WO2021237785A1 - Big map baking and cutting method and recovery method - Google Patents

Big map baking and cutting method and recovery method Download PDF

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WO2021237785A1
WO2021237785A1 PCT/CN2020/094672 CN2020094672W WO2021237785A1 WO 2021237785 A1 WO2021237785 A1 WO 2021237785A1 CN 2020094672 W CN2020094672 W CN 2020094672W WO 2021237785 A1 WO2021237785 A1 WO 2021237785A1
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fragmented
plot
cutting
file
baking
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Chinese (zh)
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郭耀琦
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广州尊游软件科技有限公司
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/53Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
    • A63F13/537Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
    • A63F13/5372Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/65Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
    • A63F13/655Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player

Definitions

  • the present invention relates to the field of information technology, and more specifically, to a large map baking and cutting method and a restoration method.
  • the world map scene In existing games and some special fields such as architectural modeling, a very large world map scene needs to be used to simulate the real or virtual scene to be displayed.
  • the world map scene generally has the following characteristics: a large surface area, with various resources, such as rivers, trees, cliffs, buildings, vehicles and so on.
  • the most basic solution is to use the terrain editor provided by the engine used in the game to create a complete surface, and load the complete terrain when the game is played.
  • the surface texture memory occupies a large amount, which is very easy to cause excessive memory and crash.
  • the map is divided into multiple levels of detail according to the distance between the map and the virtual camera.
  • the level of detail is baked and rendered in blocks, and the baking information corresponding to each level of detail is saved according to the specified accuracy.
  • different baking information files are exported to improve the rendering performance when the camera performs the near-to-far transformation, but the map of the same size is still used, but different baking information is used for rendering, which does not solve the problem of large memory usage.
  • the present invention provides a large map baking and cutting method and a restoration method.
  • a large map baking and cutting method including the following steps:
  • step S3 For each of the fragmented plots, bake the color of the fragmented plot to a texture, save the texture as a texture file, create a material corresponding to the texture, and assign a shader file according to the cutting parameters of step S1;
  • the principle of the above method is: determine and cut the source ground surface according to the cutting parameters into fragmented plots, then convert it into a grid and save it as a plot file; then add the color of the fragmented plot to the two-dimensional texture and save the texture file , And then create the material of the fragmented plot in the form of a corresponding map, and assign the appropriate shader file artificially or automatically according to the cutting parameters; finally, output the corresponding parameters of the fragmented plot, the path of each file, and the exported material to the final Among the cutting parameter files, the cutting parameter file is used for recovery.
  • step S4 the following steps are included:
  • step S1 is specifically as follows:
  • the terrain editor cuts several fragments according to the number of fragments and the size of the fragments, and outputs them for baking Based on the origin, the fragments are individually illuminated and baked into the overall preview of the fragments. If the operator judges that the overall preview of the fragments shows that the connected fragments do not match the source surface, return to the set number of fragments and fragments Plot size and output the overall preview of the fragmented plot, otherwise, go to step S2.
  • the source surface includes a fixed object.
  • the terrain editor cuts several fragments according to the number of fragments and the size of the fragments, it first determines the fragments to be cut according to the cutting parameters, and then according to the Fix the position of the fixed object, determine whether the fixed object will be cut on more than one multiple fragment plots, if so, calculate the first fragment plot occupying the largest area of the fixed object among the multiple fragment plots, and fix it
  • the objects are included in the first fragment plot and the fixed objects are removed from the other fragment plots; the above operation of judging the fixed objects is repeated until all the fixed objects are only included in a single fragment plot, and the fragment plots are output.
  • the texture is an RGB texture whose size can be customized.
  • the parameters of the fragmented plot include the vertex coordinates, size, and position coordinates of the fragmented plot on the map.
  • fragmented plot files in step S2 and the texture files in step S3 are named and arranged in sequence.
  • the color of the fragmented plot in the step S3 is a solid color formed by a combination of the original color and the color baked by light.
  • a recovery method based on a large map baking and cutting method Firstly, initialize the cutting parameter file obtained in step S4, load the location coordinates of the fragmented plot, cache the path of the fragmented plot file and the map file; real-time check the location of the fragmented plot Calculate the coordinates to determine whether the fragmented plot falls into the range that needs to be displayed; if the fragmented plot falls into the range that needs to be displayed and has not been loaded, it will be constructed and displayed based on the cached fragmented plot file and texture file. Prefab; if the fragmented plot does not fall into the range that needs to be displayed and has been loaded for more than a preset period of time, unload the fragmented plot.
  • the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to calculate all the fragmented plots before rendering each frame and determine whether any vertex of the fragmented plot will fall on the screen in the next frame In the range.
  • the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to determine the coordinates of the center point of the screen in the next frame on the map before each frame is rendered. If a vertex is located within the preset radius of the center point in the next frame, the fragmented plot falls into the range that needs to be displayed.
  • the present invention first determines the cutting parameters to ensure that the cut fragments can still achieve the same baking effect as the source surface after being baked by independent lighting, and then cut the source surface into a grid of fragments, and then according to the fragments
  • the entity color corresponding to the source surface is baked onto the texture map, the grid and texture files of the fragmented plots are saved, and the cutting parameter file is output according to the preset cutting parameters and texture materials.
  • first load the cutting parameter file and then load the resources of the fragmented parcels within the screen range according to the fragmented parcel file and texture file on the screen.
  • the operator only needs to adjust in advance and ensure that the recombination of the fragmented plots can achieve the same effect as the source surface, and the specific operation of cutting the source surface will be automatically performed on the basis of the cutting parameters, and the fragmented plots after cutting Related files can be loaded on demand and do not need to be light-baked again to achieve the purpose of optimizing performance.
