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 PDF

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Publication number
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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Prior art keywords
model object
server
voxel
modeling data
target
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PCT/CN2017/078353
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English (en)
French (fr)
Inventor
莫锡昌
安柏霖
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腾讯科技(深圳)有限公司
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Priority to KR1020187016828A priority Critical patent/KR102096196B1/ko
Publication of WO2017167167A1 publication Critical patent/WO2017167167A1/zh
Priority to US15/984,649 priority patent/US10719985B2/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality
    • 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
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/005General purpose rendering architectures
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/08Volume 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
    • G06T17/10Constructive solid geometry [CSG] using solid primitives, e.g. cylinders, cubes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/30Polynomial surface description
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T2210/00Indexing scheme for image generation or computer graphics
    • G06T2210/04Architectural 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

本申请公开了一种模型对象构建的方法,该方法应用于3D应用系统,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,所述目标模型对象在所述用户设备中以所述多边形网格的形式展示,所述目标模型对象在所述服务器中以所述体素的形式存储。服务器可以以体素形式进行模型对象构建,从而减少了计算量,提高了模型对象构建的效率。

Description

模型对象构建的方法、服务器及系统
本申请要求于2016年3月29日提交中国专利局、申请号为201610187835.1、发明名称为“一种模型对象构建的方法、服务器及系统”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。
技术领域
本申请涉及3D应用技术领域,具体涉及一种模型对象构建的方法、服务器及系统。
背景技术
随着交互式应用的快速发展,交互式应用的种类越来越多,其中,建筑建造类的交互式应用也备受用户青睐,而且建筑建造类的应用场景被广泛引入到多人在线交互式应用中。
现有技术中用户设备端对显示精度有较高的要求,所以用户设备端通常采用显示精度较高的模型处理算法,服务器端为了与用户设备端保持一致,就需要采用与用户设备端相同的模型构建处理算法,这样就导致服务器的计算量非常大,会降低模型对象构建效率。
发明内容
本申请实施例提供一种模型对象构建的方法,服务器和用户设备的模型构建算法,逻辑和表现分离,这样服务器即可以做到数据行为上与用户设备一致,又可以以体素的形式进行模型对象存储,从而减少了计算量,提高了模型对象构建的效率。本申请实施例还提供了相应的服务器和系统。
本申请第一方面提供一种模型对象构建的方法,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。
本申请第二方面提供一种服务器,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。
本申请第三方面提供一种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;所述服务器为上述第二方面所述的服务器。
与现有技术中服务器使用与用户设备相同的模型处理算法进行模型构建,导致服务器的计算量大,模型构建效率低相比,本申请实施例中,服务器和用户设备的模型构建算法,逻辑和表现分离,用户设备以多边形网络的形式展示模型对象,保证了显示精度,服务器模型构建的逻辑与用户设备一致,只是建模数据用体素形式表示,虽然表示形式不同,但服务器可以做到数据行为上与用户设备一致,从而可以有效验证怪兽和人物等的模拟对象在游戏场景设置的合理的范围内移动,不会出现穿墙等不合理的行为,同时以体素的形式构建模型,服务器可以减少了计算量,提高了模型对象构建的效率。
附图说明
