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Volume cloud rendering method and device and computer-readable storage medium

A computer program and volumetric technology, which is applied in the field of game image processing, can solve problems such as visual errors and jagged teeth, and achieve the effects of continuous color changes, small data volume, and improved static visual effects

Active Publication Date: 2018-12-18
SNAIL GAMES
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, when using low-resolution textures for drawing processing, if the opaque object moves through the clouds, the intersection of the opaque object and the volumetric cloud will easily form more obvious jagged edges, resulting in visual errors

Method used

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  • Volume cloud rendering method and device and computer-readable storage medium
  • Volume cloud rendering method and device and computer-readable storage medium

Examples

Experimental program
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Embodiment 1

[0060] Utilize the technical scheme of the present invention, under the following conditions, carry out continuous test:

[0061] NVIDIA GTX960 graphics card, the resolution of the test program is 1920*1080.

[0062] The test results are as follows:

[0063] The entire volumetric cloud rendering process takes an average of 2.3ms on the GPU, and the execution time of the data correction part is less than 0.1ms.

[0064] The present invention adds the corrected data part (step 106 to step 107) on the basis of the original general volumetric cloud rendering (step 102-step 104), uses reprojection (Reprojection) technology to correct the data used in volumetric cloud rendering, and then Use the corrected cloud color map to blend into the scene color to reduce the aliasing and flickering of the picture display without increasing excessive consumption.

[0065] Compared with the original volumetric cloud drawing method, the data correction part of the present invention only caches ...

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Abstract

A volume cloud rendering method comprises the following steps: 1) rendering scene information, rendering virtual objects in scene into display memory; 2) producing a sky background color and forming athree-dimensional texture of that sky background; 3) carrying out desampling operation on the depth map of the scene; 4) generating volume cloud color and weight data by using depth mapping and volume cloud density 3D texture after desampling; 5) performing data correction on the generated volume cloud color and weight data through a re-projection operation; 6) superposing and mixing the modifiedvolume cloud color, weight data and scene color to complete volume cloud rendering. The invention uses the low-resolution rendering target texture, and at the same time, the sawtooth and flicker generate during volume cloud rendering are effectively reduced without increasing the bandwidth and load of the display card.

Description

technical field [0001] The invention relates to the technical field of game image processing, in particular to a method for rendering a simulated volumetric cloud. Background technique [0002] Currently, in 3D games, to render the simulated volumetric cloud effect, it is necessary to record the volumetric cloud data (such as the 3D texture that stores the shape and density of the volumetric cloud) and the scene information of the screen space (such as the scene depth) in the video memory of the graphics card. The transmission bandwidth is increased to increase the frame rate, and the data is often stored using low-resolution textures (for example, the current game window resolution is 1024*768, and the cloud data is only 256*192). However, when using low-resolution textures for drawing processing, if the opaque object moves through the clouds, the intersection of the opaque object and the volumetric cloud will easily form obvious jagged edges, resulting in visual errors. T...

Claims

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Application Information

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IPC IPC(8): G06T15/50G06T15/00G06T17/00
CPCG06T15/005G06T15/503G06T15/506G06T17/00G06T2210/61
Inventor 吕文伟许晨
Owner SNAIL GAMES
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