  • Fig. 1 is a schematic flow diagram of the large-map baking and cutting method of the present invention.
  • Figure 2 shows the interface of the map editor and its setting parameters.
  • Figure 3 is a schematic diagram of the assembled prefab on a map.
  • Figure 4 is a schematic diagram of the actual scene of the game.
  • a method for baking and cutting a large map as shown in Figure 1.
  • several fragments will be automatically cut through T4M in Unity3D, and the fragments will be light baked based on the baking origin, and output The overall preview of the fragments. If the operator judges that the overall preview of the fragments shows that the connected fragments do not match the source surface, then return to the set number of fragments and the size of the fragments and output the overall preview of the fragments, otherwise
  • the overall preview is a 3D free preview with a free lens or a screenshot determined by the angle of view.
  • the cutting parameters may also include other parameters, such as the naming rules of the fragmented plot files and texture files to be generated next.
  • T4M when T4M cuts fragments, it first determines the fragments to be cut according to the cutting parameters, and then determines whether the fixed object will be cut on more than one fragments based on the position of the fixed object. If so, Calculate the first fragment plot that occupies the largest area of the fixed object among the multiple fragment plots, include the fixed object in the first fragment plot and remove the fixed object from the other fragment plots; repeat the above-mentioned operation of determining the fixed object , Until all fixed objects are only included in a single fragment plot, the fragment plot is output. In the modified implementation, algorithms can also be used to determine whether the edges between fragmented plots are smooth.
  • it can be calculated to determine whether the topography, lighting, color transitions on both sides of the edge are smooth, whether there are faults, and the topography or Whether the light coverage generated by the fixed object is also reflected on the debris plot, so as to also achieve the effect of judging whether the debris plot is consistent with the source surface.
  • the source surface is cut into a grid of several fragmented plots and saved as a fragmented plot file.
  • the physical colors of the fragmented plots onto an RGB texture set by the operator, save the texture as a texture file, and create a texture corresponding to the texture, according to the step S1 Cutting parameter allocation shader file.
  • the entity color is a combination of the original color and the color baked by light.
  • a cutting parameter file including the parameters of all fragmented plots, the paths of fragmented plot files and texture files, and the path of material and shader files.
  • the parameters of the fragment plot include the vertex coordinates, size, and position coordinates of the fragment plot on the map.
  • the game engine can re-import the texture file and cutting parameter file in advance, assign the textures to the materials corresponding to the textures in order, read the fragmented plot file of step S2 and load it
  • the grid of fragmented plots uses materials and fragmented plots to form a prefabricated body of fragmented plots with fixed objects, such as the reusable object Prefab in Unity3D.
  • Prefab corresponds to the grid between the source surface. For example, if a map part is cut into 5 rows and 5 columns, it will result in 25 Prefabs.
  • a recovery method based on the baking and cutting method of the big map First, the cutting parameter file obtained when the cutting method is completed, load the location coordinates of the fragmented plot, cache the path of the fragmented plot file and the texture file; real-time check the location of the fragmented plot Calculate the coordinates to determine whether the fragmented plot falls into the range that needs to be displayed; if the fragmented plot falls into the range that needs to be displayed and has not been loaded, it will be constructed and displayed based on the cached fragmented plot file and texture file. Prefab; if the fragmented plot does not fall into the range that needs to be displayed and has been loaded for more than a preset period of time, unload the fragmented plot.
  • the fragmented plot since the fragmented plot includes fixed objects that have been allocated, the surface of the fragmented plot and the fixed objects are loaded together when they need to be displayed.
  • the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to calculate all the fragmented plots and determine whether the fragmented plots have any bounding before each frame of rendering. ) The vertex will fall within the range of the screen in the next frame.
  • the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to determine the coordinates of the center point of the screen in the next frame on the map before each frame is rendered, if If any bounding apex of the fragment plot is located within the preset radius of the center point in the next frame, the fragment plot falls into the range that needs to be displayed.
  • the existing technology requires 4 rgba maps and 4 rgb maps to form a control map plot, and at 2k resolution without compression
  • the size of the rgba map is 16mb
  • the plot after cutting is generally 256kb, and the maximum is not more than 3-5mb. This can greatly reduce the memory, and the user slides the screen to make the map When the different parts of the are loaded correspondingly, the display effect consistent with the prior art is still maintained.

Abstract

Disclosed are a big map baking and cutting method and a recovery method. The cutting method comprises the following steps: S1, acquiring a source ground surface, and determining cutting parameters; S2, cutting the source ground surface into a mesh of several fragmented blocks and storing same as a fragmented block file; S3, with regard to each fragmented block, baking the color of the fragmented block onto a map, storing the map as a map file, creating a material corresponding to the map, and allocating a shader file according to the cutting parameters in step S1; and S4, outputting a cutting parameter file comprising parameters of all fragmented blocks, the fragmented block file and a path and the material of the map file, and the path of the shader file. The present invention has the advantage that the specific operation of cutting the source ground surface will be automatically executed on the basis of the pre-determined cutting parameters, and the relevant files of the cut fragmented blocks can be loaded on demand when in use, thus achieving the purpose of optimizing the performance.

Description

一种大地图烘焙切割方法及恢复方法A large map baking cutting method and recovery method 技术领域Technical field
本发明涉及信息技术领域,更具体地,涉及一种大地图烘焙切割方法及恢复方法。The present invention relates to the field of information technology, and more specifically, to a large map baking and cutting method and a restoration method.