为了更清楚地说明本申请实施例中的技术方案,下面将对实施例描述中所需要使用的附图作简单地介绍,显而易见地,下面描述中的附图仅仅是本申请的一些实施例,对于本领域技术人员来讲,在不付出创造性劳动的前提下,还可以根据这些附图获得其他的附图。
图1是基于多边形网格的模型对象的一示意图;
图2是基于体素的模型对象的一示意图;
图3是本申请实施例中3D应用系统的一实施例示意图;
图4是本申请实施例中模型对象构建的方法的一实施例示意图;
图5是本申请实施例中模型对象分层的一场景示意图;
图6是本申请实施例中模型对象分区替换的一场景示意图;
图7是本申请实施例中服务器的一实施例示意图;
图8是本申请实施例中服务器的另一实施例示意图;
图9是本申请实施例中服务器的另一实施例示意图;
图10是本申请实施例中服务器的另一实施例示意图。
具体实施方式
本申请实施例提供一种模型对象构建的方法,服务器可以以体素算法进行模型对象构建,从而减少了计算量,提高了模型对象构建的效率。本申请实施例还提供了相应的服务器和系统。以下分别进行详细说明。
下面将结合本申请实施例中的附图,对本申请实施例中的技术方案进行清楚、完整地描述,显然,所描述的实施例仅仅是本申请一部分实施例,而不是全部的实施例。基于本申请中的实施例,本领域技术人员在没有作出创造性劳动的前提下所获得的所有其他实施例,都属于本申请保护的范围。
本申请实施例所描述的模型对象构建的方法,例如可多应用于建筑建造类游戏中,或者包含建筑建造类的大型多人在线角色扮演游戏中,在大型多人在线角色扮演游戏中,玩家通常需要构建防御工事等建筑模型对象,以便于开展游戏中的攻防。本申请实施例中重点介绍模型对象的构建。
本申请实施例中,考虑到用户设备侧的显示精度,所以用户设备基于多边形网格算法进行模型对象展示,服务器端不需要过多的考虑模型精度,但对计算速度要求很高,所以服务器基于体素算法进行模型对象存储,模型对象的构建可以分为逻辑和表现两个部分,用户设备和服务器中模型对象的构建逻辑是相同的,只是建模数据的表现不同,用户设备侧的建模数据是多边形网格建模数据,所以最终建好的模型对象以多边形网格的形式展示,服务器侧的建模数据是体素建模数据,所以最终建好的模型的形式是体素的形式,用户设备以多边形网格的形式展示模型对象,服务器中以体素的形式存储模型对象,这样,既能保证用户设备侧的显示精度,又能降低服务器侧的计算量,最重要的是保证了用户设备和服务器两端模型对象构建高度和位置的一致,虽然服务器侧的模型对象的显示精度不好,但不影响对例如怪兽和人物等的模拟对象在建筑模型对象中运动合理性的判断。因此在模拟对象在建筑模型对象中运动时,服务器可以根据服务器侧存储的建筑模型来保证模拟对象在游戏场景设置的合理的范围内移动,不会出现例如穿墙等不合理的行为。
服务器侧存储建筑模型对象的目的就是要验证模拟对象在建筑模型对象中的移动是否合理,若合理,则服务器会指示用户设备侧表现出模拟对象的正常移动,若不合理,则服务器不允许用户设备侧的模拟对象做不合理的移动。
用户设备侧和服务器侧模型对象的构建过程基本是一致的,只是建模数据的表现不同,用户设备侧的建模数据是多边形网格建模数据,所以最终建好的模型对象以多边形网格的形式展示,服务器侧的建模数据是体素建模数据,所以最终建好的模型的形式是体素的形式,在后期的表现阶段用户设备侧按照例如基于传统3D引擎的多边形网格的形式展示,服务器侧按照体素的形式存储。
传统的多边形网格解决方案如图1所示,通过将模型对象分解成无数的小多边形,来对模型对象进行建模描述。多边形网格的优势在于多边形的分解可以非常灵活,对于模型细节的描绘可以非常精确,是传统客户端3D引擎的一致选择。
体素,顾名思义是体积的像素。用来在三维空间中表示一个显示基本点的单位。类似于二维平面下的像素。图2是模型对象的体素表现形式。从图2和图1的对比中可以看出,体素的显示精度不如多边形网格的显示精度高。像素方案的优势在于可以做到服务器和用户设备一致,且数据量和计算量都比较小,适合在服务器端使用做大规模运算。
图3为本申请实施例中3D应用系统。如图3所示,3D应用系统包括服务器和用户设备,该服务器可以是游戏服务器,用户设备可以有多个,不限于图3中所示的三个,玩家在用户设备上构建建筑模型时,用户设备会根据玩家的指令,确定玩家所指定的目标模型对象的多边形网格建模数据,然后,用户设备根据所述多边形网格建模数据,构建多边形网格形式的目标模型对象,用户设备以多边形网格的形式展示该目标模型对象。服务器接收用户设备发送的目标模型对象的构建指令,也会根据所述构建指令,确定所述目标模型对象的体素建模数据;根据所述体素建模数据,构建体素形式的目标模型对象,然后,服务器会存储该体素形式的目标模型对象。图4为本申请实施例中模型对象构建的方法的一实施例示意图。
如图4所示,本申请实施例中模型对象构建的方法的一实施例包括:
101、服务器接收用户设备发送的目标模型对象的构建指令。
目标模型对象可以是建筑模型对象的一个组成部分,例如:一个房顶或者 一堵墙。
102、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。
103、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。
所述目标模型对象在所述用户设备中以所述多边形网格的形式展示,所述目标模型对象在所述服务器中以所述体素的形式存储。
与现有技术中服务器使用与用户设备相同的模型处理算法进行模型构建,导致服务器的计算量大,模型构建效率低相比,本申请实施例中,服务器和用户设备的模型构建算法,逻辑和表现分离,用户设备以多边形网络的形式展示模型对象,保证了显示精度,服务器模型构建的逻辑与用户设备一致,只是建模数据用体素形式表示,虽然表示形式不同,但服务器可以做到数据行为上与用户设备一致,从而可以有效验证模拟对象在游戏场景设置的合理的范围内移动,不会出现穿墙等不合理的行为,同时以体素的形式构建模型,服务器可以减少计算量,提高模型对象构建的效率。
考虑到模型对象都是立体的,所以为了提高计算效率,可以为目标模型对象分层,这样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,可以包括:
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。
