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Simulation and rendering methods for real-time marine systems

An ocean and seawater technology, applied in the processing of 3D images, instruments, calculations, etc., can solve problems such as rough underwater effects, 3D games do not fully reflect natural scenes, and cannot provide players with a good visual experience, etc. Various effects

Active Publication Date: 2018-12-07
SNAIL GAMES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

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 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 walk into the water or even go under the water
[0003] The above-mentioned technical defects make the 3D game not fully reflect the real natural scene, and cannot provide players with a good visual experience

Method used

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  • Simulation and rendering methods for real-time marine systems
  • Simulation and rendering methods for real-time marine systems
  • Simulation and rendering methods for real-time marine systems

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Embodiment Construction

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

[0042] figure 1 It is a flow chart of the simulation and rendering method of the real-time ocean system according to the present invention, which will be referred to below figure 1 , the flow chart of the simulation and rendering method of the real-time ocean 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 grids according to the following formula.

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

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

[0046] In step 102, the grid in the screen space is projected on...

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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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Patent Type & Authority Patents(China)
IPC IPC(8): G06T15/00
Inventor 刘建国
Owner SNAIL GAMES
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