背景技术Background technique
在现有的游戏以及一些例如建筑建模等特殊领域中,需要使用到非常庞大的世界地图场景,以模拟所要展示的现实或虚拟的场景。世界地图场景一般会有如下特性:地表面积广大,具有各式各样的资源,例如河流、树木、悬崖、建筑、交通工具等等。在现有技术中,最基本的方案是利用游戏所用引擎提供的地形编辑器制作完整地表,在进行游戏时,加载完整地型。对实时性能要求高的设备、尤其是移动终端的游戏来说,一次完全加载的耗时较长,地表贴图内存占用大,非常容易导致内存过大而崩溃。In existing games and some special fields such as architectural modeling, a very large world map scene needs to be used to simulate the real or virtual scene to be displayed. The world map scene generally has the following characteristics: a large surface area, with various resources, such as rivers, trees, cliffs, buildings, vehicles and so on. In the prior art, the most basic solution is to use the terrain editor provided by the engine used in the game to create a complete surface, and load the complete terrain when the game is played. For devices with high real-time performance requirements, especially mobile terminal games, it takes a long time to fully load at a time, and the surface texture memory occupies a large amount, which is very easy to cause excessive memory and crash.
为了解决上述技术性能问题,一般现有技术采用了以下的方案:In order to solve the above technical performance problems, generally the prior art adopts the following solutions:
1.美术人员使用游戏所用引擎提供的地形编辑器主动碎片化制作完整地表,然后利用碎片化加载技术按需加载地表碎片进入游戏。主动碎片化的缺点是美术制作难度较大且不容易把控碎片化制作,例如边缘地形不好控制、灯光烘焙不好把控等。而且,还存在需要程序另外配合开发记录碎片化后的地图数据和运行时的加载逻辑的问题。1. Artists use the terrain editor provided by the game engine to actively fragment the complete surface, and then use the fragmented loading technology to load the surface fragments into the game on demand. The disadvantage of active fragmentation is that the art production is more difficult and it is not easy to control the fragmentation production, for example, the edge terrain is not easy to control, and the light baking is not easy to control. Moreover, there is also the problem that the program needs to cooperate with the development and recording of fragmented map data and runtime loading logic.
2.美术人员在外部3D软件制作完整地表,然后主动制作切割碎片化地表,同样存在与以上方案类似的问题,而且可能需要手动导入和管理碎片化后的地图资源进入游戏引擎。2. Artists use external 3D software to create a complete surface, and then take the initiative to cut fragmented surfaces. There are also problems similar to the above solutions, and it may be necessary to manually import and manage fragmented map resources into the game engine.
在最近的专利申请(申请号:201910308355.X,发明名称:一种地图绘制方法、装置、计算设备及存储介质)中,按照地图与虚拟相机间的距离将地图分为多个细节层次,按照细节层次进行分块烘焙渲染,将各细节层次对应的烘焙信息按照指定精度进行保存。这种方式导出不同的烘焙信息文件,以便于在相机进行远近变换时提高渲染性能,但是仍然采用相同尺寸的地图,只是利用不同的烘焙信息进行渲染,没有解决内存占用大的问题。In the most recent patent application (application number: 201910308355.X, title of the invention: a map drawing method, device, computing device and storage medium), the map is divided into multiple levels of detail according to the distance between the map and the virtual camera. The level of detail is baked and rendered in blocks, and the baking information corresponding to each level of detail is saved according to the specified accuracy. In this way, different baking information files are exported to improve the rendering performance when the camera performs the near-to-far transformation, but the map of the same size is still used, but different baking information is used for rendering, which does not solve the problem of large memory usage.
在另一最近的专利申请(申请号:201911145869.4,发明名称:一种实现游戏地图无缝加载的方法及系统)中,其通过拆分光照图,将地形光照图按照层次细节规则进行动态加载,从而降低内存开销。在其切割光照图的过程中,是按照 固定尺寸切割,即根据光照图的效果,操作人员主动判断切割后的碎片行列数,仍然存在难以控制边缘地形效果的问题。In another recent patent application (application number: 201911145869.4, title of the invention: a method and system for seamless loading of game maps), it splits the light map and dynamically loads the terrain light map according to the level of detail rules. Thereby reducing memory overhead. In the process of cutting the light map, it is cut according to a fixed size, that is, according to the effect of the light map, the operator actively judges the number of fragments after cutting, and there is still a problem that it is difficult to control the edge terrain effect.
发明内容Summary of the invention
本发明为克服上述现有技术所述的缺陷,降低制作碎片化地表的难度和出错率,以及解决实时加载和卸载碎片化地图的性能问题,提供一种大地图烘焙切割方法及恢复方法。In order to overcome the above-mentioned defects in the prior art, reduce the difficulty and error rate of making fragmented surfaces, and solve the performance problem of real-time loading and unloading of fragmented maps, the present invention provides a large map baking and cutting method and a restoration method.
为解决上述技术问题,本发明的技术方案如下:In order to solve the above technical problems, the technical scheme of the present invention is as follows:
一种大地图烘焙切割方法,包括以下步骤:A large map baking and cutting method, including the following steps:
S1.获取源地表,确定切割参数;S1. Obtain the source surface and determine the cutting parameters;
S2.根据所述切割参数,将源地表切割为若干个碎片地块的网格并保存为碎片地块文件;S2. According to the cutting parameters, cut the source surface into a grid of several fragmented plots and save it as a fragmented plot file;
S3.对于每个所述碎片地块,将碎片地块的颜色烘焙到贴图上,将贴图保存为贴图文件,创建对应所述贴图的材质,根据所述步骤S1的切割参数分配着色器文件;S3. For each of the fragmented plots, bake the color of the fragmented plot to a texture, save the texture as a texture file, create a material corresponding to the texture, and assign a shader file according to the cutting parameters of step S1;
S4.输出包括所有碎片地块的参数、碎片地块文件和贴图文件的路径、材质和着色器文件的路径的切割参数文件。S4. Output a cutting parameter file including the parameters of all fragmented plots, the paths of fragmented plot files and texture files, and the path of material and shader files.
