CN202771491U - Rendering device for large-scale three-dimensional animation - Google Patents

Rendering device for large-scale three-dimensional animation Download PDF

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Publication number
CN202771491U
CN202771491U CN201220422797.0U CN201220422797U CN202771491U CN 202771491 U CN202771491 U CN 202771491U CN 201220422797 U CN201220422797 U CN 201220422797U CN 202771491 U CN202771491 U CN 202771491U
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China
Prior art keywords
graphic process
process unit
rendering device
animation
dimensional animation
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CN201220422797.0U
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Chinese (zh)
Inventor
谭青生
傅新波
林秀全
张生言
李欣
包嘉会
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Shanghai Creatoo Network Technology Co ltd
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Shanghai Chuangtu Network Science & Technology Development Co Ltd
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Abstract

The utility model relates to a rendering device for large-scale three-dimensional animation. The rendering device comprises a central processor, an image processor and a storage module. The storage module is respectively connected with the central processor and the image processor. Compared with the prior art, the rendering device is advantaged in that the device is high in rendering efficiency, is capable of rendering the large-scale three-dimensional animation, etc.

Description

A kind of rendering device of extensive three-dimensional animation
Technical field
The utility model relates to a kind of rendering device of animation, especially relates to a kind of rendering device of extensive three-dimensional animation.
Background technology
It is three-dimensional that (Three Dimension, be called for short: 3D) technology is based on the modern tool basis common technology of computer/network/digital Platform.Along with the fast development of computer technology, the 3D technology has obtained huge breakthrough at everyways such as degree of ripeness, sophistication, ease for use, hommization and economy.The game of working it out by the 3D technology, film, mobile phone etc. have more become the part of ordinary populace work and life.
The 3D game is a general concept, as long as there is relief game can be called the 3D game.Advance from concept, 3D game is exactly to make the objects such as personage, scene in game of the 3D model, make the player can in game, realize length and width Senior Three kind tolerance, allow the player that 360 degree rotary viewing angle are arranged, play from all angles, greatly increased degree of freedom, entertaining degree and the authenticity of game.The modeling tool of now widely used 3D comprises 3ds max and maya etc., is used for presenting the engine technique of 3D content especially like rain rear spring bamboo.But the 3D technology is applied in the web game, still rare at home.This mainly is because in the 3D web game, has a lot of bottlenecks on the technological layer, particularly aspect task plays up, adopts the aspect of 2.5D locking vision, generally is no more than 50 with the character of screen, and this has limited the scale of game greatly.
Summary of the invention
The purpose of this utility model is exactly the rendering device that the high extensive three-dimensional animation of a kind of rendering efficiency is provided for the defective that overcomes above-mentioned prior art existence.
The purpose of this utility model can be achieved through the following technical solutions:
A kind of rendering device of extensive three-dimensional animation comprises central processing unit, graphic process unit and memory module, and described memory module connects respectively central processing unit and graphic process unit.
Described memory module comprises animation storer, general character data-carrier store and personality data storer, described animation storer connects respectively central processing unit and graphic process unit, and described general character data-carrier store and personality data storer all are connected with graphic process unit.
Described graphic process unit is for carrying out the graphic process unit of three-dimensional picture work for the treatment of.
Described central processing unit is to be integrated with the processor that the cone is rejected algorithm, back side rejecting algorithm and occlusion culling algorithm.
Compared with prior art, the utlity model has following advantage:
1) the utility model adopts cone rejecting algorithm, algorithm is rejected at the back side and the occlusion culling algorithm is cut out three-dimensional animation, greatly reduces the object of drafting, has improved the efficient of playing up;
2) in the process that the utility model is played up character, identical part is preserved as common data in the data that a large amount of similar characters in the scene are had, part different in the data that these characters are had is preserved as private data is corresponding, can carry out playing up of extensive personage.
Description of drawings
Fig. 1 is structural representation of the present utility model;
Fig. 2 is workflow schematic diagram of the present utility model;
Fig. 3 is the schematic flow sheet of the utility model character render process.
Embodiment
Below in conjunction with the drawings and specific embodiments the utility model is elaborated.
Embodiment
As shown in Figure 1, a kind of rendering device of extensive three-dimensional animation comprises central processing unit 1, graphic process unit 2 and memory module, and described memory module connects respectively central processing unit 1 and graphic process unit 2.Described memory module comprises animation storer 3, general character data-carrier store 4 and personality data storer 5, described animation storer 3 connects respectively central processing unit 1 and graphic process unit 2, and described general character data-carrier store 4 is connected with the personality data storer and all is connected with graphic process unit 2.Described central processing unit 1 is rejected the processor of algorithm, back side rejecting algorithm and occlusion culling algorithm for being integrated with the cone.Described graphic process unit 2 is for carrying out the graphic process unit of three-dimensional picture work for the treatment of.
As shown in Figure 2, the principle of work of the rendering device of above-mentioned extensive three-dimensional animation specifically may further comprise the steps:
Step 101: central processing unit is set current video camera attribute, comprise video camera the position, towards with viewport etc., by changes in coordinates, obtain world's matrix, observation matrix and the projection matrix of three-dimensional animation;
Step 102: central processing unit adopts the cone to reject algorithm, back side rejecting algorithm and occlusion culling algorithm three-dimensional animation is cut out test, and the three-dimensional animation after being simplified is saved in the animation storer;
Step 103: graphic process unit is carried out real-time rendering to the character in the three-dimensional animation in the animation storer, landform and sky body;
Step 104: graphic process unit is played up user interface.
