WO2017133567A1 - 一种实现批渲染的方法、装置和设备 - Google Patents
一种实现批渲染的方法、装置和设备 Download PDFInfo
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- WO2017133567A1 WO2017133567A1 PCT/CN2017/072403 CN2017072403W WO2017133567A1 WO 2017133567 A1 WO2017133567 A1 WO 2017133567A1 CN 2017072403 W CN2017072403 W CN 2017072403W WO 2017133567 A1 WO2017133567 A1 WO 2017133567A1
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/10—Geometric effects
- G06T15/30—Clipping
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—Two-dimensional [2D] image generation
- G06T11/20—Drawing from basic elements
- G06T11/26—Drawing of charts or graphs
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F9/00—Arrangements for program control, e.g. control units
- G06F9/06—Arrangements for program control, e.g. control units using stored programs, i.e. using an internal store of processing equipment to receive or retain programs
- G06F9/44—Arrangements for executing specific programs
- G06F9/451—Execution arrangements for user interfaces
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/005—General purpose rendering architectures
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/12—Bounding box
Definitions
- the present invention relates to the field of computer application technologies, and in particular, to a method, device and device for implementing batch rendering.
- the current batch rendering technology has been adopted by most graphics engines and graphics frameworks.
- the basic principle is to submit the graphics objects that are consistent in rendering state into a batch rendering object (usually called batch) and submit it to the GPU at a time.
- the CPU only needs to perform one commit, which reduces the burden on the CPU, and does not need to switch the rendering state multiple times for the GPU, and also reduces the burden on the GPU.
- the present invention provides a method, apparatus and device for implementing batch rendering, in order to save processing resources of CPU, video memory and GPU.
- the present invention provides a method for implementing batch rendering, the method comprising:
- the determining whether each graphic object is outside the visible area of the screen comprises:
- the bounding boxes based on the respective graphic objects respectively determine whether each of the graphic objects is outside the visible area of the screen.
- the bounding box based on each graphic object respectively determines whether each graphic object is outside the visible area of the screen, and includes:
- the determining whether each graphic object is outside the visible area of the screen comprises:
- the batch rendering process for the graphic object outside the visible area of the screen includes:
- the adding the currently traversed graphic object to the batch includes:
- the method further includes:
- Each of the formed batches is submitted to the graphics processor GPU for the GPU to batch render the graphics objects in each batch.
- the present invention also provides an apparatus for implementing batch rendering, the apparatus comprising:
- An obtaining unit configured to acquire each graphic object from a data frame to be rendered
- a determining unit configured to determine whether each graphic object is outside a visible area of the screen
- a batch processing unit that does not perform batch rendering processing on graphic objects that are outside the visible area of the screen.
- the determining unit is specifically configured to respectively determine a bounding box of each graphic object; and the bounding box based on each graphic object respectively determines whether each graphic object is outside the visible area of the screen.
- the determining unit specifically determines whether each graphic object is outside the visible area of the screen when the bounding box based on each graphic object respectively determines:
- the determining unit is specifically configured to:
- the batch processing unit is specifically configured to:
- the batch processing unit when the batch processing unit adds the currently traversed graphic object to the batch, the batch processing unit performs:
- the device further comprises:
- a submitting unit configured to submit each formed batch to a graphics processor GPU, so that the GPU batch renders the graphic objects in each batch.
- the invention also provides an apparatus, including
- One or more processors are One or more processors;
- One or more programs the one or more programs being stored in the memory, executed by the one or more processors to:
- the graphic object in the data frame to be rendered in the present invention performs determination whether it is outside the visible area of the screen, and does not perform batch rendering processing on the graphic object outside the visible area of the screen.
- Some graphic objects outside the visible area of the screen will not be submitted to the GPU, and will not occupy the memory space.
- the GPU will not render the image. Obviously, the CPU, memory and GPU processing resources are saved, and the rendering performance is improved. .
- FIG. 1 is a flowchart of a main method according to an embodiment of the present invention
- FIG. 2 is a schematic diagram of a bounding box according to an embodiment of the present invention.
- 3a-3c are schematic diagrams showing a positional relationship between a bounding box and a coordinate area where a screen is located according to an embodiment of the present invention
- FIG. 4 is a schematic diagram of a maximum coordinate and a minimum coordinate of a graphic object according to an embodiment of the present invention.
- FIG. 5 is a flowchart of a preferred method according to an embodiment of the present invention.
- FIG. 6 is a structural diagram of a device according to an embodiment of the present invention.
- FIG. 7 is a structural diagram of a device according to an embodiment of the present invention.
- the word “if” as used herein may be interpreted as “when” or “when” or “in response to determining” or “in response to detecting.”
- the phrase “if determined” or “if detected (conditions or events stated)” may be interpreted as “when determined” or “in response to determination” or “when detected (stated condition or event) “Time” or “in response to a test (condition or event stated)”.
- FIG. 1 is a flowchart of a main method according to an embodiment of the present invention. As shown in FIG. 1 , the method may mainly include the following steps:
- each graphic object is obtained from a data frame to be rendered.
