perspective of the environment data, the weight value of the triangle vertex can be determined by the elevation characteristic point of the environment data, and the effect on rendering is not greatly influenced after deleting at the point of different weights, such as relatively smaller weight, of the triangle vertex of one environment block, and meanwhile, the effect on model simplification is achieved.
The vertex deletion algorithm has the advantages that: the calculation speed is high, the occupied memory is small during operation, and the defect that the smoothness of the simplified model obtained after the vertex deletion cannot be guaranteed is that the setting is more accurate and prefabricated, and a better effect can be achieved.
The dynamic LOD algorithm is an effective method for improving mass data rendering, static simplification is completed before the program is run, and dynamic simplification is real-time rendering according to the information of the model itself, the distance between the viewpoint and the model and other conditions. Dynamic reduction can be further divided into hierarchical representations and progressive grid representations.
The idea of the hierarchical identification method is that the method is simplified into a plurality of models with different resolutions according to a certain gradient from an original model, the models are sequentially stored in a memory according to the resolution of the models, one model is selected according to conditions during real-time rendering, the resolution of the model is slightly higher than the requirements of set conditions, and then triangular patches are sequentially deleted according to the influence degree of the appearance of the model until the resolution meets the requirements of the set conditions.
The LOD algorithm based on the quadtree is a viewpoint-related dynamic simplification method, only renders the environment in the viewpoint range, performs segmentation of different levels of detail on the environment blocks at different positions, and eliminates cracks generated in the environment segmentation process through a crack list.
In a three-dimensional visualization system of an environment, environment data is generally represented by elevation data, an elevation data model is a two-dimensional array, each point in the array contains a corresponding elevation value, its row-column coordinates imply position information of the corresponding environment, and two organization modes are generally used for the elevation data: regular grids and irregular triangular grids.
Regarding the regular grid: the expression mode of the regular grid is to use regular positive direction grids or hexagonal grids to position space data, the elevation data belongs to attribute information of the regular grid, the regular grid is also the most direct organization mode of the digital elevation, pixel values with high degree are read out in sequence in the initialization process, and the pixel values are multiplied by a scaling factor and then stored in a two-dimensional array.
The regular grid is a simple storage mode after uniformly and discretely sampling the environment data, and the content of the environment information depends on the size of the sampling frequency, but all data information of the three-dimensional environment cannot be obtained no matter how the sampling frequency is increased. The non-contained elevation value is obtained by interpolation calculation of values of four points around the elevation value, and the common interpolation algorithm mainly comprises the following steps: linear interpolation algorithm, bilinear interpolation algorithm, mobile fitting algorithm, etc., the above interpolation algorithm can produce different degrees of influence to the precision of the environment according to different environments, select the suitable interpolation algorithm according to different environments, the advantage of the regular grid is: the data structure is simpler, easy to store, and the shortcoming is:
1) Since the sampling is uniform, some feature points are ignored, and when a smoother environment is sampled, a large amount of data redundancy is generated;
2) One environmental location is sampled only once, while some environments require multiple elevation values to describe, and thus, have poor accuracy for complex environments.
Regarding the irregular triangular mesh:
the irregular triangular mesh is a new environment data organization mode provided on the basis of overcoming the defects of the regular mesh, the model adopts triangular meshes to express fluctuation change of a complex environment, wherein triangular mesh vertexes are a plurality of columns of elevation data, edges of the triangular meshes are connecting lines of adjacent mesh vertexes, and elevation values which are not in the vertexes can be obtained through linear interpolation.
In the invention, the preset algorithm is a quadtree LOD algorithm, and the implementation steps are as follows:
a: judging whether the current environment is in the view point range or not, and marking the current environment which is not in the view point range as blanking;
b: judging the size of an environment error, if the error of the current environment is overlarge, setting the current environment block as a segmented state to obtain a sub-segmented state of the current environment, recursively segmenting the environment block until the current environment block does not need segmentation, and directly marking the current environment block as a rendering state;
c: judging the level difference between each environment block and the adjacent environment blocks under the environment which is already segmented, if the value is greater than 1, cracking, and if the preset cracking list does not contain the cracking, adding the cracking to the cracking list;
d: judging according to the information of the current environment block recorded in the environment segmentation process, and if the environment block is blanked, not participating in rendering so as to reduce the number of the rendered triangle patches;
e: generating a series of triangular coverage cracks according to a preset crack list;
f: rendering to complete the environment rendering.
The interference factors include environmental roughness, viewpoint distance, viewpoint moving speed, and observation vector.
The warfare camouflage effect drawing method based on OSGEarth provided by the invention has the beneficial effects that: OSGEarth is a three-dimensional digital earth engine library developed based on a three-dimensional rendering engine OSG, supports real-time acquisition or local reading of three-dimensional geographic data information from a network, has good multi-source data support, is a better three-dimensional digital earth development engine, can develop and apply a three-dimensional graphic system more conveniently, has flexible interactivity, can load the read geographic information data directly from grids in real time, can establish connection with data earth servers such as Arc GIS Online, google MAP and the like and acquire environmental space information therefrom, displays the data in a layered and block mode, can acquire the environmental space information therefrom, displays the data in a layered and block mode, and can also be extracted from cache data, so that the efficiency of rendering of environmental scenes is improved.
In the present invention, unless explicitly specified and defined otherwise, for example, it may be fixedly connected, detachably connected, or integrally formed; can be mechanically or electrically connected; either directly or indirectly through intermediaries, or in communication with each other or in interaction with each other, unless explicitly defined otherwise, the meaning of the terms described above in this application will be understood by those of ordinary skill in the art in view of the specific circumstances.
While the foregoing is directed to the preferred embodiments of the present invention, it will be appreciated by those skilled in the art that various modifications and adaptations can be made without departing from the principles of the present invention, and such modifications and adaptations are intended to be comprehended within the scope of the present invention.

