Simulation and rendering method of real-time sea system

A marine and seawater technology, applied in the processing of 3D images, image data processing, instruments, etc., can solve problems such as rough underwater effects, 3D games that do not fully reflect the natural scene, unable to walk into the water or even into the water, etc. , to achieve a variety of underwater effects

Active Publication Date: 2016-01-27
SNAIL GAMES
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Problems solved by technology

[0002] In the video image processing of existing 3D games, there are more or less problems in the simulation and rendering of water bodies: the water surface is relatively flat, and the water lines are only simulated through normal lines, and there is basically no real fluctuation in the height direction; The shore cannot produce foam, or some games are still even if there is foam, and will not rush to the shore dynamically with

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  • Simulation and rendering method of real-time sea system
  • Simulation and rendering method of real-time sea system
  • Simulation and rendering method of real-time sea system

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[0041] The preferred embodiments of the present invention will be described below with reference to the accompanying drawings. It should be understood that the preferred embodiments described herein are only used to illustrate and explain the present invention, but not to limit the present invention.

[0042] figure 1 For the simulation and rendering method flow chart of the real-time marine system according to the present invention, the following will refer to figure 1 , the flow chart of the simulation and rendering method of the real-time marine system of the present invention is described in detail.

[0043] First, in step 101, in the vertex shader of the graphics card, the screen space is equally divided into several meshes according to the following formula.

[0044] float3PosIn=float3(vPos.x*WidthScale, vPos.y*HeightScale, 1.0f);

[0045] float4PosScreen = float4(PosIn, 1.0f);

[0046] In step 102, the grid of the screen space is projected onto the sea level of the w...

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Abstract

The invention provides a simulation and rendering method of a real-time sea system. The method comprises the steps of: dividing a screen space into a plurality of grids equally, and projecting the screen space to a sea level in a world coordinate system space, and obtaining a surface grid of seawater in the world coordinate system space; obtaining a coordinate deviant of a current grid point relative to the sea level, and obtaining a final coordinate value of the grid point; obtaining a normal value of the current grid point, and realizing a controllable seawater ripple effect; obtaining a normal value of a ripple arranged at the position of the current grid point, obtaining a final normal value of the current grid point, and realizing a sea level ripple effect when it rains; obtaining a seawater color value with a foam effect of the current grid point, obtaining a final color value of the sea level position of the grid point, and realizing a foam effect of a shore dynamic impact; and obtaining an underwater scene color value of the current grid point after etching, obtaining a final color value of the underwater scene of the current grid point, and realizing an underwater dynamic etching effect and an underwater distortion effect with light attenuation.

Description

technical field [0001] The invention relates to a video image processing technology, in particular to a method for simulating and rendering a real-time marine system in a video image. Background technique [0002] In the video image processing of existing 3D games, there are more or less problems in the simulation and rendering of water bodies: the water surface is relatively flat, and the water lines are only simulated by normal lines, and there is basically no real fluctuation in the height direction; The shore cannot produce foam, or some games are still even if there is foam, and will not rush to the shore dynamically with the waves; the water surface will not respond to the weather, such as rainy days, the water surface will not do anything to the raindrops response; the underwater effect is relatively rough, and even some games simply cannot go into the water or even go under the water. [0003] The above-mentioned technical defects make the 3D game not fully reflect ...

Claims

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Application Information

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IPC IPC(8): G06T15/00
Inventor 刘建国
Owner SNAIL GAMES
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