- each data frame to be rendered several image files may be included. For example, some icon (icon) exists on a UI interface to be rendered, and each icon is an image file. In this step, each image file is first acquired from the data frame.
- icon icon
- each graphic object in the data frame to be rendered contains the graphic data, and also contains the rendering state.
- the rendering state may include, but is not limited to, a shading state, a padding state, an anti-aliasing state, a texture perspective state, a shading processing state, an atomization state, a smoothing state, and the like.
- this step may be implemented by using, but not limited to, the following two methods:
- the first way based on the bounding box of the graphic object, determine whether the graphic object is outside the visible area of the screen.
- the bounding box of the graphic object is first determined.
- the basic idea of the bounding box is to replace the complex geometric object with a slightly larger and simpler geometry.
- the bounding box completely surrounds the area of the graphic object, which is commonly used.
- the bounding box form may include an enclosing rectangle, a surrounding circle, an enclosing triangle, and the like, and for a three-dimensional plane, an enclosing cube, a surrounding sphere, or the like may also be employed.
- the left and right sides of the enclosing rectangle are parallel to the Y axis, and the upper and lower sides are parallel to the X axis, and the enclosing rectangle can adopt the graphic object.
- a graphic object is an irregular geometry, and its enclosing rectangle can be as shown in Figure 2.
- the coordinates of the bounding box of the graphic object are mapped to the coordinates of the pixel space where the screen is located. If the coordinates of the bounding box obtained after the mapping do not fall into the coordinate area where the screen is located, it is determined that the graphic object is visible on the screen. Outside the area. As shown in FIG. 3a, if the coordinates of the bounding box mapping do not completely intersect with the coordinate area where the screen is located, it is determined that the corresponding graphic object is outside the visible area of the screen. As shown in FIG. 3b, if the coordinates of the bounding box map intersect with the existing portion of the coordinate area where the screen is located, it is determined that the corresponding graphic object portion is within the visible area of the screen. As shown in FIG. 3c, if the coordinates of the bounding box map completely intersect with the coordinate area where the screen is located, that is, fall into the coordinate area where the screen is located, it is determined that the bet win graphic object is within the visible area of the screen.
- the second way based on the maximum coordinate value and the minimum coordinate value of the graphic object, determine whether the graphic object is outside the visible area of the screen.
- the graphical object shown in Figure 4 finds its maximum and minimum coordinates.
- the maximum and minimum coordinates of the Y-axis are ymax and ymin, respectively.
- the maximum and minimum coordinates of the X-axis are xmax and xmin, respectively.
- the maximum and minimum coordinates obtained after reaching the coordinate area where the screen is located are ymax' and ymin', xmax' and xmin', and the point corresponding to the maximum coordinate value is (xmax', ymax'), and the point corresponding to the minimum coordinate value is (xmin', ymin'), if neither of the two points is in the coordinate area where the screen is located, it is determined that the graphic object is outside the visible area of the screen; if both points fall within the coordinate area where the screen is located And determining that the graphic object is within the visible area of the screen; if one of the two points falls within the coordinate area where the screen is located, it is determined that the graphic object portion is within the visible area of the screen.
- batch rendering processing is not performed for graphic objects that are outside the viewable area of the screen.
- FIG. 5 is a flowchart of a preferred method according to an embodiment of the present invention. As shown in FIG. 5, the method may specifically include the following steps:
- each graphic object is obtained from the data frame to be rendered, and each graphic object is traversed and the following steps are performed separately:
- a bounding box of the graphical object currently traversed is determined.
- the manner of determining the bounding box and the determination based on whether the bounding box is outside the viewable area of the screen may be in the manner described in step 102 of the embodiment shown in FIG. 1, and details are not described herein again.
- the bounding box of the graphic object is determined and whether the graphic object is outside the visible area of the screen is determined based on the bounding box. It is also possible to determine the bounding box separately for all the graphic objects acquired in step 501 and determine whether each graphic object is outside the visible area of the screen based on the bounding box, and then traverse the screen visible area or partially in the screen visible area.
- the graphics object within the region is executed 504 for the traversed graphics object, in which case the result is determined to be a YES branch in step 507, and the next traversed graphics object is passed to execution 504.
- the currently traversed graphic object is placed in the batch of the graphic object whose rendering state is the same, and 507 is executed.
- the graphic objects with the same rendering state are placed in the same batch, so that when the subsequent GPU performs batch rendering, all the graphic objects in the same batch can be rendered in the same rendering state, without having to frequently switch the rendering state and lower the GPU. Performance impact and improved rendering efficiency (switching of rendering states is time consuming).
- a new batch is created, and the currently traversed graphic object is placed in the new batch.
- the batch creation for the data frame is completed, and all the graphic objects included in the batch are graphic objects within the visible area of the screen or partially within the visible area of the screen, and Graphic objects in each batch have a consistent rendering state.
- each of the formed batches is submitted to the GPU for the GPU to batch render the graphical objects in each batch.
- the above execution process is completed in the CPU.
- the GPU is first applied to the GPU for the memory space occupied by each batch, and then each batch is uploaded to the memory space, and the GPU performs batch rendering on the graphic objects in each batch.
