WO2017167167A1 - 模型对象构建的方法、服务器及系统 - Google Patents
模型对象构建的方法、服务器及系统 Download PDFInfo
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- WO2017167167A1 WO2017167167A1 PCT/CN2017/078353 CN2017078353W WO2017167167A1 WO 2017167167 A1 WO2017167167 A1 WO 2017167167A1 CN 2017078353 W CN2017078353 W CN 2017078353W WO 2017167167 A1 WO2017167167 A1 WO 2017167167A1
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating 3D models or images for computer graphics
- G06T19/006—Mixed reality
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/20—Finite element generation, e.g. wire-frame surface description, tesselation
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/005—General purpose rendering architectures
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/08—Volume rendering
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/10—Constructive solid geometry [CSG] using solid primitives, e.g. cylinders, cubes
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/30—Polynomial surface description
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/04—Architectural design, interior design
Definitions
- the present application relates to the field of 3D application technologies, and in particular, to a method, a server, and a system for constructing a model object.
- the user equipment has high requirements on display accuracy. Therefore, the user equipment end usually adopts a model processing algorithm with high display precision, and the server end needs to adopt the same as the user equipment end in order to be consistent with the user equipment end.
- the model builds the processing algorithm, which results in a very large amount of computation of the server, which will reduce the efficiency of model object construction.
- the embodiment of the present application provides a method for constructing a model object, and a model construction algorithm of the server and the user equipment is separated from logic and performance, so that the server can perform data behavior consistent with the user equipment, and can perform the model in the form of voxels.
- Object storage which reduces the amount of calculations and improves the efficiency of model object construction.
- the embodiments of the present application also provide corresponding servers and systems.
- a first aspect of the present application provides a method for constructing a model object, where the method is applied to a 3D application system, where the 3D application system includes a server and a user equipment, and the user equipment performs model object display based on a form of a polygon mesh.
- the server performs model object storage based on the voxel form, the method includes: the server receiving a construction instruction of the target model object sent by the user equipment; the server determining, according to the construction instruction, the target model object Voxel modeling data; the server constructs the target model object in voxel form according to the voxel modeling data.
- a second aspect of the present application provides a server, the server is applied to a 3D application system, and the 3D
- the application system further includes a user equipment, the user equipment performs model object presentation based on a form of a polygon mesh, the server performs model object storage based on a voxel form, and the server includes: a receiving unit, configured to receive the user equipment And a determining unit, configured to determine voxel modeling data of the target model object according to the building instruction received by the receiving unit, and a building unit, configured to determine according to the determining unit The voxel modeling data constructs the target model object in voxel form.
- a third aspect of the present application provides a 3D application system, including a server and a user equipment, where the user equipment performs model object presentation based on a polygon mesh, and the server performs model object storage based on a voxel form; the server is The server of the above second aspect.
- the server uses the same model processing algorithm as the user equipment to construct the model, which results in a large amount of calculation of the server and low efficiency of the model construction.
- the model construction algorithm of the server and the user equipment the logical sum The performance is separated.
- the user equipment displays the model object in the form of a polygon network to ensure the display precision.
- the logic of the server model construction is consistent with the user equipment, but the modeling data is expressed in voxel form. Although the representation is different, the server can do the data.
- the behavior is consistent with the user equipment, so that the simulation objects such as monsters and characters can be effectively verified to move within a reasonable range of the game scene setting, and there is no unreasonable behavior such as wearing a wall, and the model is constructed in the form of voxels. It can reduce the amount of calculation and improve the efficiency of model object construction.
- FIG. 1 is a schematic diagram of a model object based on a polygon mesh
- FIG. 2 is a schematic diagram of a voxel-based model object
- FIG. 3 is a schematic diagram of an embodiment of a 3D application system in an embodiment of the present application.
- FIG. 4 is a schematic diagram of an embodiment of a method for constructing a model object in an embodiment of the present application
- FIG. 5 is a schematic diagram of a scenario of layering a model object in an embodiment of the present application.