上述方法的原理为:确定并根据切割参数对源地表进行切割出碎片地块,然后转换为网格保存为地块文件;然后将碎片地块的颜色添加到二维的贴图上,保存贴图文件,然后将碎片地块的材质以对应贴图的形式创建,根据切割参数人为或自动地分配合适的着色器文件;最后,将碎片地块的相应参数、各文件的路径、导出的材质输出到最终的切割参数文件中,切割参数文件用于在恢复时使用。The principle of the above method is: determine and cut the source ground surface according to the cutting parameters into fragmented plots, then convert it into a grid and save it as a plot file; then add the color of the fragmented plot to the two-dimensional texture and save the texture file , And then create the material of the fragmented plot in the form of a corresponding map, and assign the appropriate shader file artificially or automatically according to the cutting parameters; finally, output the corresponding parameters of the fragmented plot, the path of each file, and the exported material to the final Among the cutting parameter files, the cutting parameter file is used for recovery.
进一步地,步骤S4完成后还包括以下步骤:Further, after step S4 is completed, the following steps are included:
S5.重新导入所述贴图文件和切割参数文件,将贴图依序分配给贴图对应的材质,读取所述步骤S2的碎片地块文件后加载碎片地块的网格,通过材质和碎片地块组建出碎片地块的预制体。S5. Re-import the texture file and the cutting parameter file, assign the textures to the textures corresponding to the textures in sequence, read the fragmented plot file of step S2, load the grid of the fragmented plot, and pass the material and the fragmented plot Assemble a prefab of fragmented plots.
进一步地,所述步骤S1的过程具体如下:Further, the process of step S1 is specifically as follows:
获取源地表导入地形编辑器,设定包括烘焙原点、碎片地块数量和碎片地块尺寸的切割参数,地形编辑器根据碎片地块数量和碎片地块尺寸切割若干个碎片地块,输出以烘焙原点为基础而对碎片地块分别进行光照烘焙的碎片地块总体预览,如果操作人员判断碎片地块总体预览显示相连的碎片地块与源地表不符合, 则返回设定碎片地块数量和碎片地块尺寸并输出碎片地块总体预览,否则进入步骤S2。Obtain the source surface and import it into the terrain editor, and set cutting parameters including the baking origin, the number of fragments and the size of the fragments. The terrain editor cuts several fragments according to the number of fragments and the size of the fragments, and outputs them for baking Based on the origin, the fragments are individually illuminated and baked into the overall preview of the fragments. If the operator judges that the overall preview of the fragments shows that the connected fragments do not match the source surface, return to the set number of fragments and fragments Plot size and output the overall preview of the fragmented plot, otherwise, go to step S2.
进一步地,源地表包括固定物件,在所述步骤S1中地形编辑器根据碎片地块数量和碎片地块尺寸切割若干个碎片地块时,首先根据切割参数判定将要切割的碎片地块,然后根据固定物件的位置,判断固定物件是否将要被切割在超过一个的多个碎片地块上,如果是,则计算所述多个碎片地块中占有固定物件面积最多的第一碎片地块,将固定物件纳入第一碎片地块并将固定物件从其他碎片地块上去除;重复上述判断固定物件的操作,直到所有固定物件各自仅被包括在单个碎片地块时,输出碎片地块。Further, the source surface includes a fixed object. In the step S1, when the terrain editor cuts several fragments according to the number of fragments and the size of the fragments, it first determines the fragments to be cut according to the cutting parameters, and then according to the Fix the position of the fixed object, determine whether the fixed object will be cut on more than one multiple fragment plots, if so, calculate the first fragment plot occupying the largest area of the fixed object among the multiple fragment plots, and fix it The objects are included in the first fragment plot and the fixed objects are removed from the other fragment plots; the above operation of judging the fixed objects is repeated until all the fixed objects are only included in a single fragment plot, and the fragment plots are output.
进一步地,所述贴图为尺寸可自定义设定的RGB贴图。Further, the texture is an RGB texture whose size can be customized.
进一步地,在所述步骤S4中,碎片地块的参数包括碎片地块的顶点坐标、尺寸和在所处地图上的位置坐标。Further, in the step S4, the parameters of the fragmented plot include the vertex coordinates, size, and position coordinates of the fragmented plot on the map.
进一步地,所述步骤S2的碎片地块文件和所述步骤S3中的贴图文件均依序进行命名和排列。Further, the fragmented plot files in step S2 and the texture files in step S3 are named and arranged in sequence.
进一步地,所述步骤S3的碎片地块的颜色为原始颜色和经过灯光烘焙的颜色组合而成的实体颜色。Further, the color of the fragmented plot in the step S3 is a solid color formed by a combination of the original color and the color baked by light.
