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A method for efficiently organizing and switching opengl rendering states

A state and organization technology, applied in the field of 3D rendering, can solve problems that affect the user's visual experience, affect the efficiency of the rendering engine, and scene freezes, and achieve the effects of improving user experience, orderly switching of rendering states, and increasing frame rate

Active Publication Date: 2021-04-02
ZHEJIANG KELAN INFORMATION TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0002] Through the 3D scene graph structure given by the user, in the rendering process, before the entity node is drawn, the correct rendering state of the node must be switched. If the rendering state is not managed, there is no node with the same state attribute set When merging, each entity node faces huge state collection, switching and restoration costs when rendering; if the scene entity nodes are properly organized and managed according to the rendering state attributes, then the overhead caused by organizing and managing nodes according to the state attributes is also serious The efficiency of the rendering engine is affected; the above two situations will cause the scene rendered by the rendering engine to freeze or even obviously skip frames, which greatly affects the user's visual experience

Method used

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  • A method for efficiently organizing and switching opengl rendering states
  • A method for efficiently organizing and switching opengl rendering states
  • A method for efficiently organizing and switching opengl rendering states

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Experimental program
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Embodiment 1

[0076] Such as Figure 6 , 7 As shown, the model data is used to test the frame rate, and the area is about 2.7x1.8 square kilometers; the rendering effect of the piece of data before and after using the invention is compared, the same data is set, and the same viewpoint position steps are set (both are 1250 meters directly above the model), wait for the same loading time step (both wait for the model to load for 3 minutes); see the frame rate comparison effect:

[0077] In the description of this specification, descriptions with reference to the terms "one embodiment", "some embodiments", "example", "specific examples", or "some examples" mean that specific features described in connection with the embodiment or example , structure, material or feature is included in at least one embodiment or example of the present invention. In this specification, schematic representations of the above terms do not necessarily refer to the same embodiment or example. Furthermore, the spe...

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PUM

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Abstract

The invention relates to the field of computer technology, and discloses a method of highly efficiently organizing and switching OpenGL (Open Graphics Library) rendering status. The method includes the following steps: step (1), carrying out establishment of tree-shaped structures of a rendering order tree and a rendering status tree for scene nodes, of which rendering order values exist, in a scene graph and scene nodes of which rendering status attribute sets exist; step (2), after establishment of the two tree-shaped structures is completed, carrying out necessary sorting work on renderingleaf nodes, and starting traversing from a root node of the rendering order tree to render entity nodes; and step (3), switching OpenGL status attributes, which correspond to the rendering leaf nodes,according to the tree-shaped structure of the rendering status tree, applying status attributes after switching, and carrying out submission and rendering of grid data of the rendering leaf nodes after certain OpenGL status is reached. According to the method, the reasonable and reliable tree-shaped structures are established through effective organization on the rendering scene nodes, pressure of all threads of a three-dimensional rendering engine is enabled to be balanced, overheads of status attribute management are reduced, a rendering frame rate is higher, and scene roaming is smoother.

Description

technical field [0001] The invention relates to the technical field of three-dimensional rendering, in particular to a method for efficiently organizing and switching OpenGL (Open Graphics Library, Open Graphics Library) rendering states in a rendering engine. Background technique [0002] Through the 3D scene graph structure given by the user, in the rendering process, before the entity node is drawn, the correct rendering state of the node must be switched. If the rendering state is not managed, there is no node with the same state attribute set When merging, each entity node faces huge state collection, switching and restoration overhead when rendering; if the scene entity nodes are properly organized and managed according to the rendering state attributes, then the overhead caused by organizing and managing nodes according to the state attributes is also serious The efficiency of the rendering engine is affected; the above two situations will cause the scene rendered by ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T19/20
CPCG06T19/20
Inventor 王茂松俞蔚
Owner ZHEJIANG KELAN INFORMATION TECH CO LTD