- FIG. 6 is a schematic diagram of a scenario of model object partition replacement in the embodiment of the present application.
- FIG. 7 is a schematic diagram of an embodiment of a server in an embodiment of the present application.
- FIG. 8 is a schematic diagram of another embodiment of a server in an embodiment of the present application.
- FIG. 9 is a schematic diagram of another embodiment of a server in an embodiment of the present application.
- FIG. 10 is a schematic diagram of another embodiment of a server in an embodiment of the present application.
- the embodiment of the present application provides a method for constructing a model object, and the server can construct a model object by using a voxel algorithm, thereby reducing the amount of calculation and improving the efficiency of model object construction.
- the embodiments of the present application also provide corresponding servers and systems. The details are described below separately.
- the method for constructing a model object described in the embodiments of the present application can be used, for example, in a building construction game, or in a massively multiplayer online role-playing game of a building construction type.
- a massively multiplayer online role-playing game a player Building model objects such as fortifications are often required to facilitate offensive and defensive play in the game.
- the construction of the model object is mainly introduced in the embodiment of the present application.
- the user equipment performs the model object display based on the polygon mesh algorithm
- the server side does not need to consider the model precision excessively, but the calculation speed is very high, so the server is based on
- the voxel algorithm stores the model object.
- the construction of the model object can be divided into two parts: logic and presentation.
- the construction logic of the model object in the user equipment and the server is the same, but the performance of the modeling data is different.
- the data is polygon mesh modeling data, so the final model object is displayed in the form of a polygon mesh, and the modeling data on the server side is voxel modeling data, so the form of the final model is the form of voxel.
- the user equipment displays the model object in the form of a polygon mesh, and the model object is stored in the voxel form in the server, so that the display precision of the user equipment side can be ensured, and the calculation amount of the server side can be reduced, and the most important thing is to ensure
- the model object construction height and location of the user equipment and the server are consistent, although Display accuracy of the model object side works well, but does not affect the simulation objects and characters such as monsters, for example, movement of the judgments in reasonable building model object. Therefore, when the simulation object moves in the architectural model object, the server can ensure that the simulation object moves within a reasonable range of the game scene setting according to the architectural model stored on the server side, and there is no unreasonable behavior such as wearing a wall.
- the purpose of storing the building model object on the server side is to verify whether the movement of the simulation object in the building model object is reasonable. If it is reasonable, the server will indicate that the user equipment side displays the normal movement of the simulation object. If it is unreasonable, the server does not allow the user. The analog object on the device side does not move reasonably.
- the construction process of the user equipment side and the server side model object is basically the same, except that the modeling data is different in performance, and the modeling data on the user equipment side is the polygon mesh modeling data, so the finally constructed model object is a polygon mesh.
- the form shows that the modeling data on the server side is voxel modeling data, so the form of the final model is the voxel form.
- the user equipment side follows the polygon mesh based on, for example, the traditional 3D engine.
- the form is displayed, and the server side is stored in the form of voxels.
- the traditional polygon mesh solution is shown in Figure 1.
- the model object is modeled by decomposing the model object into a myriad of small polygons.
- the advantage of the polygon mesh is that the decomposition of the polygon can be very flexible, and the description of the model details can be very precise, which is a consistent choice of the traditional client 3D engine.
- Voxels are the pixels of the volume. Used to represent a unit that displays basic points in three-dimensional space. Similar to a pixel in a two-dimensional plane.
- Figure 2 is a voxel representation of a model object. As can be seen from the comparison of FIG. 2 and FIG. 1, the display accuracy of the voxels is not as high as that of the polygon mesh.
- the advantage of the pixel scheme is that the server and the user equipment can be consistent, and the amount of data and the amount of calculation are relatively small, and it is suitable for large-scale operation on the server side.
- FIG. 3 is a 3D application system in an embodiment of the present application.
- the 3D application system includes a server and a user equipment, and the server may be a game server.