一种基于大地图烘焙切割方法的恢复方法,首先初始化所述步骤S4得到的切割参数文件,加载碎片地块的位置坐标,缓存碎片地块文件和贴图文件的路径;实时对碎片地块的位置坐标进行计算,判断碎片地块是否落入需要显示的范围中;如果碎片地块落入需要显示的范围且还未加载,则根据缓存的碎片地块文件和贴图文件组建并显示碎片地块的预制体;如果碎片地块不落入需要显示的范围并且已加载超过一段预设的时间,则卸载碎片地块。A recovery method based on a large map baking and cutting method. Firstly, initialize the cutting parameter file obtained in step S4, load the location coordinates of the fragmented plot, cache the path of the fragmented plot file and the map file; real-time check the location of the fragmented plot Calculate the coordinates to determine whether the fragmented plot falls into the range that needs to be displayed; if the fragmented plot falls into the range that needs to be displayed and has not been loaded, it will be constructed and displayed based on the cached fragmented plot file and texture file. Prefab; if the fragmented plot does not fall into the range that needs to be displayed and has been loaded for more than a preset period of time, unload the fragmented plot.
进一步地,判断碎片地块是否落入需要显示的范围的具体过程是,在每一帧渲染前,对所有碎片地块进行计算并判断碎片地块是否有任一顶点将在下一帧落入屏幕的范围内。Further, the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to calculate all the fragmented plots before rendering each frame and determine whether any vertex of the fragmented plot will fall on the screen in the next frame In the range.
可选地,判断碎片地块是否落入需要显示的范围的具体过程是,在每一帧渲染前,确定屏幕在下一帧时的中心点在所处地图上的坐标,如果碎片地块有任一顶点在下一帧位于中心点的预设半径范围内,则碎片地块落入需要显示的范围。Optionally, the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to determine the coordinates of the center point of the screen in the next frame on the map before each frame is rendered. If a vertex is located within the preset radius of the center point in the next frame, the fragmented plot falls into the range that needs to be displayed.
与现有技术相比,本发明技术方案的有益效果是:Compared with the prior art, the beneficial effects of the technical solution of the present invention are:
本发明首先确定切割参数,确保切割后的碎片地块在经过独立的光照烘焙 后,仍然达到与源地表相同的烘焙效果,然后将源地表切割为碎片地块的网格,然后根据碎片地块在源地表对应的实体颜色烘焙到贴图上,保存碎片地块的网格和贴图文件,另外还根据预设的切割参数和贴图的材质输出切割参数文件。在使用时,首先加载切割参数文件,再根据屏幕在碎片地块文件和贴图文件加载处于屏幕范围内的碎片地块的资源。由此,操作人员只需事先调整并确保碎片地块重新组合能够达到与源地表一致的效果,而具体切割源地表的操作将在切割参数的基础上自动执行,而且切割后的碎片地块的相关文件在使用时可以按需加载且无需再次进行光照烘焙,达到优化性能的目的。The present invention first determines the cutting parameters to ensure that the cut fragments can still achieve the same baking effect as the source surface after being baked by independent lighting, and then cut the source surface into a grid of fragments, and then according to the fragments The entity color corresponding to the source surface is baked onto the texture map, the grid and texture files of the fragmented plots are saved, and the cutting parameter file is output according to the preset cutting parameters and texture materials. When in use, first load the cutting parameter file, and then load the resources of the fragmented parcels within the screen range according to the fragmented parcel file and texture file on the screen. Therefore, the operator only needs to adjust in advance and ensure that the recombination of the fragmented plots can achieve the same effect as the source surface, and the specific operation of cutting the source surface will be automatically performed on the basis of the cutting parameters, and the fragmented plots after cutting Related files can be loaded on demand and do not need to be light-baked again to achieve the purpose of optimizing performance.
附图说明Description of the drawings
为了更清楚地说明本发明实施例或现有技术中的技术方案,下面将对实施例或现有技术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发明的一些实施例,对于本领域普通技术人员来讲,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。In order to explain the embodiments of the present invention or the technical solutions in the prior art more clearly, the following will briefly introduce the drawings that need to be used in the description of the embodiments or the prior art. Obviously, the drawings in the following description are only These are some embodiments of the present invention. For those of ordinary skill in the art, other drawings can be obtained based on these drawings without creative work.
图1为本发明的大地图烘焙切割方法的流程示意图。Fig. 1 is a schematic flow diagram of the large-map baking and cutting method of the present invention.
图2为地图编辑器和其设定参数的界面。Figure 2 shows the interface of the map editor and its setting parameters.
图3为组建的预制体在地图上的示意图。Figure 3 is a schematic diagram of the assembled prefab on a map.
图4为游戏实际场景示意图。Figure 4 is a schematic diagram of the actual scene of the game.
具体实施方式Detailed ways
附图仅用于示例性说明,不能理解为对本专利的限制;The attached drawings are only for illustrative purposes, and cannot be understood as a limitation of the patent;
对于本领域技术人员来说,附图中某些公知结构及其说明可能省略是可以理解的。For those skilled in the art, it is understandable that some well-known structures in the drawings and their descriptions may be omitted.
下面结合附图和实施例对本发明的技术方案做进一步的说明。The technical solution of the present invention will be further described below in conjunction with the drawings and embodiments.
