Wave effect realtime rendering method based on graphics processing unit (GPU)

A technology of real-time rendering and special effects, applied in the optimization field of skeletal animation rendering, can solve the problems of low realism, large amount of calculation, not suitable for real-time rendering, etc., and achieve the effect of reducing the number of times.

Inactive Publication Date: 2013-04-03
王爽
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

These methods can provide very realistic rendering effects, but unfortunately they require a considerable amount of computation, and therefore, are not suitable for interactive real-time rendering
Also, most games these days use fairly

Method used

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  • Wave effect realtime rendering method based on graphics processing unit (GPU)
  • Wave effect realtime rendering method based on graphics processing unit (GPU)
  • Wave effect realtime rendering method based on graphics processing unit (GPU)

Examples

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Embodiment Construction

[0014] GPU-based real-time rendering of ocean wave effects, the steps are as follows:

[0015] 1) According to the required water surface effect, the corresponding ripple bump map is made by the artist to simulate the water surface height;

[0016] 2) Use different space and time scaling ratios to mix multiple height maps to obtain quite complex water surface animation effects; the formula is as follows:

[0017]

[0018] 3) Convert the vertices from world coordinates to screen coordinates in the vertex shader, and output them to the pixel shader.

[0019] The desired water surface effect is a rough sea or a calm lake.

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Abstract

The invention relates to the technical field of computer graphics technology, and in particular relates to an optimization method of skeletal animation rendering, which comprises the following steps of: depending on a required water surface effect, making a corresponding Bump map by a graphic designer, for simulating a water surface height; by a vertex texture technology, disturbing on a grid height of a water surface in a vertex Shader, and reducing a calculation amount to the greatest extent through the Bump which reads a normal and a height, to achieve a real effect; meanwhile, aiming at the characteristic of comparatively serious consumption of the vertex texture filter, a height map is optimized and stored, so that the times of texture addressing is greatly reduced, and the water surface rendering depend on a normal map to implement illumination calculation because the normal map can faithfully represent all details under a high-frequency waveform. In addition, a low-frequency and high-amplitude wave is used for disturbing the water surface grid; and a water surface model is based on overlap of a plurality of height maps which are segmented on both space and time.

Description

[0001] technical field [0002] The invention relates to the technical field of computer graphics, and more specifically, to an optimization method for skeletal animation rendering. Background technique [0003] Ocean scene simulation is one of the important components of real-time visual simulation system. Similar to terrain simulation, ocean simulation also has the characteristics of a wide range. Unlike terrain simulation, the simulation of wave characteristics also has the characteristics of high randomness and shape complexity. The key and difficult points of wave simulation are wave height field generation, wave grid construction, and wave special effect generation. [0004] Water surfaces are a common effect in computer graphics, especially games. It is one of the important elements that add realism to the scene. But it is a difficult problem to simulate the real water surface, because the movement and optical effects of the water surface are quite complicated....

Claims

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Application Information

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IPC IPC(8): G06T13/60G06T15/00
Inventor 王爽
Owner 王爽
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