- the created batch is submitted to the GPU.
- other methods of triggering the batch submission may be used. For example, when the graphic object in a batch reaches the set capacity limit, the batch submission may be triggered.
- the batch submission can be periodic, for example, after a certain time has elapsed, the created batch is submitted.
- a batch can accommodate graphic objects in different data frames in addition to the graphic objects in one data frame.
- the execution body of the foregoing method may be a device for implementing batch rendering, and the device may be an application located at a local terminal, or may be a plug-in or a software development kit (SDK) functional unit located in an application of the local terminal.
- the application can be a system level application or a user level application.
- the device may be located at the server end, which is not specifically limited in this embodiment of the present invention.
- the texture atlas creation device described above will be described in detail below with reference to FIG.
- FIG. 6 is a structural diagram of a device according to an embodiment of the present invention. As shown in FIG. 6, the device may include: an obtaining unit 01, a determining unit 02, and a batch processing unit 03, and may further include a submitting unit 04.
- the main functions of each component are as follows:
- the obtaining unit 01 is responsible for acquiring each graphic object from the data frame to be rendered.
- the graphics in the data frame to be rendered In addition to the graphics data, the object also contains the rendering state.
- the rendering state may include, but is not limited to, a shading state, a padding state, an anti-aliasing state, a texture perspective state, a shading processing state, an atomization state, a smoothing state, and the like.
- the judging unit 02 is responsible for judging whether each graphic object acquired by the acquiring unit 01 is outside the visible area of the screen. Specifically, the determining unit 02 can adopt, but is not limited to, the following two methods:
- the determining unit 02 respectively determines the bounding boxes of the respective graphic objects; and the bounding boxes based on the respective graphic objects respectively determine whether each of the graphic objects is outside the visible area of the screen.
- the coordinates of the bounding box of the graphic object may be mapped to the coordinates of the pixel space where the screen is located; if the mapping is obtained The coordinates of the bounding box do not fall into the coordinate area where the screen is located, and it is determined that the graphic object is outside the visible area of the screen.
- the second way based on the maximum coordinate value and the minimum coordinate value of the graphic object, determine whether the graphic object is outside the visible area of the screen.
- the determining unit 02 determines the maximum coordinate value and the minimum coordinate value of the graphic object in the geometric space; then maps the maximum coordinate value and the minimum coordinate value to the coordinates of the pixel space where the screen is located; if the maximum coordinate value corresponding to the mapping is corresponding to the point and If the points corresponding to the minimum coordinate values do not fall within the coordinate area where the screen is located, it is determined that the graphic object is outside the visible area of the screen.
- the batch processing unit 03 does not perform batch rendering processing on graphic objects that are outside the visible area of the screen. Specifically, the batch processing unit 03 can traverse each graphic object; if the currently traversed graphic object is outside the visible area of the screen, continue to traverse the next graphic object; otherwise, add the currently traversed graphic object to the batch.
- the batch processing unit 03 When the batch processing unit 03 adds the currently traversed graphic object to the batch, it can determine whether the currently existing batch has a graphic object that is consistent with the rendering state of the currently traversed graphic object, and if so, the current traversal The resulting graphic object is placed in the batch of the graphic object whose rendering state is the same; otherwise, a new batch is created, and the currently traversed graphic object is placed in the new batch.
- the batch creation for the data frame is completed, and all the graphic objects included in the batch are graphic objects within the visible area of the screen or partially within the visible area of the screen, and Graphic objects in each batch have a consistent rendering state.
- the submitting unit 04 is responsible for submitting each formed batch to the graphics processor GPU for the GPU to batch render the graphic objects in each batch. Specifically, the submitting unit 04 may first apply to the GPU for the memory space occupied by each batch, and then upload each batch to the memory space, and the GPU performs batch rendering on the graphic objects in each batch.
- the above method and apparatus provided by the embodiments of the present invention may be embodied by a computer program that is set up and operates in a device.
- the device may include one or more processors, and also includes a memory and one or more programs, as shown in FIG.
- the one or more programs are stored in a memory and executed by the one or more processors to implement the method flow and/or device operations illustrated in the above-described embodiments of the present invention.
- the method flow executed by one or more of the above processors may include:
- the above method, device and device provided by the present invention can be applied to a graphics engine of a user terminal system layer, for example, to perform graphics rendering of a system-level operation interface, and can also be applied to a graphics engine of a user terminal application layer, for example, responsible for an application level. Graphic drawing of the interface.
- the disclosed apparatus and method may be implemented in other manners.
- the device embodiments described above are merely illustrative.
- the division of the unit is only a logical function division, and the actual implementation may have another division manner.
- the units described as separate components may or may not be physically separated, and the components displayed as units may or may not be physical units, that is, may be located in one place, or may be distributed to multiple network units. Some or all of the units may be selected according to actual needs to achieve the purpose of the solution of the embodiment.
- each functional unit in each embodiment of the present invention may be integrated into one processing unit, or each unit may exist physically separately, or two or more units may be integrated into one unit.
- the above integrated unit can be implemented in the form of hardware or in the form of hardware plus software functional units.