一种大地图烘焙切割方法,如图1所示,首先获取具有固定物件(如山体、河流、建筑、植物)的源地表导入如图2中所示的地形编辑器,在其中的右侧窗口设定烘焙原点、碎片地块数量和碎片地块尺寸,以Unity3D为例,根据上述参数,通过Unity3D中的T4M自动切割若干个碎片地块,将碎片地块分别基于烘焙原点进行光照烘焙,输出碎片地块总体预览,如果操作人员判断碎片地块总体预览显示相连的碎片地块与源地表不符合,则返回设定碎片地块数量和碎片地块尺寸并输出碎片地块总体预览,否则即为确定以上的切割参数。总体预览为具有自由镜头的3D自由预览或者按视角确定的截图。切割参数还可以包括其他参数, 例如接下来生成的碎片地块文件和贴图文件的命名规则。A method for baking and cutting a large map, as shown in Figure 1. First obtain the source surface with fixed objects (such as mountains, rivers, buildings, plants) and import them into the terrain editor as shown in Figure 2, in the right window Set the baking origin, the number of fragments and the size of the fragments. Take Unity3D as an example. According to the above parameters, several fragments will be automatically cut through T4M in Unity3D, and the fragments will be light baked based on the baking origin, and output The overall preview of the fragments. If the operator judges that the overall preview of the fragments shows that the connected fragments do not match the source surface, then return to the set number of fragments and the size of the fragments and output the overall preview of the fragments, otherwise To determine the above cutting parameters. The overall preview is a 3D free preview with a free lens or a screenshot determined by the angle of view. The cutting parameters may also include other parameters, such as the naming rules of the fragmented plot files and texture files to be generated next.
其中,在T4M切割碎片地块时,首先根据切割参数判定将要切割的碎片地块,然后根据固定物件的位置,判断固定物件是否将要被切割在超过一个的多个碎片地块上,如果是,则计算所述多个碎片地块中占有固定物件面积最多的第一碎片地块,将固定物件纳入第一碎片地块并将固定物件从其他碎片地块上去除;重复上述判断固定物件的操作,直到所有固定物件各自仅被包括在单个碎片地块时,输出碎片地块。在变更的实施方式中,还可以利用算法判断碎片地块之间的边缘是否流畅,例如可以计算判断边缘两侧的地形、光照、颜色的过渡是否流畅、有无断层,以及源地表中地形或固定物件产生的光照遮盖是否同样反映在碎片地块上,从而同样达到判断碎片地块是否与源地表符合的效果。Among them, when T4M cuts fragments, it first determines the fragments to be cut according to the cutting parameters, and then determines whether the fixed object will be cut on more than one fragments based on the position of the fixed object. If so, Calculate the first fragment plot that occupies the largest area of the fixed object among the multiple fragment plots, include the fixed object in the first fragment plot and remove the fixed object from the other fragment plots; repeat the above-mentioned operation of determining the fixed object , Until all fixed objects are only included in a single fragment plot, the fragment plot is output. In the modified implementation, algorithms can also be used to determine whether the edges between fragmented plots are smooth. For example, it can be calculated to determine whether the topography, lighting, color transitions on both sides of the edge are smooth, whether there are faults, and the topography or Whether the light coverage generated by the fixed object is also reflected on the debris plot, so as to also achieve the effect of judging whether the debris plot is consistent with the source surface.
然后,将源地表切割为若干个碎片地块的网格并保存为碎片地块文件。Then, the source surface is cut into a grid of several fragmented plots and saved as a fragmented plot file.
对于每个所述碎片地块,将碎片地块的实体颜色烘焙到由操作人员设定尺寸的RGB贴图上,将贴图保存为贴图文件,创建对应所述贴图的材质,根据所述步骤S1的切割参数分配着色器文件。其中,实体颜色为原始颜色和经过灯光烘焙的颜色的组合。For each of the fragmented plots, bake the physical colors of the fragmented plots onto an RGB texture set by the operator, save the texture as a texture file, and create a texture corresponding to the texture, according to the step S1 Cutting parameter allocation shader file. Among them, the entity color is a combination of the original color and the color baked by light.
最后,输出包括所有碎片地块的参数、碎片地块文件和贴图文件的路径、材质和着色器文件的路径的切割参数文件。具体地,碎片地块的参数包括碎片地块的顶点坐标、尺寸和在所处地图上的位置坐标。Finally, output a cutting parameter file including the parameters of all fragmented plots, the paths of fragmented plot files and texture files, and the path of material and shader files. Specifically, the parameters of the fragment plot include the vertex coordinates, size, and position coordinates of the fragment plot on the map.
为了在游戏运行时快速导入碎片地块,游戏引擎可事先重新导入所述贴图文件和切割参数文件,将贴图依序分配给贴图对应的材质,读取所述步骤S2的碎片地块文件后加载碎片地块的网格,通过材质和碎片地块组建出具有固定物件的碎片地块的预制体,例如在Unity3D中可重复使用的对象Prefab。参考图3和图4,Prefab对应于源地表之间的网格,例如一个地图部分要切割出5行5列,则会导致生成25个Prefab。In order to quickly import the fragmented plots while the game is running, the game engine can re-import the texture file and cutting parameter file in advance, assign the textures to the materials corresponding to the textures in order, read the fragmented plot file of step S2 and load it The grid of fragmented plots uses materials and fragmented plots to form a prefabricated body of fragmented plots with fixed objects, such as the reusable object Prefab in Unity3D. Referring to Figure 3 and Figure 4, Prefab corresponds to the grid between the source surface. For example, if a map part is cut into 5 rows and 5 columns, it will result in 25 Prefabs.
一种基于大地图烘焙切割方法的恢复方法,首先在切割方法完成时得到的切割参数文件,加载碎片地块的位置坐标,缓存碎片地块文件和贴图文件的路径;实时对碎片地块的位置坐标进行计算,判断碎片地块是否落入需要显示的范围中;如果碎片地块落入需要显示的范围且还未加载,则根据缓存的碎片地块文件和贴图文件组建并显示碎片地块的预制体;如果碎片地块不落入需要显示的范围并且已加载超过一段预设的时间,则卸载碎片地块。A recovery method based on the baking and cutting method of the big map. First, the cutting parameter file obtained when the cutting method is completed, load the location coordinates of the fragmented plot, cache the path of the fragmented plot file and the texture file; real-time check the location of the fragmented plot Calculate the coordinates to determine whether the fragmented plot falls into the range that needs to be displayed; if the fragmented plot falls into the range that needs to be displayed and has not been loaded, it will be constructed and displayed based on the cached fragmented plot file and texture file. Prefab; if the fragmented plot does not fall into the range that needs to be displayed and has been loaded for more than a preset period of time, unload the fragmented plot.
