WO2022032486A1 - Procédé de rendu tridimensionnel de jeu, moteur tridimensionnel, dispositif électronique, et support d'informations lisible - Google Patents

Procédé de rendu tridimensionnel de jeu, moteur tridimensionnel, dispositif électronique, et support d'informations lisible Download PDF

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Publication number
WO2022032486A1
WO2022032486A1 PCT/CN2020/108473 CN2020108473W WO2022032486A1 WO 2022032486 A1 WO2022032486 A1 WO 2022032486A1 CN 2020108473 W CN2020108473 W CN 2020108473W WO 2022032486 A1 WO2022032486 A1 WO 2022032486A1
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Prior art keywords
global data
rendering
data parameter
parameter group
update
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PCT/CN2020/108473
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English (en)
Chinese (zh)
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王伟亮
武云潇
朱旭光
李楠
刘雅琼
林顺
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厦门雅基软件有限公司
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Priority to PCT/CN2020/108473 priority Critical patent/WO2022032486A1/fr
Publication of WO2022032486A1 publication Critical patent/WO2022032486A1/fr

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T5/00Image enhancement or restoration
    • G06T5/20Image enhancement or restoration using local operators

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  • the present application relates to the field of electronic technologies, and in particular, the present application relates to a three-dimensional game rendering method, a three-dimensional engine, an electronic device, and a readable storage medium.
  • a three-dimensional game engine (hereinafter referred to as a 3D engine) is to abstract the material in reality into representations such as polygons or various curves, perform relevant calculations in the computer and output the final image for application in game development.
  • 3D engines are actually many A collection of algorithm implementations.
  • a set of algorithms with three aspects of data management capability, rendering capability and interaction capability can be called a 3D engine.
  • many games are developed based on H5.
  • H5 is the abbreviation of HTML5, which refers to an open network standard.
  • H5 has the characteristics of supporting cross-platform operation, adaptive screen, supporting multimedia, interactive operation, and real-time update.
  • the 3D engine in the prior art performs the update of the global parameters (Uniform parameters) independently, and there are many uniform parameters, which will occupy a large amount of computer computing resources, resulting in low rendering efficiency.
  • the global parameters Uniform parameters
  • the smooth operation of the material system on multiple platforms needs to be considered during actual game development.
  • a format conversion tool is mostly used to achieve multi-platform support. However, this method is likely to cause data loss, resulting in the problem of unsmooth interaction and execution of rendered parameters across platforms.
  • the purpose of this application is to solve at least one of the above-mentioned technical defects, especially the technical defect of low rendering efficiency of a 3D engine.
  • a three-dimensional game rendering method including the following steps:
  • 3D game rendering is performed according to the updated global data parameter group.
  • the protocol version includes two three-dimensional drawing protocols, namely WebGL1 and WebGL2;
  • Shaders that include rendering parameters for at least two protocol versions include:
  • Acquires shaders including rendering parameters for at least two protocol versions according to the pre-detected native platform type.
  • the native platform includes any one of the Windows platform, the Android platform or the iOS platform,
  • Ways to detect the type of native platform include:
  • attribute information of the native platform is determined, and the attribute information includes the type of the native platform.
  • the step of updating the global data parameter group by invoking an application programming interface includes:
  • Global data cache update policies include any of the following:
  • the global data parameter is developed in Javascript language, and after updating the global data parameter group, the method further includes:
  • the global data parameter group is at least one of scene node update, scene clipping, skeletal animation update or particle update.
  • step of providing the compiled global data parameter group to the native platform corresponding to the native language includes:
  • the global data parameter group compiled by the native language is provided to the native platform.
  • the method further includes:
  • the underlying data corresponding to the updated global data parameter group is encapsulated into a data architecture-oriented data structure, and the data architecture-oriented data structure supports Neon instructions and SIMD instructions.
  • the step of encapsulating the underlying data corresponding to the updated global data parameter group into a data structure oriented to the data architecture includes:
  • the instruction type to the hardware device corresponds to the SIMD instruction
  • the data structure oriented to the data architecture stores 4 floating-point values.
  • a three-dimensional engine including:
  • a material module configured to obtain shaders of at least two protocol versions, including rendering parameters
  • an update module configured to cache multiple rendering parameters included in the shader programs of at least two protocol versions as a set of global data parameter groups, and update the global data parameter group by calling an application programming interface;
  • the rendering module is configured to perform 3D game rendering according to the updated global data parameter group.