目标模型对象的分层可以参阅图5进行理解。如图5所示,可以将目标模型对象从下至上划分为几个层(layer),如图5所示的layer0、layer1和layer2,当然不限于图5所示的几个分层,层可以根据需求划分。因服务器端是基于体素的,所以目标模型对象的体素可以是分布于各个层的,体素在各个层上可以以坐标的形式进行定位,如以(x,y,layer)三元组对体素位置进行定位,以(x,y,z,layer)四元组描述移动对象在空间的位置,layer=0的体素为地表层,体素记录上沿(upward)高度,layer>0的体素为建筑层,体素记录上沿高度和下沿高度。
以坐标的形式定位体素后,所述服务器确定每层体素的体素建模数据,可以包括:
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。
根据体素的坐标,确定体素的体素建模数据,可以确定出体素在地图上的位置和空间上的位置。从而会确定出目标模型对象的体素建模数据,从而确定出目标模型在游戏场景中的地理位置和空间位置。
可选地,在以上任一实现方案的基础上,本申请实施例提供的模型对象构建的方法还包括:
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。
本申请实施例中,如图6所示,建筑模型对象可以包括多个区块,若玩家只是想修改当前的建筑模型对象,要用一个新的模型对象去替换建筑模型对象中的一个部分,则可以构建该新的模型对象,该新的模型对象在本申请实施例中为目标模型对象,所以服务器在确定目标模型对象所对应的区块后,可以用目标模型对象替换所述目标区块所对应的原始模型对象,从而得到更新的建筑模型对象。
可选地,本申请实施例提供的模型对象构建的方法还包括: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。
本申请实施例中,若目标区块是空白的,没有原始模型对象,则可以直接用目标模型对象去填充该目标区块所对应的空间。
动态建筑建造过程中,其实只是改变了整个地图场景中的一小部分数据,通过引入区块切割的概念,使得系统可以支持建造建筑时,只改变一部分3D场景数据的效果。更新方案可以是:
以固定边长(N)为单位的正方形,将整个地图分解为多个地图区块,建筑数据也按照同样的格式进行描述。
每个地图区块为N*N的正方形在xy垂直区域上的投影,当有建筑需要建造时,生成一个新的建筑区块,通过融合建筑数据以及地图数据,形成新的地形,使用建筑区块替换掉目标区块原有位置的地图区块,若原有位置没有地图区块,则直接将建筑区块填充在目标区块的位置。
其中,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,可以包括:
所述服务器确定所述目标模型对象的坐标;
所述服务器根据所述目标模型对象的坐标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。
本申请实施例中,可以根据目标模型对象在地图中的坐标确定该目标模型对象在建筑模型对象中所对应的目标区块。
参阅图7,本申请实施例提供的服务器20,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20的一实施例包括:
接收单元201,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202,用于根据所述接收单元201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203,用于根据所述确定单元202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。
本申请实施例提供的服务器,接收单元201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202根据所述接收单元201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203根据所述确定单元202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。
与现有技术中服务器使用与用户设备相同的模型处理算法进行模型构建,导致服务器的计算量大,模型构建效率低相比,本申请实施例中,服务器和用户设备的模型构建算法,逻辑和表现分离,用户设备以多边形网络的形式展示模型对象,保证了显示精度,服务器模型构建的逻辑与用户设备一致,只是建模数据用体素形式表示,虽然表示形式不同,但服务器可以做到数据行为上与用户设备一致,从而可以有效验证模拟对象在游戏场景设置的合理的范围内移 动,不会出现穿墙等不合理的行为,同时以体素的形式构建模型,服务器可以减少了计算量,提高了模型对象构建的效率。
可选地,所述确定单元202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。
可选地,所述确定单元202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。
可选地,参阅图8,本申请实施例提供的服务器的另一实施例还包括替换单元204。所述确定单元202,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204,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202确定的所述目标区块所对应的原始体素建模数据。
可选地,参阅图9,本申请实施例提供的服务器的另一实施例还包括填充单元205。所述确定单元202,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205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202确定的所述目标区块所对应的数据存储空间。
可选地,在上述图8对应的实施例的基础上,所述确定单元202用于:确定所述目标模型对象的坐标;根据所述目标模型对象的坐标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。
图10是本申请实施例提供的服务器20的结构示意图。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20包括处理器210、存储器250和收发器230,存储器250可以包括只读存储器和随机存取存储器,并向处理器210提供操作指令和数据。存储器250的一部分还可以包括非易失性随机存取存储器(NVRAM)。
