A texture atlas scheduling method

A texture and atlas technology, applied in 3D image processing, image data processing, instruments, etc., can solve problems such as high cost of anti-fragmentation, difficulty in streaming texture loading, affecting game performance, etc., to reduce memory fragmentation and reduce overhead , to avoid the effect of fragmentation

Active Publication Date: 2019-05-03
SNAIL GAMES
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  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

The early game production method was to fully load the required game textures in the memory, but due to the continuous improvement of people's pursuit of game picture quality, the amount of texture resources has exploded. Although modern hardware performance, including hardware storage The ability has also been significantly improved, but compared with the increase in the amount of resources, it is still far behind. Obviously, the complete loading of game textures can no longer meet our needs.
On the other hand, the number of draw calls (DrawCall) in the game rendering process will greatly affect the performance of our game, how to reduce the number of DrawCall is also a challenge we are currently facing
The emergence of texture multi-level of detail (LOD) and streaming loading has alleviated the problem of insufficient memory, but how to make the memory footprint as small as possible while ensuring that DrawCall is as small as possible? still a tricky problem
[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 scattered, it is difficult to achieve the purpose of reducing materials. A common method is to merge textures, but This approach will directly lead to the difficulty of texture streaming loading. It is difficult to achieve a balance between the number of DrawCalls and the memory usage. Using the knapsack algorithm to schedule textures alleviates this situation to a certain extent, but the physical Fragmentation on textures is also a problem that cannot be underestimated, as the cost of anti-fragmentation of physical textures is also high

Method used

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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 For the flow chart of the method of texture atlas scheduling according to the present invention, the following will refer to figure 1 , to describe the texture atlas scheduling method of the present invention in detail.

[0036] Firstly, in step 101, the texture to be loaded is preprocessed.

[0037] In this step, the textures that need to be streamed are preprocessed and saved to a file in a custom format. In this implementation, the texture resolution used is 128x128, and there are a total of 1000 textures. There are two levels of textures that need to be streamed, namely LOD0 (128x128) and LOD1 (64x64). For other high-level LODs, Treated as a r...

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Abstract

The invention discloses a texture atlas scheduling method. The method comprises the following steps: preprocessing textures needing to be loaded; loading the MipMap level of the texture reservation; the MipMap needing to be scheduled is managed; and carrying out repositioning and texture sampling on the UV. According to the texture atlas scheduling method, map merging can be carried out, the number of Draw Call is effectively reduced, and the rendering efficiency is improved.

Description

technical field [0001] The invention relates to the technical field of game engine development, in particular to a grid-based virtual texture atlas streaming scheduling method. Background technique [0002] At present, mainstream games generally require large and detailed game worlds. For building a huge and exquisite game world, textures play a pivotal role. The quality of the game screen directly depends on the fineness of the texture. The early game production method was to fully load the required game textures in the memory, but due to the continuous improvement of people's pursuit of game picture quality, the amount of texture resources has exploded. Although modern hardware performance, including hardware storage The ability has also been significantly improved, but compared with the increase in resources, it is still far behind. Obviously, completely loading game textures can no longer meet our needs. On the other hand, the number of draw calls (DrawCall) in the ga...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06F8/30G06T15/20
Inventor 郭嵩吕文伟
Owner SNAIL GAMES
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