  • an electronic device including a processor, a memory, and a bus, wherein:
  • the bus is configured to connect the processor and the memory
  • the memory is configured to store operating instructions
  • the processor is configured to cause the processor to execute the three-dimensional game rendering method shown in the first aspect of the present application by invoking the operation instruction.
  • a computer-readable storage medium on which a computer program is stored, and the storage medium stores at least one instruction, at least one program, code set or instruction set, at least one instruction, at least one program, code set or The instruction set is loaded and executed by the processor to implement the three-dimensional game rendering method provided by the first aspect of the present application.
  • the 3D game rendering method provided by the present application can achieve a batch update of a large number of rendering parameters in one operation by caching multiple rendering parameters into a group and updating the rendering parameters in groups, thereby greatly improving the rendering efficiency of the game.
  • shaders including rendering parameters have at least two protocol versions, which can be supported on multiple platforms, so the cross-platform interaction and execution of parameters after rendering is more smooth.
  • FIG. 1 is a schematic flowchart of a three-dimensional game rendering method according to an embodiment of the present application
  • FIG. 2 is a schematic flowchart of a method after updating a global data parameter group provided by an embodiment of the present application
  • FIG. 3 is a schematic flowchart of providing a compiled global data parameter group to a native platform corresponding to a native language according to an embodiment of the present application;
  • FIG. 4 is a schematic structural diagram of a three-dimensional engine provided by an embodiment of the present application.
  • FIG. 5 is a schematic structural diagram of an electronic device according to an embodiment of the present application.
  • Shaders also known as shader programs, English word Shader
  • Shader is a GPU shader language.
  • the externally passed parameters used in Shader calculations are Uniform parameters (global data parameters).
  • the Uniform Buffer is a basic class interface provided by the graphics application programming interface.
  • the Uniform (global data) variable is the bridge for sharing data between the shader and the application.
  • the Uniform Buffer is the memory space on the GPU. , pass data from the application to the GLSL (OpenGL Shading Language) program.
  • the three-dimensional game rendering method, three-dimensional engine, electronic device and readable storage medium aim to solve the above technical problems in the prior art.
  • An embodiment of the present application provides a method for rendering a 3D game, as shown in FIG. 1 , the method includes:
  • Step S100 obtaining shader programs including rendering parameters of at least two protocol versions
  • Step S200 Cache multiple rendering parameters included in the shader programs of at least two protocol versions as a set of global data parameter groups, and update the global data parameter group by calling an application programming interface;
  • Step S300 Performing 3D game rendering according to the updated global data parameter group.
  • the above-mentioned three-dimensional game rendering method caches multiple rendering parameters into a group according to their own characteristics, and updates the rendering parameters with the same characteristics in groups, so that a large number of rendering parameters can be updated in batches in one operation, and the update efficiency is higher, so that the large number of rendering parameters can be updated in batches.
  • shader programs including rendering parameters have at least two protocol versions, which can be supported on multiple platforms. Therefore, after rendering, the cross-platform interaction and execution of parameters are more smooth, and the interaction between different platforms is avoided. Data loss is guaranteed to have the same rendering quality between different platforms.
  • step S100 the shader program usually adopts the form of one protocol version, and there is a compatibility problem when applied between different platforms.
  • the shader directly uses two or more protocol versions.
  • this protocol version refers to the 3D drawing protocol version, the basic two 3D drawing protocols such as WebGL1 and WebGL2.
  • step S100 the system will directly generate the corresponding versions of different native platforms, which can be automatically selected according to the type of device platform at runtime. version without temporary conversion for reuse. That is, step S100 first obtains two protocol versions.
  • the native platform includes any one of the Windows platform, the Android platform, or the iOS platform, and other similar native platforms are not excluded.
  • the steps specifically include: when detecting the access of the native platform, determine the attribute information of the native platform, and the attribute information includes the type of the native platform.
  • the native platform type obtains the compatible Shader protocol version, which also provides the basis for data interaction after processing.
  • the rendering parameters are mainly grouped, and then the rendering parameters in the group are updated in batches at one time, so as to achieve the purpose of improving the update efficiency and thus the rendering efficiency.
  • Each Shader may include multiple rendering parameters, and multiple Shaders include more rendering parameters.
  • Multiple rendering parameters are cached as a set of global data parameter groups, which are actually classified and grouped according to the global data (Uniform), and the Uniform specific Represents the global data used in OpenGL (Open Graphics Library) and is an important way for clients to transmit data to OpenGL. This type of data does not belong to a specific Shader. Group the rendering parameters in units of global data, and then update multiple global data in the group, that is, a global data parameter group.