具体的,由于碎片地块包括已经分配的固定物件,因此碎片地块中的地表和固定物件在需要显示时一起加载。Specifically, since the fragmented plot includes fixed objects that have been allocated, the surface of the fragmented plot and the fixed objects are loaded together when they need to be displayed.
在一种实施的方式中,判断碎片地块是否落入需要显示的范围的具体过程是,在每一帧渲染前,对所有碎片地块进行计算并判断碎片地块是否有任一bounding(包围)顶点将在下一帧落入屏幕的范围内。In one implementation, the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to calculate all the fragmented plots and determine whether the fragmented plots have any bounding before each frame of rendering. ) The vertex will fall within the range of the screen in the next frame.
在一种变更的实施方式中,判断碎片地块是否落入需要显示的范围的具体过程是,在每一帧渲染前,确定屏幕在下一帧时的中心点在所处地图上的坐标,如果碎片地块有任一bounding(包围)顶点在下一帧位于中心点的预设半径范围内,则碎片地块落入需要显示的范围。In a modified implementation, the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to determine the coordinates of the center point of the screen in the next frame on the map before each frame is rendered, if If any bounding apex of the fragment plot is located within the preset radius of the center point in the next frame, the fragment plot falls into the range that needs to be displayed.
在使用本发明的大地图烘焙切割方法前,以申请人的实验为例,现有的技术需要4张rgba图和4张rgb图共同组成一个control map地块,而在2k分辨率且不压缩的情况下,rgba图的大小为16mb,rgb图的大小为12mb。因此,导入一个地块所需的内存为4x16mb+4x12mb=112mb。采用本发明的方法后,在相同分辨率的情况下,切割之后的地块一般为256kb,最大也不超过3-5mb,由此可以极大幅度地减小内存,而且用户在滑动屏幕使地图的不同部分相应加载时,仍然保持与现有技术一致的显示效果。Before using the large map baking and cutting method of the present invention, taking the applicant’s experiment as an example, the existing technology requires 4 rgba maps and 4 rgb maps to form a control map plot, and at 2k resolution without compression In the case, the size of the rgba map is 16mb, and the size of the rgb map is 12mb. Therefore, the memory required to import a plot is 4x16mb+4x12mb=112mb. After adopting the method of the present invention, under the condition of the same resolution, the plot after cutting is generally 256kb, and the maximum is not more than 3-5mb. This can greatly reduce the memory, and the user slides the screen to make the map When the different parts of the are loaded correspondingly, the display effect consistent with the prior art is still maintained.
显然,本发明的上述实施例仅仅是为清楚地说明本发明所作的举例,而并非是对本发明的实施方式的限定。对于所属领域的普通技术人员来说,在上述说明的基础上还可以做出其它不同形式的变化或变动。这里无需也无法对所有的实施方式予以穷举。凡在本发明的精神和原则之内所作的任何修改、等同替换和改进等,均应包含在本发明权利要求的保护范围之内。Obviously, the above-mentioned embodiments of the present invention are merely examples to clearly illustrate the present invention, and are not intended to limit the implementation of the present invention. For those of ordinary skill in the art, other changes or changes in different forms can be made on the basis of the above description. It is unnecessary and impossible to list all the implementation methods here. Any modification, equivalent replacement and improvement made within the spirit and principle of the present invention shall be included in the protection scope of the claims of the present invention.

Claims (10)

  1. 一种大地图烘焙切割方法,其特征在于,包括以下步骤:A method for baking and cutting a large map, which is characterized in that it comprises the following steps:
    S1.获取源地表,确定切割参数;S1. Obtain the source surface and determine the cutting parameters;
    S2.根据所述切割参数,将源地表切割为若干个碎片地块的网格并保存为碎片地块文件;S2. According to the cutting parameters, cut the source surface into a grid of several fragmented plots and save it as a fragmented plot file;
    S3.对于每个所述碎片地块,将碎片地块的颜色经烘焙后到贴图上,将贴图保存为贴图文件,创建对应所述贴图的材质,根据所述步骤S1的切割参数分配着色器文件;S3. For each of the fragmented plots, bake the color of the fragmented plot to a texture, save the texture as a texture file, create a material corresponding to the texture, and assign shaders according to the cutting parameters of step S1 document;
    S4.输出包括所有碎片地块的参数、碎片地块文件和贴图文件的路径、材质和着色器文件的路径的切割参数文件。S4. Output a cutting parameter file including the parameters of all fragmented plots, the paths of fragmented plot files and texture files, and the path of material and shader files.
  2. 根据权利要求1所述的大地图烘焙切割方法,其特征在于,步骤S4完成后还包括以下步骤:The method for baking and cutting a large map according to claim 1, characterized in that, after step S4 is completed, the method further comprises the following steps:
    S5.重新导入所述贴图文件和切割参数文件,将贴图依序分配给贴图对应的材质,读取所述步骤S2的碎片地块文件后加载碎片地块的网格,通过材质和碎片地块组建出碎片地块的预制体。S5. Re-import the texture file and the cutting parameter file, assign the textures to the textures corresponding to the textures in sequence, read the fragmented plot file of step S2, load the grid of the fragmented plot, and pass the material and the fragmented plot Assemble a prefab of fragmented plots.