- the user equipment may have multiple, not limited to three shown in FIG. 3, when the player constructs the building model on the user equipment.
- the user equipment determines the polygon mesh modeling data of the target model object specified by the player according to the instruction of the player, and then the user equipment constructs the target model object in the form of a polygon mesh according to the polygon mesh modeling data, and the user equipment
- the target model object is displayed in the form of a polygon mesh.
- FIG. 4 is a schematic diagram of an embodiment of a method for constructing a model object according to an embodiment of the present application.
- an embodiment of a method for constructing a model object in an embodiment of the present application includes:
- the server receives a build instruction of a target model object sent by the user equipment.
- the target model object can be an integral part of the building model object, for example: a roof or a wall.
- the server determines voxel modeling data of the target model object according to the constructing instruction.
- the server constructs the target model object in a voxel form according to the voxel modeling data.
- the target model object is presented in the user device in the form of a polygon mesh, the target model object being stored in the server in the form of the voxel.
- the server uses the same model processing algorithm as the user equipment to construct the model, which results in a large amount of calculation of the server and low efficiency of the model construction.
- the model construction algorithm of the server and the user equipment the logical sum The performance is separated.
- the user equipment displays the model object in the form of a polygon network to ensure the display precision.
- the logic of the server model construction is consistent with the user equipment, but the modeling data is expressed in voxel form. Although the representation is different, the server can do the data.
- the behavior is consistent with the user equipment, so that the simulated object can be effectively verified to move within a reasonable range of the game scene setting, and there is no unreasonable behavior such as wearing a wall, and the model is constructed in the form of voxels, and the server can reduce the calculation amount. Improve the efficiency of model object construction.
- the target model object may be layered, so that the server determines the voxel modeling data of the target model object according to the construction instruction, which may include:
- the server determines voxel modeling data for each layer of voxels, and determines voxel modeling data of the target model object based on the voxel modeling data of each layer of voxels.
- the layering of the target model object can be understood with reference to FIG. 5.
- the target model object may be divided into several layers from bottom to top, as shown in FIG. 5, layer0, layer1, and layer2, of course, not limited to several layers shown in FIG. According to the needs of the division.
- the server side is based on voxels, the voxels of the target model object can be distributed in each layer, and the voxels can be positioned in the form of coordinates on each layer, such as (x, y, layer) triples.
- the server determines voxel modeling data for each layer of voxels, which may include:
- the server determines coordinates of each voxel in each layer of voxels
- the server determines voxel modeling data of each layer of voxels according to coordinates of the respective voxels.
- the voxel modeling data of the voxels is determined, and the position and spatial position of the voxels on the map can be determined.
- the voxel modeling data of the target model object is determined to determine the geographic location and spatial location of the target model in the game scene.
- the method for constructing a model object further includes:
- the method further includes:
- the server replaces the original model object corresponding to the target block with the target model object.
- the building model object may include multiple blocks. If the player only wants to modify the current building model object, a new model object is used to replace a part of the building model object. Then, the new model object can be constructed.
- the new model object is a target model object in the embodiment of the present application. Therefore, after determining the block corresponding to the target model object, the server may replace the target block with the target model object. The corresponding original model object is obtained, thereby obtaining an updated building model object.
- the method for constructing a model object further includes: the server determining a target block corresponding to the target model object in a building model object, where the building model object includes multiple blocks;
- the method further includes:
- the server fills a space corresponding to the target block with the target model object.
- the target model object may be directly used to fill the space corresponding to the target block.
- the update plan can be:
- a square with a fixed side length (N) is used to decompose the entire map into multiple map blocks, and the building data is also described in the same format.
- Each map block is a projection of a square of N*N on the xy vertical area.
- a new building block is generated, and the new terrain is formed by fusing the building data and the map data, and the building area is used.
- the block replaces the map block of the original location of the target block. If the original location does not have a map block, the building block is directly filled in the location of the target block.