  • the execution is performed on the Uniform Buffer is updated to realize the update of the global data parameter group.
  • Different Uniform Buffer abstractions are classified, and each type of Uniform Buffer has different update strategies, which can reduce the update frequency and improve performance.
  • the step of updating the global data parameter group by invoking the application programming interface includes: updating the global data cache according to a predetermined global data cache updating strategy.
  • the parameter update is implemented by the 3D engine automatically when rendering each frame.
  • the Uniform Buffer is a basic class interface provided by the graphics API
  • the global data cache update strategy provided in the 3D game rendering method of this application includes any of the following:
  • Strategy 2 Update once per scene in each frame of image rendering. This includes Light Uniform Buffer, which specifically defines the lighting parameters of each scene in each frame of image.
  • Strategy 3 Update each model once in each frame of image rendering. This definition is Local Uniform Buffer, which corresponds to the transformation matrix of each model in each frame of image rendering, such as its own position information.
  • step S200 further includes the following specific steps:
  • Step S210 Compile the global data parameter group through at least one native language
  • Step S220 Provide the compiled global data parameter group to the native platform corresponding to the native language.
  • the native language is Objective C for iOS, and for Android, the Linux kernel used is developed in C language, and the library in the middle layer is developed in C/C++, but the application framework and application are both.
  • This system is made up of a bunch of open source projects, so there are many native languages of the Android system.
  • C# is a programming language specially tailored for .net by Microsoft.
  • the entire framework system of .net is developed in C# language, so C# is the native language of .net.
  • Traditional web game engines are developed with Javascript, which has a gap in execution efficiency compared with native languages, such as C++.
  • the time-consuming calculations in game rendering can be executed in a more efficient execution language.
  • the global data parameter groups in these calculations were originally developed in Javascript language. Now these global data parameter groups are implemented in native language and embedded in the 3D engine for the above-mentioned time-consuming calculations in game rendering. Improve rendering efficiency and engine efficiency.
  • step S220 After compiling the global data parameter group developed in the JS language using at least one native language, the global data parameter group developed in the JS language and the global data parameter group compiled in the native language coexist.
  • the native language platform supports For a certain native language, a global data parameter group compiled in the native language is correspondingly provided to the native platform, so that the 3D engine can realize efficient execution.
  • the global data parameter group compiled directly by the native language it can also be converted into a form with higher execution efficiency through tools that support the JS platform. For example, EmScripten (a compiler) can also compile the C++ language into WebAssembly. , and the JS platform can directly call WebAssembly.
  • WebAssembly is a binary format of the JS language, and its execution efficiency is similar to that of the native language.
  • step S220 specifically includes:
  • Step S221 When detecting access to the native platform, determine the native language supported by the native platform.
  • Step S222 Provide the global data parameter group compiled by the native language to the native platform.
  • the global data parameter group compiled corresponding to the native language is provided to the native platform, so as to realize the faster execution of some functional modules with large computational load. Efficient execution.
  • the 3D game rendering method provided by the present application further includes: encapsulating the underlying data corresponding to the updated global data parameter group into data architecture-oriented data Structure, data architecture-oriented data structure supports Neon instructions and SIMD instructions.
  • the reason why the underlying data is encapsulated into a data structure-oriented data structure (Structure of Array, hereinafter referred to as SOA data structure) is to realize the C++ multi-threading support of the native platform.
  • SOA data structure Structure of Array
  • the advantage of encapsulating the SOA data structure is that it can make the CPU Accessing data is more friendly and efficient.
  • the specific process of the method steps is as follows:
  • Step A Determine the command type of the connected hardware device.
  • the instruction type of the hardware device is either Neon instruction or SIMD instruction.
  • SIMD Single Instruction&Multiple Data
  • Single instruction, multiple data can copy multiple operands, and pack these operands into a set of instructions in large registers.
  • Neon instruction is a 128-bit SIMD extension structure for ARM Cortex-A series processors.
  • Step B Determine that the instruction type assigned to the hardware device corresponds to the Neon instruction, and the data architecture-oriented data structure stores 3 floating-point values; or, determine that the instruction type assigned to the hardware device corresponds to the SIMD instruction, and the data architecture-oriented data structure stores 4 floating-point values. point value.