- the above-described integrated unit implemented in the form of a software functional unit can be stored in a computer readable storage medium.
- the above software functional unit is stored in a storage medium and includes instructions for causing a computer device (which may be a personal computer, a server, or a network device, etc.) or a processor to perform the methods of the various embodiments of the present invention. Part of the steps.
- the foregoing storage medium includes: a U disk, a mobile hard disk, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, and the like, which can store program codes. .
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Abstract
一种实现批渲染的方法、装置和设备,其中方法包括:从待渲染数据帧中获取各图形对象(101);判断各图形对象是否在屏幕可视区域之外(102);对处于屏幕可视区域之外的图形对象不进行批渲染处理(103)。通过该方法,处于屏幕可视区域之外的图形对象CPU不会提交给GPU,也不会占用显存空间,GPU也不会对其进行渲染处理,节约CPU、显存以及GPU等的处理资源,提高了渲染性能。
Description
本申请要求2016年02月05日递交的申请号为201610083256.2、发明名称为“一种实现批渲染的方法、装置和设备”的中国专利申请的优先权,其全部内容通过引用结合在本申请中。
本发明涉及计算机应用技术领域,特别涉及一种实现批渲染的方法、装置和设备。
当前批渲染技术已经被绝大多数图形引擎和图形框架所采用,其基本原理就是通过将一些渲染状态一致的图形对象放入一个批渲染对象(通常称为batch)中,从而一次提交给GPU(Graphics Processing Unit,图形处理器)进行绘制。这样CPU仅需要执行一次提交,减少了CPU的负担,对GPU而言也不用多次切换渲染状态,也减少了GPU的负担。
然而,在对一帧数据进行渲染时,例如对一个系统操作界面进行渲染,该系统操作界面中的所有渲染状态一致的图形对象都被放入batch中,然后被传入显存并最终被渲染。这其中,将所有渲染状态一致的图形对象都放入batch,并传入显存进行渲染,从而占用较多CPU、显存以及GPU等的处理资源。
发明内容
有鉴于此,本发明提供了一种实现批渲染的方法、装置和设备,以便于节约CPU、显存以及GPU等的处理资源。
具体技术方案如下:
本发明提供了一种实现批渲染的方法,该方法包括:
从待渲染数据帧中获取各图形对象;
判断各图形对象是否在屏幕可视区域之外;
对处于屏幕可视区域之外的图形对象不进行批渲染处理。
根据本发明一优选实施方式,所述判断各图形对象是否在屏幕可视区域之外包括:
分别确定各图形对象的包围盒;
基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外。
根据本发明一优选实施方式,所述基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外包括:
将图形对象的包围盒在几何空间的坐标映射到屏幕所在的像素空间的坐标;
若映射后得到的包围盒的坐标均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
根据本发明一优选实施方式,所述判断各图形对象是否在屏幕可视区域之外包括:
确定图形对象在几何空间的最大坐标值和最小坐标值;
将所述最大坐标值和最小坐标值分别映射到屏幕所在的像素空间的坐标;
若映射后得到的最大坐标值对应的点和最小坐标值对应的点均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
根据本发明一优选实施方式,所述对处于屏幕可视区域之外的图形对象不进行批渲染处理包括:
遍历各图形对象;
如果当前遍历到的图形对象处于屏幕可视区域之外,则继续遍历下一个图形对象;否则,将当前遍历到的图形对象加入批渲染对象batch。
根据本发明一优选实施方式,所述将当前遍历到的图形对象加入batch包括:
判断当前已有的batch中是否已经存在与当前遍历到的图形对象的渲染状态一致的图形对象,如果是,则将当前遍历到的图形对象放入与其渲染状态一致的图形对象所在的batch;否则,创建一个新的batch,将当前遍历到的图形对象放入该新的batch。
根据本发明一优选实施方式,该方法还包括:
将形成的各batch提交给图形处理器GPU,以便GPU对各batch中的图形对象进行批渲染。
本发明还提供了一种实现批渲染的装置,该装置包括:
获取单元,用于从待渲染数据帧中获取各图形对象;
判断单元,用于判断各图形对象是否在屏幕可视区域之外;
