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Large-scale virtual crowd real-time rendering method

A real-time rendering and large-scale technology, applied in animation production, image data processing, instruments, etc., can solve the problems of limiting the size of the group, time-consuming and laborious, etc., to reduce performance loss, improve rendering performance, and reduce preprocessing time. Effect

Inactive Publication Date: 2011-08-17
UNIV OF ELECTRONICS SCI & TECH OF CHINA
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  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, drawing only one character per render call is not only time-consuming and laborious, but also severely limits the size of the group

Method used

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  • Large-scale virtual crowd real-time rendering method

Examples

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Embodiment Construction

[0024] This real-time rendering method first generates a three-layer LOD-level simplified model through point sampling-based model simplification technology, uses GPU-based frustum clipping and LOD strategy technology to achieve rendering acceleration, and finally uses GPU-based skinned skeleton animation The instanced rendering technology to complete the batch rendering of the same LOD level characters. Below in conjunction with accompanying drawing and implementation example, this method is further described ( figure 1 The flow chart shown gives the specific process of the whole implementation).

[0025]Step 1: Import the traditional mesh model, and extract the geometric information and animation information of the model. In this embodiment, the .x model file with the file extension of x is selected as input, and the geometric model data is filled into the vertex buffer (Vertex Buffer) and the index buffer (Index Buffer). And use the following method to transmit and use mo...

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Abstract

The invention relates to a large-scale virtual crowd real-time rendering method, which comprises the following steps of: 1, introducing the conventional grid model and extracting geometric information and animation information of the model; 2, performing octree space subdivision on the model, wherein approximate description of a part of the model related to geometric size of each node is stored in the node; 3, performing point sampling on the surface of the part of the model included by each node; 4, processing and modeling a sample point, wherein the step comprises the sub-steps of calculating sample point information by interpolation, selecting sample point animation information, oversampling and removing redundancy and the like; 5, establishing model sampling data of three-layer LOD (Levels of Detail) according to specified parameters; 6, performing view frustum culling accelerated by a GPU (Graphic Processing Unit) on a virtual crowd in a large-scale scene during the real-time rendering; 7, performing an LOD strategy accelerated by the GPU on the cuffing result, wherein the step comprises the sub-steps of selecting role LOD and ordering LOD; and 8, sequentially performing GPU skin-skeleton animation based instancing rendering on the role of each layer of LOD level. By adopting the method, quick real-time rendering of a large-scale virtual crowd can be realized.

Description

technical field [0001] The present invention relates to a method for real-time rendering of large-scale virtual crowds, in particular to a method that combines point-sampling-based model simplification generation technology, GPU-based frustum cutting and LOD strategy-based real-time rendering acceleration technology, and GPU-based skinned skeleton animation Fast drawing methods for instanced rendering techniques. Background technique [0002] As a hot and difficult point in the research of virtual reality technology (Virtual Reality), large-scale group animation can visualize the virtual environment of dense crowds in real time. At present, it has been widely used in commercial, military, entertainment, construction, public safety and many other fields. The main application field of large-scale virtual crowd real-time rendering technology is the rendering of dynamic scenes. Different from static scenes, while processing large-scale and complex scenes composed of massive da...

Claims

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Application Information

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IPC IPC(8): G06T13/40
Inventor 蔡洪斌卢光辉张颖陈雷霆何明耘曹跃邱航
Owner UNIV OF ELECTRONICS SCI & TECH OF CHINA
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