  • 3 or 4 floating-point values are stored in the data structure of the SOA, so 3 or 4 nodes can be calculated at a time, and the calculation efficiency is higher.
  • the data structure is used to organize the location information of the model in the scene. The way developers use it is to hang the model under the node, and then change the location and other information of the model by operating the node.
  • the data structure of SOA organizes data compactly, which is conducive to efficient CPU access.
  • Our underlying data organization adopts the form of SOA, which can dynamically select the number of data arrangements in the data structure of SOA according to the degree of support of the hardware device for Neon instructions and SIMD instructions.
  • CPU multi-threading and SIMD instructions work at the same time, which can produce a multiplication-level rate increase.
  • a 4-core CPU opens 4 threads, while the SIMD instruction set supports the parallel computing of 4 units of data, which can theoretically reach a rate of 4 ⁇ 4 times. promote.
  • the embodiment of the present application provides a three-dimensional engine, also called a three-dimensional game engine system.
  • the three-dimensional engine 10 may include: a material module 11, an update module 12, and a rendering module 13, wherein the material module 11 is Shaders configured to obtain at least two protocol versions, including rendering parameters.
  • the material module 11 generates the obtained shader including rendering parameters into multiple versions of various protocols, and provides rendering parameters for the update module 12 and the subsequent rendering module 13 .
  • the update module 12 is configured to cache a plurality of rendering parameters included in the shader programs of at least two protocol versions as a set of global data parameter groups, and to update the global data parameter groups by invoking an application programming interface.
  • the rendering module 13 is configured to perform three-dimensional game rendering according to the updated global data parameter set.
  • the 3D engine 10 provided by the present application can cache multiple rendering parameters into a group, and update the rendering parameters in groups, so as to realize the effect of batch updating a large number of rendering parameters in one operation, the update efficiency is higher, and the game rendering efficiency is compared with other
  • the 3D engine has been significantly improved.
  • the shader programs including rendering parameters after being processed by the material module, the shader programs including rendering parameters have at least two protocol versions, which can be supported on multiple platforms, so that the rendered parameters can be interactively operated across platforms and The execution is smoother.
  • the protocol version includes two three-dimensional drawing protocols, specifically WebGL1 and WebGL2.
  • the material module acquires shader programs including rendering parameters in at least two protocol versions, specifically including: acquiring shader programs in at least two protocol versions including rendering parameters according to the type of the native platform detected in advance.
  • the native platform includes any one of Windows platform, Android platform or iOS platform.
  • the method of detecting the type of the native platform includes: when detecting the access of the native platform, determining attribute information of the native platform, and the attribute information includes the type of the native platform.
  • Update policies include any of the following:
  • the updating module 12 may also execute: compiling the global data parameter group by using at least one native language, the global data parameter group is developed in Javascript language, and then providing the compiled global data parameter group to to the native platform corresponding to the native language.
  • the global data parameter group developed in the Javascript language is at least one of scene node update, scene clipping, skeletal animation update or particle update.
  • the step of providing the compiled global data parameter group to the native platform corresponding to the native language includes:
  • the global data parameter group compiled by the native language is provided to the native platform.
  • the updating module 12 after updating the global data parameter group, the updating module 12 also needs to perform method steps including: encapsulating the underlying data corresponding to the updated global data parameter group into a data structure oriented
  • the architecture's data structures support Neon instructions and SIMD instructions.
  • the step of encapsulating the underlying data corresponding to the updated global data parameter group into a data structure oriented to the data architecture includes: first, determining the instruction type of the connected hardware device. Secondly, it is determined that the instruction type to the hardware device corresponds to the Neon instruction, and the data structure oriented to the data architecture stores 3 floating-point values. Or, it is determined that the instruction type to the hardware device corresponds to the SIMD instruction, and the data structure oriented to the data architecture stores 4 floating-point values.
  • An embodiment of the present application provides an electronic device, the electronic device includes: a memory and a processor; at least one program, stored in the memory, is used to execute the foregoing three-dimensional game rendering method when executed by the processor, which is different from the existing method.
  • the electronic device includes: a memory and a processor; at least one program, stored in the memory, is used to execute the foregoing three-dimensional game rendering method when executed by the processor, which is different from the existing method.
  • higher update efficiency game rendering efficiency is significantly improved compared to other 3D engines, in addition, it can be supported on multiple platforms, and the rendered parameters can be interacted and executed more smoothly across platforms .
