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Method for automatically generating scene vegetation system

An automatic generation and vegetation technology, applied in the field of game engine development, can solve problems such as false performance effects, and achieve the effect of improving rendering efficiency and reasonable planting density distribution.

Inactive Publication Date: 2018-09-18
SNAIL GAMES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The flowers and plants rendered on the bulletin board are false

Method used

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  • Method for automatically generating scene vegetation system
  • Method for automatically generating scene vegetation system

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Embodiment Construction

[0035] 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.

[0036] figure 1 It is a flowchart of a method for automatically generating a scene vegetation system according to the present invention, figure 2 Flowchart for creating an interface for flowers and plants according to an embodiment of the present invention. The following will refer to figure 1 and figure 2 , the method for automatically generating the scene vegetation system of the present invention is described in detail.

[0037] First, in step 101, the flower and grass attributes of the surface material are edited. Flower and grass properties include global properties (for example, display range, shadow fade-out starting point, shadow fade-out range, etc.),...

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Abstract

The invention provides a method for automatically generating a scene vegetation system. The method comprises the following steps of 1) editing flower and grass attributes of earth surface materials; 2) saving a generated flower and grass configuration table; 3) loading the flower and grass configuration table; 4) traversing a minimum terrain unit, calling a flower and grass creation interface according to the weights of the terrain materials, a drawn vegetation density map and density values of vegetation group information, and judging whether or not vegetation can be created at the minimum terrain unit according to a result returned by the flower and grass creation interface. According to the method, by combining terrain drawing with flower and grass planting and using a reasonable optimization algorithm, the production efficiency and the rendering effect are improved.

Description

technical field [0001] The invention relates to the technical field of game engine development, in particular to a method for automatically generating a scene vegetation system. Background technique [0002] In a 3D engine project, flowers and plants are the basic elements of a scene. The traditional method of planting flowers and plants is to click or drag the mouse to plant on the ground display. When the scene size is too large and the quantity is too large, and there are various geographical climates, the production efficiency is extremely low. Density control of traditional planting methods, mixed planting of various flowers and plants, edge sparse processing, and other issues require a considerable amount of work by the artist. The flowers and plants planted by traditional planting methods are recorded and archived once they are planted. If they need to be modified, they must be deleted and planted again. [0003] In order to save resources and improve game rendering...

Claims

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Application Information

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IPC IPC(8): A63F13/60
CPCA63F13/60A63F2300/66
Inventor 郝展刘捷柳尧顺陆利民
Owner SNAIL GAMES
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