批处理单元,用于对处于屏幕可视区域之外的图形对象不进行批渲染处理。
根据本发明一优选实施方式,所述判断单元,具体用于分别确定各图形对象的包围盒;基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外。
根据本发明一优选实施方式,所述判断单元在基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外时,具体执行:
将图形对象的包围盒在几何空间的坐标映射到屏幕所在的像素空间的坐标;
若映射后得到的包围盒的坐标均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
根据本发明一优选实施方式,所述判断单元,具体用于:
确定图形对象在几何空间的最大坐标值和最小坐标值;
将所述最大坐标值和最小坐标值分别映射到屏幕所在的像素空间的坐标;
若映射后得到的最大坐标值对应的点和最小坐标值对应的点均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
根据本发明一优选实施方式,所述批处理单元,具体用于:
遍历各图形对象;
如果当前遍历到的图形对象处于屏幕可视区域之外,则继续遍历下一个图形对象;否则,将当前遍历到的图形对象加入batch。
根据本发明一优选实施方式,所述批处理单元在将当前遍历到的图形对象加入batch时,具体执行:
判断当前已有的batch中是否已经存在与当前遍历到的图形对象的渲染状态一致的图形对象,如果是,则将当前遍历到的图形对象放入与其渲染状态一致的图形对象所在的batch;否则,创建一个新的batch,将当前遍历到的图形对象放入该新的batch。
根据本发明一优选实施方式,该装置还包括:
提交单元,用于将形成的各batch提交给图形处理器GPU,以便GPU对各batch中的图形对象进行批渲染。
本发明还提供了一种设备,包括
一个或者多个处理器;
存储器;
一个或者多个程序,所述一个或者多个程序存储在所述存储器中,被所述一个或者多个处理器执行以实现如下操作:
从待渲染数据帧中获取各图形对象;
判断各图形对象是否在屏幕可视区域之外;
对处于屏幕可视区域之外的图形对象不进行批渲染处理。
由以上技术方案可以看出,本发明对待渲染数据帧中的图形对象会进行是否在屏幕可视区域之外的判断,对于处于屏幕可视区域之外的图形对象并不进行批渲染处理,这
些处于屏幕可视区域之外的图形对象不会提交给GPU,也不会占用显存空间,GPU也不会对其进行渲染处理,显然节约CPU、显存以及GPU等的处理资源,提高了渲染性能。
图1为本发明实施例提供的主要方法流程图;
图2为本发明实施例提供的一种包围盒的示意图;
图3a~图3c为本发明实施例提供的包围盒与屏幕所在坐标区域之间位置关系的示意图;
图4为本发明实施例提供的图形对象最大坐标和最小坐标的示意图;
图5为本发明实施例提供的一种优选方法流程图;
图6为本发明实施例提供的一种装置结构图;
图7为本发明实施例提供的设备结构图。
为了使本发明的目的、技术方案和优点更加清楚,下面结合附图和具体实施例对本发明进行详细描述。
在本发明实施例中使用的术语是仅仅出于描述特定实施例的目的,而非旨在限制本发明。在本发明实施例和所附权利要求书中所使用的单数形式的“一种”、“所述”和“该”也旨在包括多数形式,除非上下文清楚地表示其他含义。
应当理解,本文中使用的术语“和/或”仅仅是一种描述关联对象的关联关系,表示可以存在三种关系,例如,A和/或B,可以表示:单独存在A,同时存在A和B,单独存在B这三种情况。另外,本文中字符“/”,一般表示前后关联对象是一种“或”的关系。
取决于语境,如在此所使用的词语“如果”可以被解释成为“在……时”或“当……时”或“响应于确定”或“响应于检测”。类似地,取决于语境,短语“如果确定”或“如果检测(陈述的条件或事件)”可以被解释成为“当确定时”或“响应于确定”或“当检测(陈述的条件或事件)时”或“响应于检测(陈述的条件或事件)”。
图1为本发明实施例提供的主要方法流程图,如图1中所示,该方法可以主要包括以下步骤:
在101中,从待渲染数据帧中获取各图形对象。
在每一个待渲染的数据帧中都可能会包含若干图像文件,例如某个待渲染的UI界面上存在一些icon(图标),每一个icon都是一个图像文件。在本步骤中首先从数据帧中获取各图像文件。
通常待渲染数据帧中的各图形对象处了包含图形数据之外,还会包含渲染状态。其中渲染状态可以包括但不限于着色状态、填充状态、反走样状态、纹理透视状态、明暗处理状态、雾化状态、平滑状态等。
在102中,判断各图形对象是否在屏幕可视区域之外。
在本发明实施例中,本步骤可以采用但不限于以下两种方式实现:
第一种方式:基于图形对象的包围盒,判断图形对象是否在屏幕可视区域之外。
在这种方式中,首先确定图形对象的包围盒,包围盒的基本思想是用体积稍大且特性简单的几何体来近似地代替复杂的几何对象,该包围盒完全包围图形对象所在区域,常用的包围盒形式可以包括包围矩形、包围圆形、包围三角形等等,对于三维平面而言,也可以采用包围立方体、包围球等等。以包围矩形为例,在几何空间的坐标系(通常图形对象均采用几何空间的坐标系)中,该包围矩形左右两边平行于Y轴,上下两边平行于X轴,包围矩形可以采用图形对象的外接矩形的方式。假设某图形对象为一个不规则几何体,其包围矩形可以如图2中所示。当然也可以不采用外接的方式,而保留一定距离。
