Variable precision encoding and decoding method suitable for deferred shading

An encoding and decoding method and a technology of encoding methods, which are applied in the processing of 3D images, image data processing, instruments, etc., can solve the problems of affecting rendering effects and low accuracy of normal vectors, and achieve the effect of saving encoding resources and improving accuracy.

Active Publication Date: 2018-06-01
SNAIL GAMES
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Problems solved by technology

However, if you choose low-precision storage of GBuffer textures to save space from the beginning, when rendering smooth

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  • Variable precision encoding and decoding method suitable for deferred shading
  • Variable precision encoding and decoding method suitable for deferred shading

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Embodiment Construction

[0042] 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.

[0043] The purpose of the present invention is to select a low-precision encoding for materials that do not have a dominant reflection (the rendering effect obtained by reflection is negligible or imperceptible to the naked eye compared to the rendering effect obtained by other lighting), and the ALpha channel is reserved for mixing purposes (such as , used to add rendering decals on other objects); at the same time, provide high-precision normal or other data encoding for materials that are dominated by reflection (mainly referring to opacity or transparency can be ignored), at this time you can select Use the data capacity on the Alpha channel to enhance the number...

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Abstract

Disclosed is a GBuffer data encoding and decoding method suitable for deferred shading. At the time of encoding, data to be encoded are first converted into linear spatial data, then the linear spatial data are split into fixed data and optional data, and the optional data part in the linear spatial data is stored using an ALpha channel. Correspondingly, at the time of decoding, the split optionaldata are added to originally corresponding data bits. According to the invention, the data bits on the ALpha channel is used to increase the storage of more bits of data, so as to improve the accuracy of the encoded data. When high-precision encoding is not required, encoding can be done directly in the original manner, and no additional data storage amount will be increased because of precisionrequirements. The method provided by the invention uses only 22 bits in the process of octahedral normal encoding and has an effect exceeding the effect of the existing 24-bit BestFitNormal encoding.The method of the invention is particularly suitable for encoding and rendering of small bandwidth video cards.

Description

technical field [0001] The present invention relates to coding technology, in particular to a coding technology suitable for deferred shading scene rendering. Background technique [0002] Deferred shading is a technique for post-lighting 3D scenes. This technology breaks through the limitations of the efficiency and sharp drop in various performances when the previous rendering system supports multiple dynamic light sources. It can make a 3D scene support hundreds of dynamic light sources. [0003] When using deferred shading technology for scene rendering, the normal data of the object surface is usually required. Normal data usually needs to be cached in a GBuffer texture. Since the normal is a unit vector, it would be a waste of video memory and bandwidth to store three quantities directly. If the normal vector needs to be compressed and stored, it is common practice to use various compression algorithms. For example, one component is discarded and only its sign is ...

Claims

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Application Information

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IPC IPC(8): G06T15/50G06T15/00
CPCG06T15/005G06T15/503
Inventor 朱博刘捷陆利民
Owner SNAIL GAMES
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