The described cone is rejected the world's matrix, observation matrix and the projection matrix that refer to according to three-dimensional animation and is rejected the outer polygon of view frustums.Owing to looking the polygon of centrum outside to the not contribution of last rendered frame, so will carry out the cone before playing up rejects, just the number of triangles of delivering to rendering pipeline can be reduced after rejecting, the calculated amount of subsequent treatment stage (such as geometric transformation stage and rasterization stage) can be greatly reduced.In large-scale personage's scene, it is visible only having a part of virtual role seldom, if the role of this fraction is sent to rendering pipeline, can obtain certain acceleration effect.
The cone is rejected algorithm and is comprised following two steps:
The first step, from world's matrix, observation matrix and projection matrix, extract six faces looking centrum;
Second step, wish is checked object such as point, surrounds ball or bounding box etc. and test, if some distance to six faces all is positive number, so just show that this point is inner in view frustums, it is exactly visible, judge then that for surrounding ball the center of circle is to the distance of looking six faces of centrum and the relation of radius, determine to surround the crossing situation of ball and view frustums, thereby reject the polygon of view frustums outside.
The described back side reject refer to opaque article all dorsad polygon carry out cutting.What is called dorsad polygon can adopt dual mode to judge: a kind of mode is, in screen space, is anticlockwise words for its projection polygon towards consistent polygon, and then this polygon is dorsad.Another kind of mode is, in observation space, create a vector from polygon institute in the plane to viewpoint, then calculate the symbol of polygon facet normal and this vectorial dot product, be exactly the symbol that calculates the included angle cosine value in fact, if negative, then angle shows that greater than 90 degree this polygon is dorsad.
Described occlusion culling refers to reject the object that is blocked fully by the front object and can not be seen, thereby reduces the object of drawing, to improve the efficient of follow-up rendering.It mainly utilizes the characteristic of the hardware occlusion query interface that present most of graphics card provides, and this characteristic allows application asks graph rendering application programming interfaces, and (Application Programming Interface is called for short: API).Preferably, the occlusion culling algorithm of the present embodiment employing is the consistent hierarchical trimming algorithm.Specifically, in real-time graph, object moves from a frame to next frame can be not too many, and for the occlusion culling algorithm, this observability classification that just represents the previous frame object probably is equally applicable to next frame, and namely whether visible characteristic does not change in the next frame the inside previous frame.Can go wrong in both cases for this conjecture: suppose that as seen and in fact it is to be blocked to node, will process unnecessary node so, this need to spend some times, but does not affect correctness; Suppose node be blocked and it is visible, object will be lost like this.Therefore, in order to obtain to meet real image, just need to confirm the conjecture of system, also need simultaneously a kind of method to reduce the expense that the occlusion query by the branch node causes.So, directly process (travel through or play up) for previous visible nonleaf node; Process again after inquiring about for previous visible leaf node and invisible node (comprising leaf node and branch node); In addition, disregard for the previous sightless node of its father node.
As shown in Figure 3, the method for in the described step 103 character being played up is specially:
Step 201: graphic process unit is read in the actor model file in the animation storer, and actor model information is processed; Described actor model information comprises vertex cache information, indexed cache information and texture name information; Describedly actor model information is processed the loading that specifically comprises information.
Step 202: graphic process unit is mated character object all in the scene of game, generates the general character data file of character object, is saved in the general character data-carrier store; A large amount of similar character object are arranged in scene of game, these character object have a lot of general character, for example, these different character object have the weight of the frame number of identical vertex data, animation, every related bone and with the information of the general character such as a material tabulation;
Step 203: graphic process unit creates the role instance corresponding with it according to the personality data of each character object, is saved in the personality data storer; Different character object also has some different data except having the general character data, such as: position, towards data such as the action of, current broadcast, colors, therefore, for different character object, need to create respectively corresponding role instance.
Step 204: the role instance in the personality data storer is upgraded according to the current position of role instance and the position of video camera;
Angle but the renewal of example can comprise the steps:
A) obtain the current position of role instance, direction, action etc.;
B) according to the current position of role instance and the position of video camera, determine observability or the level of detail grade of role instance;
C) upgrade role instance.
Step 205: role instance is played up, be specially: the vertex coloring stage is at first inquired about the bone that obtains affecting current summit from cartoon grain according to the animation information index value that imports into animation transformation matrix, carry out Vertex Blending; And then carry out general geometry pipeline processes; Also to inquire about corresponding texture after the diversified texture value decoding according to role instance in the painted stage of pixel at last.
The utility model uses the role instance technology, identical part extracts as the general character data and preserves in all data that a large amount of similar character object in the scene of game are had, then the mutually different personality data such as the position that these objects are had separately, color, sizes etc. are preserved by each character object is corresponding, when being upgraded, role instance only these role instances of preserving different data are played up processing, when drawing by general character data and personality data are merged the partial data that obtains single character object, make the corresponding Multi-instance data of geometric data energy, reach the purpose that geometric data is repeatedly used, thereby can under same system configuration, increase the quantity of character.
On the basis of above technical know-how, the utility model has been realized the real-time rendering of extensive three-dimensional animation in the web game.Particularly, on the basis that guarantees real-time, increase character quantity, promoted the visual appearance sense of reality.On the computer platform of present Internet bar main flow, can reach with screen and play up personage 1000 people's scale, can also guarantee that frame per second (fps) is more than 40 simultaneously.
At last; it should be noted that: more than what enumerate only is specific embodiment of the utility model son; certainly those skilled in the art can change and modification the utility model; if these are revised and modification belongs within the scope of the utility model claim and equivalent technologies thereof, all should think protection domain of the present utility model.

