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A method for generating a multi-detail-level grid

A multi-level of detail, grid technology, applied in 3D image processing, image data processing, instruments, etc., can solve problems such as high-level grid distortion, cracks, increased complexity, etc., to avoid leakage of internal voxels. Effect

Inactive Publication Date: 2019-04-26
SNAIL GAMES
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  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Compared with the height map-based terrain, voxel-based terrain has one more dimension in height, and the overall complexity has increased a lot. The use of voxel-based terrain with a level of detail (LOD) grid will cause the following technical problems : 1) There will be cracks between LOD grids based on voxel terrain; 2) Textures on high-level LOD grids will be stretched; 3) High-level grids will produce distortion, etc.

Method used

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  • A method for generating a multi-detail-level grid
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  • A method for generating a multi-detail-level grid

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Embodiment Construction

[0034] 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.

[0035] figure 1 It is a flowchart of a method for generating a multi-level-of-detail grid according to the present invention, which will be referred to below figure 1 , the method for generating a multi-level-of-detail grid of the present invention is described in detail.

[0036] First, in step 101, the voxel data is down-sampled.

[0037] In this step, the voxel data is down-sampled to generate voxel data and additional information required by other levels of LOD.

[0038] When downsampling is performed on voxel data, the basis for downsampling is eight adjacent voxels, which become one voxel after downsampling. A conservative downsampling method is used here, ...

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Abstract

A method for generating a multi-detail-level grid comprises the following steps that downsampling is conducted on voxel data, and additional information is recorded; Sewing cracks among voxels of different grades after downsampling by utilizing the additional information; And remapping the map coordinates on the vertexes. According to the method for generating the multi-detail-level grid, internalvoxel leakage is effectively avoided, cracks between different multi-detail levels are effectively eliminated, the problem that a map on a high-level multi-detail-level grid is stretched can be effectively solved, and the grid corresponding to each multi-detail level of a terrain is generated with low cost.

Description

technical field [0001] The invention relates to the technical field of game engine development, in particular to a method for generating a voxel terrain multi-detail grid. Background technique [0002] At present, mainstream 3D games generally require huge and exquisite game worlds. The so-called huge game world generally requires huge terrain to support. Since the game is a real-time rendering application, it is very sensitive to efficiency. If a huge terrain is directly and completely rendered, it is still difficult for a real-time rendering application such as a game. In response to this problem, most games use the method of multi-level detail grids to strike a balance between super-large terrain and performance, that is, use low-detail mesh (Mesh) rendering for distant ones, and use high-detail ones for nearby ones. Grid rendering. By using Level of Detail (LOD) techniques, extremely large terrains can be rendered with little impact on performance. [0003] Using mul...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T15/00G06T17/20
CPCG06T15/005G06T17/20
Inventor 郭嵩吕文伟
Owner SNAIL GAMES
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