然后将图形对象的包围盒在几何空间的坐标映射到屏幕所在的像素空间的坐标,若映射后得到的包围盒的坐标均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。如图3a中所示,若包围盒映射后的坐标与屏幕所在的坐标区域完全不相交,则确定对应图形对象在屏幕可视区域之外。如图3b中所示,若包围盒映射后的坐标与屏幕所在的坐标区域存在部分相交,则确定对应图形对象部分在屏幕可视区域之内。如图3c中所示,若包围盒映射后的坐标与屏幕所在的坐标区域完全相交,即落入屏幕所在的坐标区域,则确定赌赢图形对象在屏幕可视区域之内。
第二种方式:基于图形对象的最大坐标值和最小坐标值,判断图形对象是否在屏幕可视区域之外。
首先确定图形对象在几何空间的最大坐标值和最小坐标值,然后将最大坐标值和最小坐标值分别映射到屏幕所在的像素空间的坐标。若映射后得到的最大坐标值对应的点和最小坐标值对应的点均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
举个例子,如图4所示的图形对象找出其最大坐标和最小坐标,其Y轴最大坐标和最小坐标分别为ymax和ymin,X轴最大坐标和最小坐标分别为xmax和xmin,分别映射到屏幕所在的坐标区域后得到的最大坐标和最小坐标分别为ymax’和ymin’,xmax’和xmin’,最大坐标值对应的点为(xmax’,ymax’),最小坐标值对应的点为(xmin’,ymin’),若这两个点均未在屏幕所在的坐标区域,则确定该图形对象处于屏幕可视区域之外;若这两个点均落在屏幕所在的坐标区域之内,则确定该图形对象处于屏幕可视区域之内;若这两个点中有一个落在屏幕所在的坐标区域之内,则确定该图形对象部分处于屏幕可视区域之内。
在103中,对于处于屏幕可视区域之外的图形对象不进行批渲染处理。
对于处于屏幕可视区域之外的图形对象,因为其即便被渲染最终也不会显示于屏幕之上,因此不需要进行批渲染处理,即不需要将其加入batch。而对于处于屏幕可视区域之内或者部分处于屏幕可视区域之内的图形对象,需要将其加入batch。在将图形对象加入batch的过程中,遵循将渲染状态一致的图形对象放入同一batch的原则。
下面结合图5对上述方法进行详细描述。图5为本发明实施例提供的一种优选方法流程图,如图5中所示,该方法可以具体包括以下步骤:
在501中,从待渲染数据帧中获取各图形对象,遍历各图形对象并分别执行以下步骤:
在502中,确定当前遍历到的图形对象的包围盒。
在503中,基于当前遍历到的图形对象的包围盒,判断该图形对象是否在屏幕可视区域之外,如果是,执行507;否则,执行504。
包围盒的确定方式以及基于包围盒对图形对象是否处于屏幕可视区域之外的判断可以采用图1所示实施例步骤102中所描述的方式,在此不再赘述。
另外,需要说明的是,可以对图形对象进行遍历时,确定图形对象的包围盒以及基于包围盒判断图形对象是否处于屏幕可视区域之外。也可以对步骤501获取的所有图形对象均分别确定包围盒并基于包围盒分别判断各图形对象是否处于屏幕可视区域之外,然后再遍历各处于屏幕可视区域之内或部分处于屏幕可视区域之内的图形对象,并针对遍历到的图形对象执行504,在这种情况下在下述步骤507中判断结果为是的分支,对遍历的下一个图形对象转至执行504。
在504中,判断当前已有的batch中是否已经存在与当前遍历到的图形对象的渲染状态一致的图形对象,如果是,执行505;否则,执行506。
在505中,将当前遍历到的图形对象放入与其渲染状态一致的图形对象所在的batch,执行507。
通过本步骤将渲染状态一致的图形对象放入同一个batch,使得后续GPU进行批渲染时,能够采用同一个渲染状态完成同一batch中所有图形对象的渲染,而不必频繁切换渲染状态,降低对GPU性能的影响且提高渲染效率(渲染状态的切换是很耗时的)。
在506中,创建一个新的batch,将当前遍历到的图形对象放入该新的batch。
在507中,判断是否存在未遍历的图形对象,如果是,继续遍历下一个图形对象转至执行502;否则,执行508。
当数据帧中所有图形对象都遍历完毕,则针对该数据帧的batch创建完成,所有batch中包含的图形对象都是屏幕可视区域之内或部分处于屏幕可视区域之内的图形对象,且每个batch中的图形对象具有一致的渲染状态。
在508中,将形成的各batch提交给GPU,以便GPU对各batch中的图形对象进行批渲染。
上述执行过程均在CPU中完成,在本步骤中,首先向GPU申请各batch所占用的显存空间,然后将各batch上传至显存空间中,由GPU对各batch中的图形对象进行批渲染。
需要说明的是,在本实施例中以一个数据帧都处理完毕后,将创建的batch提交给GPU。除了这种方式之外,也可以采用其他触发batch提交的方式,例当一个batch中的图形对象达到设定的容量上限时,可以触发该batch的提交。或者,batch的提交也可以是周期性的,例如在达到一定时间后,将已创建的batch进行提交。另外,一个batch中除了容纳一个数据帧中的图形对象之外,也可以容纳不同数据帧中的图形对象。
上述方法的执行主体可以为实现批渲染的装置,该装置可以是位于本地终端的应用,或者还可以为位于本地终端的应用中的插件或软件开发工具包(Software Development Kit,SDK)等功能单元,其中应用可以是系统级应用,也可以是用户级应用。或者,该装置还可以位于服务器端,本发明实施例对此不进行特别限定。下面结合图6对上述的纹理图集创建装置进行详细描述。