Claims (4)

1. the rendering device of an extensive three-dimensional animation is characterized in that, comprises central processing unit, graphic process unit and memory module, and described memory module connects respectively central processing unit and graphic process unit.
2. the rendering device of a kind of extensive three-dimensional animation according to claim 1, it is characterized in that, described memory module comprises animation storer, general character data-carrier store and personality data storer, described animation storer connects respectively central processing unit and graphic process unit, and described general character data-carrier store and personality data storer all are connected with graphic process unit.
3. the rendering device of a kind of extensive three-dimensional animation according to claim 1 is characterized in that, described graphic process unit is for carrying out the graphic process unit of three-dimensional picture work for the treatment of.
4. the rendering device of a kind of extensive three-dimensional animation according to claim 1 is characterized in that, described central processing unit is to be integrated with the processor that the cone is rejected algorithm, back side rejecting algorithm and occlusion culling algorithm.
CN201220422797.0U 2012-08-23 2012-08-23 Rendering device for large-scale three-dimensional animation Expired - Lifetime CN202771491U (en)

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Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN105389090A (en) * 2015-11-06 2016-03-09 网易(杭州)网络有限公司 Game interaction interface displaying method and apparatus, mobile terminal and computer terminal
CN106485771A (en) * 2015-08-27 2017-03-08 博雅网络游戏开发(深圳)有限公司 Animation performance detection method and system
CN106600703A (en) * 2016-11-22 2017-04-26 宇龙计算机通信科技(深圳)有限公司 Image processing method and device based on virtual reality (VR) equipment

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN106485771A (en) * 2015-08-27 2017-03-08 博雅网络游戏开发(深圳)有限公司 Animation performance detection method and system
CN105389090A (en) * 2015-11-06 2016-03-09 网易(杭州)网络有限公司 Game interaction interface displaying method and apparatus, mobile terminal and computer terminal
CN105389090B (en) * 2015-11-06 2019-03-15 网易(杭州)网络有限公司 Method and device, mobile terminal and the computer terminal of game interaction interface display
CN106600703A (en) * 2016-11-22 2017-04-26 宇龙计算机通信科技(深圳)有限公司 Image processing method and device based on virtual reality (VR) equipment

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Address after: Zhabei District 200072 Shanghai 777 Canton Road No. 12 lane two building A-27 room

Patentee after: SHANGHAI CREATOO NETWORK TECHNOLOGY CO.,LTD.

Address before: Zhabei District 200072 Shanghai 777 Canton Road No. 12 lane two building A-27 room

Patentee before: Shanghai Chuangtu Network Technology Development Co.,Ltd.

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