Light source management system and device of next-generation game render engine and method of light source management system

A rendering engine and management system technology, applied in indoor games, video games, image data processing, etc., can solve the problems of reduced rendering efficiency and difficult effective rendering, and achieve the effect of increased rendering efficiency, fast and effective rendering

Active Publication Date: 2018-08-17
ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD +1
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As a result, the number of batches required by this new technique makes the earlier problems appear more severe due to

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  • Light source management system and device of next-generation game render engine and method of light source management system
  • Light source management system and device of next-generation game render engine and method of light source management system
  • Light source management system and device of next-generation game render engine and method of light source management system

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[0040] The following will clearly and completely describe the conception, specific structure and technical effects of the present invention in conjunction with the embodiments and accompanying drawings, so as to fully understand the purpose, scheme and effect of the present invention. It should be noted that, in the case of no conflict, the embodiments in the present application and the features in the embodiments can be combined with each other.

[0041] It should be noted that, unless otherwise specified, when a feature is called "fixed" or "connected" to another feature, it can be directly fixed and connected to another feature, or indirectly fixed and connected to another feature. on a feature. In addition, descriptions such as up, down, left, and right used in the present invention are only relative to the mutual positional relationship of the various components of the present invention in the drawings. As used herein and in the appended claims, the singular forms "a", "...

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Abstract

The invention provides a method of a light source management system of a next-generation game render engine. The method comprises the following steps: A, confirming visibility: in accordance with actual situations, confirming the visibility in a mode of taking observers of a scene and each light source of the scene into consideration; B, confirming the number of batches which must undergo rendering in accordance with the visibility obtained in the step A; and C, rendering batch number, and rendering the batch number obtained in the step B via a per-pixel lighting method. The step a comprises astep A1, confirming a visibility set by confirming the use of visibility and on the basis of the logic of the set.

Description

technical field [0001] The present invention generally relates to a light source management system, and in particular to a light source management system, device and method for a next-generation game rendering engine. Background technique [0002] In general next-generation game engines, when using pixel-by-pixel lighting, the number of batches increases significantly, which is caused by the way this technology is implemented. This algorithm renders the environment once, and its purpose is to apply the global environment items and build the depth buffer for this frame. Two values ​​must also be evaluated for each light source: the shadow term and the light contribution value. [0003] Shadow terms are typically computed using extended template volumes or shadow maps, both of which require rendering at least one batch per object. After the shadow term is calculated, each object affected by the light source (including some objects that have been properly marked in the shadow...

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Application Information

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IPC IPC(8): A63F13/52G06T15/50
CPCA63F2300/538A63F2300/66A63F13/52G06T15/506
Inventor 李茂陈汉辉卢歆翮吴海权江卓浩陈镇秋
Owner ZHUHAI KINGSOFT ONLINE GAME TECH CO LTD
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