- the server determines that the target model object corresponds to the target block in the building model object, and may include:
- the server determines coordinates of the target model object
- the server determines, according to coordinates of the target model object, a target block corresponding to the target model object in the building model object.
- the target block corresponding to the target model object in the building model object may be determined according to the coordinates of the target model object in the map.
- a server 20 provided by an embodiment of the present application is applied to a 3D application system, where the 3D application system further includes a user equipment, where the user equipment performs model object display based on a polygon mesh, and the server is based on a voxel.
- the model object storage is performed in the form of an embodiment of the server 20 comprising:
- the receiving unit 201 is configured to receive a construction instruction of the target model object sent by the user equipment;
- a determining unit 202 configured to determine voxel modeling data of the target model object according to the constructing instruction received by the receiving unit 201;
- the constructing unit 203 is configured to construct the target model object in the form of a voxel according to the voxel modeling data determined by the determining unit 202.
- the receiving unit 201 receives the constructing instruction of the target model object sent by the user equipment, and the determining unit 202 determines the voxel of the target model object according to the constructing instruction received by the receiving unit 201.
- Modeling data; the building unit 203 constructs the target model object in voxel form according to the voxel modeling data determined by the determining unit 202.
- the server uses the same model processing algorithm as the user equipment to construct the model, which results in a large amount of calculation of the server and low efficiency of the model construction.
- the model construction algorithm of the server and the user equipment the logical sum The performance is separated.
- the user equipment displays the model object in the form of a polygon network to ensure the display precision.
- the logic of the server model construction is consistent with the user equipment, but the modeling data is expressed in voxel form.
- the server can do the data. Behaves consistently with the user device, so that it can effectively verify that the simulated object moves within a reasonable range of the game scene settings. Movement, there will be no unreasonable behavior such as wearing a wall, and at the same time constructing a model in the form of voxels, the server can reduce the amount of calculation and improve the efficiency of model object construction.
- the determining unit 202 is configured to determine a layer to which each voxel in the target model object belongs; determine voxel modeling data of each layer of voxels, and model voxels according to the voxels of each layer Data, determining voxel modeling data of the target model object.
- the determining unit 202 is configured to determine coordinates of each voxel in each layer of voxels; and determine voxel modeling data of each layer of voxels according to coordinates of the respective voxels.
- another embodiment of the server provided by the embodiment of the present application further includes a replacement unit 204 .
- the determining unit 202 is further configured to determine a target block corresponding to the target model object in the building model object, the building model object includes a plurality of blocks, and the replacing unit 204 is configured to use the target
- the voxel modeling data of the model object replaces the original voxel modeling data corresponding to the target block determined by the determining unit 202.
- another embodiment of the server provided by the embodiment of the present application further includes a filling unit 205.
- the determining unit 202 is further configured to determine a target block corresponding to the target model object in the building model object, the building model object includes a plurality of blocks; and the filling unit 205 is configured to use the target model
- the voxel modeling data of the object fills the data storage space corresponding to the target block determined by the determining unit 202.
- the determining unit 202 is configured to: determine coordinates of the target model object; and determine, according to coordinates of the target model object, the target model object in a building model The target block corresponding to the object.
- FIG. 10 is a schematic structural diagram of a server 20 according to an embodiment of the present application.
- the server is applied to a 3D application system, the 3D application system further includes a user equipment, the user equipment performs model object presentation based on a form of a polygon mesh, and the server performs model object storage based on a voxel form
- the server 20 includes a processor 210, a memory 250, and a transceiver 230, which may include read only memory and random access memory, and provide operational instructions and data to the processor 210.
- a portion of the memory 250 may also include non-volatile random access memory (NVRAM).
- NVRAM non-volatile random access memory
- memory 250 stores elements, executable modules or data structures, or a subset thereof, or their extended set.
- the transceiver 230 is configured to receive a target model object sent by the user equipment.
- the processor 210 is configured to determine voxel modeling data of the target model object according to the building instruction, and construct the target model object in voxel form according to the voxel modeling data.
