A texture atlas scheduling method

A scheduling method and texture technology, applied in the field of three-dimensional virtual world games, can solve problems such as difficulty in streaming loading, affecting game performance, and difficulty in finding and taking into account the number of DrawCalls and memory usage, so as to improve rendering efficiency, reduce memory pressure, The effect of reducing stress

Active Publication Date: 2022-07-15
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 with reference to the accompanying drawings. It should be understood that the preferred embodiments described herein are only used to illustrate and explain the present invention, but not to limit the present invention. figure 1 For the flow chart of the texture atlas scheduling method according to the present invention, the following will refer to figure 1 , the texture atlas scheduling method of the present invention is described in detail.

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

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Abstract

A texture atlas scheduling method, comprising the following steps: determining basic information and data structures for texture streaming scheduling; creating an actual physical texture and saving the texture loaded into memory; creating an indirect index buffer and saving the Mipmap in the Position information on the physical texture; according to the level of detail information of the texture, the inflow and outflow of the texture are carried out, and according to the rectangular texture packing algorithm, the position information of the currently inflowing texture is found on the physical texture; the texture is rendered and the UV is repositioned Coordinate for sampling calculation. The texture atlas scheduling method of the present invention is based on the rectangular texture packing algorithm, and by merging the textures, the number of DrawCalls is effectively reduced, so that the rendering efficiency is improved; through the texture scheduling, the memory usage can be reduced, and the progressive loading can be performed. The necessary texture resources reduce memory pressure; it can effectively reduce the pressure on the graphics processing unit during the rendering process.

Description

technical field [0001] The invention relates to the technical field of three-dimensional virtual world games, in particular to a texture atlas scheduling method in three-dimensional virtual world games. Background technique [0002] Currently, mainstream games generally require large, sophisticated game worlds. To build a huge and delicate 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. However, memory is currently a relatively scarce resource. Limit 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 the memory can be reduced, the burden of the memory will be greatly reduced. St...

Claims

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Application Information

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