图6为本发明实施例提供的一种装置结构图,如图6中所示,该装置可以包括:获取单元01、判断单元02和批处理单元03,还可以进一步包括提交单元04。各组成单元的主要功能如下:
获取单元01负责从待渲染数据帧中获取各图形对象。通常待渲染数据帧中的各图形
对象处了包含图形数据之外,还会包含渲染状态。其中渲染状态可以包括但不限于着色状态、填充状态、反走样状态、纹理透视状态、明暗处理状态、雾化状态、平滑状态等。
判断单元02负责判断获取单元01获取的各图形对象是否在屏幕可视区域之外。具体地,判断单元02可以采用但不限于以下两种方式:
第一种方式:判断单元02分别确定各图形对象的包围盒;基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外。
其中在基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外时,可以将图形对象的包围盒在几何空间的坐标映射到屏幕所在的像素空间的坐标;若映射后得到的包围盒的坐标均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
第二种方式:基于图形对象的最大坐标值和最小坐标值,判断图形对象是否在屏幕可视区域之外。
判断单元02确定图形对象在几何空间的最大坐标值和最小坐标值;然后将最大坐标值和最小坐标值分别映射到屏幕所在的像素空间的坐标;若映射后得到的最大坐标值对应的点和最小坐标值对应的点均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
批处理单元03对处于屏幕可视区域之外的图形对象不进行批渲染处理。具体地,批处理单元03可以遍历各图形对象;如果当前遍历到的图形对象处于屏幕可视区域之外,则继续遍历下一个图形对象;否则,将当前遍历到的图形对象加入batch。
其中批处理单元03在将当前遍历到的图形对象加入batch时,可以判断当前已有的batch中是否已经存在与当前遍历到的图形对象的渲染状态一致的图形对象,如果是,则将当前遍历到的图形对象放入与其渲染状态一致的图形对象所在的batch;否则,创建一个新的batch,将当前遍历到的图形对象放入该新的batch。
当数据帧中所有图形对象都遍历完毕,则针对该数据帧的batch创建完成,所有batch中包含的图形对象都是屏幕可视区域之内或部分处于屏幕可视区域之内的图形对象,且每个batch中的图形对象具有一致的渲染状态。
提交单元04负责将形成的各batch提交给图形处理器GPU,以便GPU对各batch中的图形对象进行批渲染。具体地,提交单元04可以首先向GPU申请各batch所占用的显存空间,然后将各batch上传至显存空间中,由GPU对各batch中的图形对象进行批渲染。
本发明实施例提供的上述方法和装置可以以设置并运行于设备中的计算机程序体现。该设备可以包括一个或多个处理器,还包括存储器和一个或多个程序,如图7中所示。其中该一个或多个程序存储于存储器中,被上述一个或多个处理器执行以实现本发明上述实施例中所示的方法流程和/或装置操作。例如,被上述一个或多个处理器执行的方法流程,可以包括:
从待渲染数据帧中获取各图形对象;
判断各图形对象是否在屏幕可视区域之外;
对处于屏幕可视区域之外的图形对象不进行批渲染处理。
本发明所提供的上述方法、装置和设备可以应用于用户终端系统层的图形引擎,例如负责进行系统级操作界面的图形绘制,也可以应用于用户终端应用层的图形引擎,例如负责进行应用级界面的图形绘制。
在本发明所提供的几个实施例中,应该理解到,所揭露的装置和方法,可以通过其它的方式实现。例如,以上所描述的装置实施例仅仅是示意性的,例如,所述单元的划分,仅仅为一种逻辑功能划分,实际实现时可以有另外的划分方式。
所述作为分离部件说明的单元可以是或者也可以不是物理上分开的,作为单元显示的部件可以是或者也可以不是物理单元,即可以位于一个地方,或者也可以分布到多个网络单元上。可以根据实际的需要选择其中的部分或者全部单元来实现本实施例方案的目的。
另外,在本发明各个实施例中的各功能单元可以集成在一个处理单元中,也可以是各个单元单独物理存在,也可以两个或两个以上单元集成在一个单元中。上述集成的单元既可以采用硬件的形式实现,也可以采用硬件加软件功能单元的形式实现。
上述以软件功能单元的形式实现的集成的单元,可以存储在一个计算机可读取存储介质中。上述软件功能单元存储在一个存储介质中,包括若干指令用以使得一台计算机设备(可以是个人计算机,服务器,或者网络设备等)或处理器(processor)执行本发明各个实施例所述方法的部分步骤。而前述的存储介质包括:U盘、移动硬盘、只读存储器(Read-Only Memory,ROM)、随机存取存储器(Random Access Memory,RAM)、磁碟或者光盘等各种可以存储程序代码的介质。
以上所述仅为本发明的较佳实施例而已,并不用以限制本发明,凡在本发明的精神和原则之内,所做的任何修改、等同替换、改进等,均应包含在本发明保护的范围之内。
Claims (15)
- 一种实现批渲染的方法,其特征在于,该方法包括:从待渲染数据帧中获取各图形对象;判断各图形对象是否在屏幕可视区域之外;对处于屏幕可视区域之外的图形对象不进行批渲染处理。
- 根据权利要求1所述的方法,其特征在于,所述判断各图形对象是否在屏幕可视区域之外包括:分别确定各图形对象的包围盒;基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外。