- the server uses the same model processing algorithm as the user equipment to construct the model, which results in a large amount of calculation of the server and low efficiency of the model construction.
- the model construction algorithm of the server and the user equipment the logical sum The performance is separated.
- the user equipment displays the model object in the form of a polygon network to ensure the display precision.
- the logic of the server model construction is consistent with the user equipment, but the modeling data is expressed in voxel form. Although the representation is different, the server can do the data.
- the behavior is consistent with the user equipment, so that the simulation objects such as monsters and characters can be effectively verified to move within a reasonable range of the game scene setting, and there is no unreasonable behavior such as wearing a wall, and the model is constructed in the form of voxels. It can reduce the amount of calculation and improve the efficiency of model object construction.
- the processor 210 controls the operation of the server 20, which may also be referred to as a CPU (Central Processing Unit).
- Memory 250 can include read only memory and random access memory and provides instructions and data to processor 210. A portion of the memory 250 may also include non-volatile random access memory (NVRAM).
- NVRAM non-volatile random access memory
- the various components of the server 20 are coupled together by a bus system 220.
- the bus system 220 may include a power bus, a control bus, a status signal bus, and the like in addition to the data bus. However, for clarity of description, various buses are labeled as bus system 220 in the figure.
- Processor 210 may be an integrated circuit chip with signal processing capabilities. In the implementation process, each step of the foregoing method may be completed by an integrated logic circuit of hardware in the processor 210 or an instruction in a form of software.
- the processor 210 described above may be a general purpose processor, a digital signal processor (DSP), an application specific integrated circuit (ASIC), an off-the-shelf programmable gate array (FPGA) or other programmable logic device, a discrete gate or transistor logic device, or discrete hardware. Component.
- DSP digital signal processor
- ASIC application specific integrated circuit
- FPGA off-the-shelf programmable gate array
- the methods, steps, and logical block diagrams disclosed in the embodiments of the present application can be implemented or executed.
- the general purpose processor may be a microprocessor or the processor or any conventional processor or the like.
- the steps of the method disclosed in the embodiments of the present application may be directly implemented by the hardware decoding processor, or may be performed by a combination of hardware and software modules in the decoding processor.
- the software module can be located in a conventional storage medium such as random access memory, flash memory, read only memory, programmable read only memory or electrically erasable programmable memory, registers, and the like.
- the storage medium is located in the memory 250, and the processor 210 reads the information in the memory 250 and performs the steps of the above method in combination with its hardware.
- the processor 210 is configured to determine a layer to which each voxel in the target model object belongs; determine voxel modeling data of each layer of voxels, and model voxels according to the voxels of each layer Data, determining voxel modeling data of the target model object.
- the processor 210 is configured to determine coordinates of each voxel in each layer of voxels; and determine voxel modeling data of each layer of voxels according to coordinates of the respective voxels.
- the processor 210 is further configured to determine a target block corresponding to the target model object in a building model object, the building model object includes a plurality of blocks; and replacing the target model object with the target The original model object corresponding to the target block.
- the processor 210 is further configured to determine a target block corresponding to the target model object in a building model object, the building model object includes a plurality of blocks; and populating the target model object with the target The space corresponding to the target block.
- the processor 210 is configured to determine coordinates of the target model object, and determine, according to coordinates of the target model object, a target block corresponding to the target model object in the architectural model object.
- the above server 20 can be understood by referring to the related description in the parts of FIG. 1 to FIG. 6, and no further description is made herein.
- the user equipment can also include a processor, a memory, a transceiver, and a system bus as shown in FIG. 10 to facilitate model object presentation based on a polygon mesh.
- the program may be stored in a computer readable storage medium, and the storage medium may include: ROM, RAM, disk or CD.