Claims (8)

1. The war misting effect drawing method based on OSGEarth is characterized by comprising the following steps of:
loading an image of OSGEarth;
determining spatial information organization and location;
determining the resource allocation of object rendering according to a preset algorithm;
and eliminating errors in the calculation of a preset algorithm according to the interference factors.
2. The method for drawing a war misting effect based on OSGEarth according to claim 1, wherein the step of loading an image of OSGEarth is realized by:
reading the Earth file, and generating a configuration file for recording data attributes and rendering attributes;
decomposing the configuration file to construct a map object and an options object;
creating a mapNode node;
adding the mapNode nodes into a scene graph, and organizing and rendering to form a three-dimensional scene.
3. The method for drawing a war misting effect based on OSGEarth according to claim 2 wherein the process of rendering the three-dimensional scene comprises the steps of:
projective transformation;
three-dimensional cutting, namely removing data information irrelevant to the effect of drawing war misting;
and the view port is changed, the process from the three-dimensional world to the two-dimensional screen of the object is completed, and the requirements of three-dimensional browsing and interactive roaming are met in the visual window.
4. The method for drawing the effect of the war misting based on OSGEarth according to claim 3, wherein the three-dimensional window environment is built by processing the formed three-dimensional scene:
acquiring an interface for associating a window system with a graphic environment;
initializing the graphic context characteristics and setting the related parameters of the graphic environment;
and creating a graphic environment, and setting a window on the basis of the graphic environment to form a three-dimensional window environment.
5. The method for drawing a war misting effect based on OSGEarth according to claim 4 wherein QT is embedded for window content based on the built three-dimensional window environment to manage image rendering and man-machine interaction.
6. The method for drawing a war misting effect based on OSGEarth according to claim 5, wherein the step of implementing man-machine interaction is as follows: man-machine interaction is realized by utilizing an additional tool library of the OSG, a signal of the QT and a slot mechanism.
7. The method for drawing the effect of the war misting based on OSGEarth according to claim 6, wherein the preset algorithm is a quadtree LOD algorithm, and the implementation steps are as follows:
a: judging whether the current environment is in the view point range or not, and marking the current environment which is not in the view point range as blanking;
b: judging the size of an environment error, if the error of the current environment is overlarge, setting the current environment block as a segmented state to obtain a sub-segmented state of the current environment, recursively segmenting the environment block until the current environment block does not need segmentation, and directly marking the current environment block as a rendering state;
c: judging the level difference between each environment block and the adjacent environment blocks under the environment which is already segmented, if the value is greater than 1, cracking, and if the preset cracking list does not contain the cracking, adding the cracking to the cracking list;
d: judging according to the information of the current environment block recorded in the environment segmentation process, and if the environment block is blanked, not participating in rendering so as to reduce the number of the rendered triangle patches;
e: generating a series of triangular coverage cracks according to a preset crack list;
f: rendering to complete the environment rendering.
8. The oscearth-based war misting effect drawing method of claim 7 wherein: the interference factors include environmental roughness, viewpoint distance, viewpoint moving speed, and observation vector.
CN202210391560.9A 2022-04-14 2022-04-14 OSGEarth-based war misting effect drawing method Pending CN116958457A (en)

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Cited By (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117689791A (en) * 2024-02-02 2024-03-12 山东再起数据科技有限公司 Three-dimensional visual multi-scene rendering application integration method

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN117689791A (en) * 2024-02-02 2024-03-12 山东再起数据科技有限公司 Three-dimensional visual multi-scene rendering application integration method
CN117689791B (en) * 2024-02-02 2024-05-17 山东再起数据科技有限公司 Three-dimensional visual multi-scene rendering application integration method

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