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A voxel terrain management method

A management method and terrain technology, applied in image data processing, indoor games, instruments, etc., to achieve the effect of improving rendering efficiency, efficient rendering, and reducing traversal overhead

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

AI Technical Summary

Problems solved by technology

Compared with the traditional height map-based terrain, the voxel-based terrain has one more dimension in height. The traditional terrain management method can no longer meet the current needs. Therefore, there is an urgent need for a voxel-based terrain that can efficiently manage the current terrain. method, so that the performance can meet the needs of real-time rendering
And for the terrain in the game, real-time editing is a basic requirement. How to manage the terrain and quickly respond to the needs of players for real-time editing is a big challenge.

Method used

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Embodiment Construction

[0031] 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.

[0032] figure 1 It is a flow chart of the management method of voxel terrain according to the present invention, and the following will refer to figure 1 , to describe the voxel terrain management method of the present invention in detail.

[0033] First, in step 101, the game world is divided into chunks according to the size of the Chunk.

[0034] In this step, the entire game world is divided into blocks according to the size of the terrain block (Chunk). In this embodiment, the size of the entire game scene is 4096(m)x4096(m)x256(m), the size of each voxel is 1(m)x1(m)x1(m), and the entire game world uses 4096x4096x256 individuals It has always been expressed...

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Abstract

The invention discloses a voxel terrain management method. The method comprises the following steps: partitioning a game world according to the size of a terrain block; for each terrain block, partitioning the terrain block according to the size of the block; for each topographic block, down-sampling the voxels; managing the terrain blocks by using an octree, and generating the octree used for extracting the terrain surface; performing grid extraction on all nodes on the octree used for extracting the topographic surface; constructing an octree used for rendering; generating rendering nodes corresponding to the flat nodes; determining rendering nodes. According to the voxel terrain management method, internal voxel 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 the multi-detail levels of the terrain is generated with low cost.

Description

technical field [0001] The invention relates to the technical field of game engine development, in particular to an octree-based voxel terrain management method. Background technique [0002] At present, mainstream 3D games generally require huge and exquisite game worlds. The so-called game world not only refers to the three-dimensional rendering environment seen by the player, but also includes the virtual environment required for gameplay. Most 3D games use triangular meshes to construct most of the game world, including terrain, buildings, vegetation, and other static objects. Some games that focus on outdoor environments will use terrain based on heightmaps, and some indoor games will use constructive solid geometry techniques to build basic indoor environments. However, due to the advantages and disadvantages of each of the above methods, the application occasions are relatively limited. [0003] Finding a better way to make 3D games has always been an important dir...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/00G06T17/05A63F13/60A63F13/52
Inventor 郭嵩吕文伟
Owner SNAIL GAMES
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