Abstract
Description
Claims (11)
- 一种模型对象构建的方法,其特征在于,所述方法应用于3D应用系统,所述3D应用系统包括服务器和用户设备,所述用户设备基于多边形网格的形式进行模型对象展示,所述服务器基于体素的形式进行模型对象存储,所述方法包括:所述服务器接收所述用户设备发送的目标模型对象的构建指令;所述服务器根据所述构建指令,确定所述目标模型对象的体素建模数据;所述服务器根据所述体素建模数据,构建体素形式的所述目标模型对象。
- 根据权利要求1所述的方法,其特征在于,所述服务器根据所述构建指令,确定所述目标模型对象的体素建模数据,包括:所述服务器确定所述目标模型对象中每个体素所属的层;所述服务器确定每层体素的体素建模数据,并根据所述每层体素的体素建模数据,确定所述目标模型对象的体素建模数据。
- 根据权利要求2所述的方法,其特征在于,所述服务器确定每层体素的体素建模数据,包括:所述服务器确定所述每层体素中各个体素的坐标;所述服务器根据所述各个体素的坐标,确定所述每层体素的体素建模数据。
- 根据权利要求1-3中的任一项所述的方法,其特征在于,所述方法还包括:所述服务器确定所述目标模型对象在建筑模型对象中所对应的目标区块,所述建筑模型对象包括多个区块;所述服务器根据所述构建指令,确定所述目标模型对象的体素建模数据之后,所述方法还包括:所述服务器用所述目标模型对象替换所述目标区块所对应的原始模型对象。
- 根据权利要求1-3中的任一项所述的方法,其特征在于,所述方法还包括:所述服务器确定所述目标模型对象在建筑模型对象中所对应的目标区块,所述建筑模型对象包括多个区块;所述服务器根据所述构建指令,确定所述目标模型对象的体素建模数据之后,所述方法还包括:所述服务器用所述目标模型对象填充所述目标区块所对应的空间。
- 一种服务器,其特征在于,所述服务器应用于3D应用系统,所述3D应用系统还包括用户设备,所述用户设备基于多边形网格的形式进行模型对象展示,所述服务器基于体素的形式进行模型对象存储,所述服务器包括:接收单元,用于接收所述用户设备发送的目标模型对象的构建指令;确定单元,用于根据所述接收单元接收的所述构建指令,确定所述目标模型对象的体素建模数据;构建单元,用于根据所述确定单元确定的所述体素建模数据,构建体素形式的所述目标模型对象。
- 根据权利要求6所述的服务器,其特征在于,所述确定单元用于:确定所述目标模型对象中每个体素所属的层;确定每层体素的体素建模数据,并根据所述每层体素的体素建模数据,确定所述目标模型对象的体素建模数据。
- 根据权利要求7所述的服务器,其特征在于,所述确定单元用于:确定所述每层体素中各个体素的坐标;根据所述各个体素的坐标,确定所述每层体素的体素建模数据。
- 根据权利要求6-8中的任一项所述的服务器,其特征在于,所述服务器还包括替换单元,所述确定单元,还用于确定所述目标模型对象在建筑模型对象中所对应的目标区块,所述建筑模型对象包括多个区块;所述替换单元,用于用所述目标模型对象的体素建模数据替换所述确定单元确定的所述目标区块所对应的原始体素建模数据。
- 根据权利要求6-8中的任一项所述的服务器,其特征在于,所述服务器还包括填充单元,所述确定单元,还用于确定所述目标模型对象在建筑模型对象中所对应的目标区块,所述建筑模型对象包括多个区块;所述填充单元,用于用所述目标模型对象的体素建模数据填充所述确定单元确定的所述目标区块所对应的数据存储空间。
- 一种3D应用系统,其特征在于,包括服务器和用户设备,所述用户设 备基于多边形网格的形式进行模型对象展示,所述服务器基于体素的形式进行模型对象存储;所述服务器为权利要求6-10中的任一项所述的服务器。
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CN112973127A (zh) * | 2021-03-17 | 2021-06-18 | 北京畅游创想软件技术有限公司 | 一种游戏3d场景编辑方法及装置 |
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