- 根据权利要求2所述的方法,其特征在于,所述基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外包括:将图形对象的包围盒在几何空间的坐标映射到屏幕所在的像素空间的坐标;若映射后得到的包围盒的坐标均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
- 根据权利要求1所述的方法,其特征在于,所述判断各图形对象是否在屏幕可视区域之外包括:确定图形对象在几何空间的最大坐标值和最小坐标值;将所述最大坐标值和最小坐标值分别映射到屏幕所在的像素空间的坐标;若映射后得到的最大坐标值对应的点和最小坐标值对应的点均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
- 根据权利要求1至4任一权项所述的方法,其特征在于,所述对处于屏幕可视区域之外的图形对象不进行批渲染处理包括:遍历各图形对象;如果当前遍历到的图形对象处于屏幕可视区域之外,则继续遍历下一个图形对象;否则,将当前遍历到的图形对象加入批渲染对象batch。
- 根据权利要求5所述的方法,其特征在于,所述将当前遍历到的图形对象加入batch包括:判断当前已有的batch中是否已经存在与当前遍历到的图形对象的渲染状态一致的图形对象,如果是,则将当前遍历到的图形对象放入与其渲染状态一致的图形对象所在的batch;否则,创建一个新的batch,将当前遍历到的图形对象放入该新的batch。
- 根据权利要求5所述的方法,其特征在于,该方法还包括:将形成的各batch提交给图形处理器GPU,以便GPU对各batch中的图形对象进行批渲染。
- 一种实现批渲染的装置,其特征在于,该装置包括:获取单元,用于从待渲染数据帧中获取各图形对象;判断单元,用于判断各图形对象是否在屏幕可视区域之外;批处理单元,用于对处于屏幕可视区域之外的图形对象不进行批渲染处理。
- 根据权利要求8所述的装置,其特征在于,所述判断单元,具体用于分别确定各图形对象的包围盒;基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外。
- 根据权利要求9所述的装置,其特征在于,所述判断单元在基于各图形对象的包围盒分别判断各图形对象是否在屏幕可视区域之外时,具体执行:将图形对象的包围盒在几何空间的坐标映射到屏幕所在的像素空间的坐标;若映射后得到的包围盒的坐标均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
- 根据权利要求8所述的装置,其特征在于,所述判断单元,具体用于:确定图形对象在几何空间的最大坐标值和最小坐标值;将所述最大坐标值和最小坐标值分别映射到屏幕所在的像素空间的坐标;若映射后得到的最大坐标值对应的点和最小坐标值对应的点均未落入屏幕所在的坐标区域,则确定该图形对象在屏幕可视区域之外。
- 根据权利要求8至11任一权项所述的装置,其特征在于,所述批处理单元,具体用于:遍历各图形对象;如果当前遍历到的图形对象处于屏幕可视区域之外,则继续遍历下一个图形对象;否则,将当前遍历到的图形对象加入batch。
- 根据权利要求12所述的装置,其特征在于,所述批处理单元在将当前遍历到的图形对象加入batch时,具体执行:判断当前已有的batch中是否已经存在与当前遍历到的图形对象的渲染状态一致的图形对象,如果是,则将当前遍历到的图形对象放入与其渲染状态一致的图形对象所在的batch;否则,创建一个新的batch,将当前遍历到的图形对象放入该新的batch。
- 根据权利要求12所述的装置,其特征在于,该装置还包括:提交单元,用于将形成的各batch提交给图形处理器GPU,以便GPU对各batch中的图形对象进行批渲染。
- 一种设备,包括一个或者多个处理器;存储器;一个或者多个程序,所述一个或者多个程序存储在所述存储器中,被所述一个或者多个处理器执行以实现如下操作:从待渲染数据帧中获取各图形对象;判断各图形对象是否在屏幕可视区域之外;对处于屏幕可视区域之外的图形对象不进行批渲染处理。
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| CN109529346A (zh) * | 2018-11-21 | 2019-03-29 | 北京像素软件科技股份有限公司 | 扇形区域确定方法、装置及电子设备 |
| CN110286992A (zh) * | 2019-07-02 | 2019-09-27 | 中国工商银行股份有限公司 | 界面图形重绘的方法及装置 |
| CN110928628B (zh) * | 2019-11-22 | 2022-12-27 | 网易(杭州)网络有限公司 | 游戏元素的处理方法和装置、存储介质及处理器 |
| CN113769402B (zh) * | 2021-09-16 | 2024-08-16 | 厦门极致互动网络技术股份有限公司 | 一种大地图可视区域分帧更新的方法 |
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| KR102806430B1 (ko) * | 2021-11-19 | 2025-05-14 | 주식회사 에이직스 | 이미지 아틀라스 기법을 활용한 대용량 이미지 배치 렌더링 방법 |
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