在一些实施方式中,存储器250存储了如下的元素,可执行模块或者数据结构,或者他们的子集,或者他们的扩展集。
在本申请实施例中,通过调用存储器250存储的操作指令(该操作指令可存储在操作系统中),所述收发器230用于接收所述用户设备发送的目标模型对象 的构建指令;所述处理器210用于根据所述构建指令,确定所述目标模型对象的体素建模数据,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。
与现有技术中服务器使用与用户设备相同的模型处理算法进行模型构建,导致服务器的计算量大,模型构建效率低相比,本申请实施例中,服务器和用户设备的模型构建算法,逻辑和表现分离,用户设备以多边形网络的形式展示模型对象,保证了显示精度,服务器模型构建的逻辑与用户设备一致,只是建模数据用体素形式表示,虽然表示形式不同,但服务器可以做到数据行为上与用户设备一致,从而可以有效验证怪兽和人物等的模拟对象在游戏场景设置的合理的范围内移动,不会出现穿墙等不合理的行为,同时以体素的形式构建模型,服务器可以减少了计算量,提高了模型对象构建的效率。
处理器210控制服务器20的操作,处理器210还可以称为CPU(Central Processing Unit,中央处理单元)。存储器250可以包括只读存储器和随机存取存储器,并向处理器210提供指令和数据。存储器250的一部分还可以包括非易失性随机存取存储器(NVRAM)。具体的应用中服务器20的各个组件通过总线系统220耦合在一起,其中总线系统220除包括数据总线之外,还可以包括电源总线、控制总线和状态信号总线等。但是为了清楚说明起见,在图中将各种总线都标为总线系统220。
上述本申请实施例揭示的方法可以应用于处理器210中,或者由处理器210实现。处理器210可能是一种集成电路芯片,具有信号的处理能力。在实现过程中,上述方法的各步骤可以通过处理器210中的硬件的集成逻辑电路或者软件形式的指令完成。上述的处理器210可以是通用处理器、数字信号处理器(DSP)、专用集成电路(ASIC)、现成可编程门阵列(FPGA)或者其他可编程逻辑器件、分立门或者晶体管逻辑器件、分立硬件组件。可以实现或者执行本申请实施例中的公开的各方法、步骤及逻辑框图。通用处理器可以是微处理器或者该处理器也可以是任何常规的处理器等。结合本申请实施例所公开的方法的步骤可以直接体现为硬件译码处理器执行完成,或者用译码处理器中的硬件及软件模块组合执行完成。软件模块可以位于随机存储器,闪存、只读存储器,可编程只读存储器或者电可擦写可编程存储器、寄存器等本领域成熟的存储介质中。该存储介质位于存储器250,处理器210读取存储器250中的信息,结合其硬件完成上述方法的步骤。
可选地,所述处理器210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。
可选地,所述处理器210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。
可选地,所述处理器210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;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。
可选地,所述处理器210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;用所述目标模型对象填充所述目标区块所对应的空间。
可选地,所述处理器210用于确定所述目标模型对象的坐标,根据所述目标模型对象的坐标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。
以上的服务器20可以参阅图1至图6部分的相关描述进行理解,本处不做过多赘述。
本领域技术人员可以理解,用户设备也可如图10所示包括处理器、存储器、收发器以及系统总线以便于基于多边形网格的形式进行模型对象展示。
本领域普通技术人员可以理解上述实施例的各种方法中的全部或部分步骤是可以通过程序来指令相关的硬件来完成,该程序可以存储于一计算机可读存储介质中,存储介质可以包括:ROM、RAM、磁盘或光盘等。
以上对本申请实施例所提供的模型对象构建的方法、服务器以及系统进行了详细介绍,本文中应用了具体个例对本申请的原理及实施方式进行了阐述,以上实施例的说明只是用于帮助理解本申请的方法及其核心思想;同时,对于本领域的一般技术人员,依据本申请的思想,在具体实施方式及应用范围上均会有改变之处,综上所述,本说明书内容不应理解为对本申请的限制。

Claims (11)

  1. 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。
  2. 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。
  3. 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。
  4. 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。
  5. 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。
  6. 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。
  7. 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。
  8. 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。
  9. 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。
  10. 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。
  11. 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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