A texture atlas scheduling method

A scheduling method and texture technology, applied in the field of 3D virtual world games, can solve problems affecting game performance, difficult to find a balance between the number of DrawCalls and memory usage, and difficult streaming loading, etc., to reduce memory pressure, improve rendering efficiency, The effect of reducing stress

Active Publication Date: 2019-03-08
SNAIL GAMES
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Problems solved by technology

On the other hand, we know that for application rendering, the number of DrawCalls will greatly affect the performance of the game. How to reduce the number of DrawCalls as much as possible is also a big technical challenge
[0003] In an application, one of the basic ways to reduce the number of DrawCalls is to reduce the number of materials. For different textures, if these textures are independent, it is difficult to achieve the purpose of reducing materials. A common method is to merge textures. However, this approach will directly make it difficult to stream load textures, and it is difficult to find a way to balance both the number of DrawCalls and the memory footprint. Therefore, there is an urgent need for a texture atlas scheduling method that can effectively solve these problems. question

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Embodiment Construction

[0041] 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. figure 1 It is a flow chart of the texture atlas scheduling method according to the present invention, and the following will refer to figure 1 , to describe the texture atlas scheduling method of the present invention in detail.

[0042] First, in step 101, basic information and necessary data structures for texture streaming scheduling are defined. In this example, there are 1000 textures in total, and the resolution of the textures is 128x128. That is to say, the texture has a total of eight levels of Mipmap, and the resolutions are 128x128, 128x128, …, 2x2, 1x1. For these different Mipmaps, the reserved LOD is 5 levels, that is, LOD3 (16x16), ..., LOD7 (1x1). Th...

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Abstract

A texture atlas scheduling method comprises the following steps of determining basic information for texture streaming scheduling and a data structure; creating the actual physical texture and save the texture loaded into memory; creating an indirect index buffer to store the location information of Mipmap on the physical texture; according to the level of detail information of texture, carrying out the inflow and outflow of texture, and according to the rectangular texture packing algorithm, finding the position information of the current inflow texture on the physical texture; rendering thetexture and relocating the UV coordinates for sampling calculation. The texture atlas scheduling method of the invention is based on a rectangular texture packing algorithm, and effectively reduces the number of DrawCalls by merging texture maps, so that the rendering efficiency is improved. Through the scheduling of textures, the memory usage can be reduced, the necessary texture resources can beloaded gradually, and the memory pressure can be reduced. The invention can effectively reduce the pressure of the graphics processing unit in the rendering process.

Description

technical field [0001] The invention relates to the technical field of three-dimensional virtual world games, in particular to a method for scheduling texture atlases in three-dimensional virtual world games. Background technique [0002] At present, mainstream games generally require large and detailed game worlds. To build a huge and exquisite game world, it is necessary to provide very rich game resources, including textures, animation models, and sound effects. The continuous improvement of the demand for game screen quality has led to the continuous growth of game resources. For our applications, resources must be loaded into memory before they can be used. Memory is still a relatively scarce resource at present, and we cannot use it without Restricted resources are loaded into memory. Especially for the game industry, the amount of textures often occupies a large proportion of resources. If the amount of textures occupied in memory can be reduced, the burden on memor...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T15/04G06T15/00
CPCG06T15/005G06T15/04
Inventor 郭嵩吕文伟
Owner SNAIL GAMES
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