  3. 根据权利要求1所述的大地图烘焙切割方法,其特征在于,所述步骤S1中的过程具体如下:The method for baking and cutting a large map according to claim 1, wherein the process in step S1 is specifically as follows:
    获取源地表导入地形编辑器,设定包括烘焙原点、碎片地块数量和碎片地块尺寸的切割参数,地形编辑器根据碎片地块数量和碎片地块尺寸切割若干个碎片地块,输出以烘焙原点为基础而对每个碎片地块分别进行光照烘焙的碎片地块总体预览,如果操作人员判断碎片地块总体预览显示相连的碎片地块与源地表不符合,则返回设定碎片地块数量和碎片地块尺寸并输出碎片地块总体预览,否则进入步骤S2。Obtain the source surface and import it into the terrain editor, and set cutting parameters including the baking origin, the number of fragments and the size of the fragments. The terrain editor cuts several fragments according to the number of fragments and the size of the fragments, and outputs them for baking Based on the origin, the overall preview of the fragments is baked separately for each fragment. If the operator judges that the overall preview of the fragments shows that the connected fragments do not match the source surface, return to the set number of fragments And the size of the fragmented plot and output the overall preview of the fragmented plot; otherwise, go to step S2.
  4. 根据权利要求3所述的大地图烘焙切割方法,其特征在于,所述源地表包括固定物件,在切割若干个碎片地块时,首先根据切割参数判定将要切割的碎片地块,然后根据固定物件的位置,判断固定物件是否将要被切割在超过一个的多个碎片地块上,如果是,则计算所述多个碎片地块中占有固定物件面积最多的第一碎片地块,将固定物件纳入第一碎片地块并将固定物件从其他碎片地块上去除;重复上述判断固定物件的操作,直到所有固定物件各自仅被包括在单个碎片地块时,输出碎片地块。The method for baking and cutting a large map according to claim 3, wherein the source surface includes a fixed object. When cutting a plurality of fragmented plots, firstly determine the fragmented plot to be cut according to the cutting parameters, and then determine the fragmented plot to be cut according to the fixed object Determine whether the fixed object will be cut on more than one fragmented plot. If so, calculate the first fragment plot that occupies the largest area of the fixed object among the plurality of fragmented plots, and include the fixed object The first fragment plot and the fixed objects are removed from the other fragment plots; the above operation of judging the fixed objects is repeated until all the fixed objects are only included in a single fragment plot, the fragment plots are output.
  5. 根据权利要求1所述的大地图烘焙切割方法,其特征在于,所述贴图为 尺寸可自定义设定的RGB贴图。The method for baking and cutting a large map according to claim 1, wherein the texture is an RGB texture with a customizable size.
  6. 根据权利要求1所述的大地图烘焙切割方法,其特征在于,在所述步骤S4中,碎片地块的参数包括碎片地块的顶点坐标、尺寸和在所处地图上的位置坐标。The method for baking and cutting a large map according to claim 1, characterized in that, in the step S4, the parameters of the fragmented plot include the vertex coordinates, size, and position coordinates of the fragmented plot on the map.
  7. 根据权利要求1所述的大地图烘焙切割方法,其特征在于,所述步骤S2的碎片地块文件和所述步骤S3中的贴图文件均依序进行命名和排列。The method for baking and cutting a large map according to claim 1, wherein the fragmented plot file in step S2 and the texture file in step S3 are named and arranged in sequence.
  8. 根据权利要求1所述的大地图烘焙切割方法,其特征在于,所述步骤S3的碎片地块的颜色为原始颜色和经过灯光烘焙的颜色组合而成的实体颜色。The method for baking and cutting a large map according to claim 1, wherein the color of the fragmented plot in step S3 is a solid color formed by a combination of an original color and a color baked by light.
  9. 一种基于权利要求2所述的大地图烘焙切割方法的恢复方法,其特征在于,首先初始化所述步骤S4得到的切割参数文件,加载碎片地块的位置坐标,缓存碎片地块文件和贴图文件的路径;实时对碎片地块的位置坐标进行计算,判断碎片地块是否落入需要显示的范围中;如果碎片地块落入需要显示的范围且还未加载,则根据缓存的碎片地块文件和贴图文件组建并显示碎片地块的预制体;如果碎片地块不落入需要显示的范围并且已加载超过一段预设的时间,则卸载碎片地块。A restoration method based on the large map baking and cutting method of claim 2, wherein the cutting parameter file obtained in step S4 is initialized first, the position coordinates of the fragmented plot are loaded, and the fragmented plot file and the texture file are cached Calculate the location coordinates of the fragmented plot in real time to determine whether the fragmented plot falls into the range that needs to be displayed; if the fragmented plot falls into the range that needs to be displayed and has not been loaded, it will be based on the cached fragmented plot file Build and display the prefab of the fragmented block with the texture file; if the fragmented block does not fall into the range that needs to be displayed and has been loaded for more than a preset period of time, unload the fragmented block.
  10. 根据权利要求9所述的恢复方法,其特征在于,判断碎片地块是否落入需要显示的范围的具体过程是,在每一帧渲染前,对所有碎片地块进行计算并判断碎片地块是否有任一顶点将在下一帧落入屏幕的范围内。The restoration method according to claim 9, wherein the specific process of judging whether the fragmented plot falls within the range that needs to be displayed is to calculate all the fragmented plots before rendering each frame and determine whether the fragmented plot is Any vertex will fall within the range of the screen in the next frame.
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