  • an electronic device is provided. As shown in FIG. 5 , the electronic device 1000 shown in FIG. 5 includes: a processor 1001 and a memory 1003 . The processor 1001 is connected to the memory 1003 , for example, through a bus 1002 . Optionally, the electronic device 1000 may also include a transceiver 1004 . It should be noted that, in practical applications, the transceiver 1004 is not limited to one, and the structure of the electronic device 1000 does not constitute a limitation to the embodiments of the present application.
  • the processor 1001 can be a CPU (Central Processing Unit, central processing unit), a general-purpose processor, a DSP (Digital Signal Processor, a data signal processor), an ASIC (Application Specific Integrated Circuit, an application-specific integrated circuit), an FPGA (Field Programmable Gate Array) , field programmable gate array) or other programmable logic devices, transistor logic devices, hardware components, or any combination thereof. It may implement or execute the various exemplary logical blocks, modules and circuits described in connection with this disclosure.
  • the processor 1001 may also be a combination that implements computing functions, such as a combination of one or more microprocessors, a combination of a DSP and a microprocessor, and the like.
  • the bus 1002 may include a path to communicate information between the aforementioned components.
  • the bus 1002 may be a PCI (Peripheral Component Interconnect, Peripheral Component Interconnect Standard) bus or an EISA (Extended Industry Standard Architecture, Extended Industry Standard Architecture) bus or the like.
  • the bus 1002 can be divided into an address bus, a data bus, a control bus, and the like. For ease of presentation, only one thick line is used in FIG. 5, but it does not mean that there is only one bus or one type of bus.
  • the memory 1003 may be a ROM (Read Only Memory, read only memory) or other types of static storage devices that can store static information and instructions, a RAM (Random Access Memory, random access memory) or other types of storage devices that can store information and instructions.
  • Dynamic storage device can also be EEPROM (Electrically Erasable Programmable Read Only Memory, electrically erasable programmable read only memory), CD-ROM (Compact Disc Read Only Memory, CD-ROM) or other optical disk storage, optical disk storage (including compressed compact disc, laser disc, compact disc, digital versatile disc, blu-ray disc, etc.), magnetic disk storage medium or other magnetic storage device, or capable of carrying or storing desired program code in the form of instructions or data structures and capable of being accessed by a computer any other medium, but not limited to this.
  • the memory 1003 is configured to store application code for executing the solution of the present application, and the execution is controlled by the processor 1001 .
  • the processor 1001 is configured to execute the application program code stored in the memory 1003, so as to realize the contents shown in the foregoing method embodiments.
  • Embodiments of the present application provide a computer-readable storage medium, where a computer program is stored on the computer-readable storage medium, and when the computer program runs on the computer, the computer can execute the corresponding content in the foregoing method embodiments.
  • the computer has higher update efficiency, the game rendering efficiency is significantly improved compared with other three-dimensional engines, and can be supported on multiple platforms, rendering The latter parameters interact and execute more smoothly across platforms.

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Abstract

La présente invention concerne un procédé de rendu tridimensionnel (3D) de jeu, un moteur 3D, un dispositif électronique et un support d'informations lisible. Le procédé de rendu 3D de jeu consiste : à acquérir un programme de nuançage d'au moins deux versions de protocoles et comprenant des paramètres de rendu ; à mettre en cache une pluralité de paramètres de rendu compris dans le programme de nuançage de la version ou des versions en tant qu'ensemble de groupes de paramètres globaux de données, et à actualiser les groupes de paramètres globaux de données en invoquant une interface de programme d'application ; et à procéder au rendu 3D de jeu en fonction des groupes actualisés de paramètres globaux de données. Le procédé de rendu 3D de jeu selon la présente invention actualise une grande quantité de paramètres de rendu en lots en une fois en regroupant et en actualisant les paramètres de rendu, et l'efficacité d'actualisation est supérieure, de sorte que l'efficacité de rendu de jeu est grandement accrue. De plus, les programmes de nuançage qui comprennent les paramètres de rendu comportent tous au moins deux versions de protocoles, et peuvent être pris en charge sur plusieurs plateformes, si bien que les paramètres de rendu ont un degré supérieur d'uniformité en ce qui concerne les opérations d'interaction et les exécutions à travers les plateformes.
PCT/CN2020/108473 2020-08-11 2020-08-11 Procédé de rendu tridimensionnel de jeu, moteur tridimensionnel, dispositif électronique, et support d'informations lisible WO2022032486A1 (fr)

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