A management method of voxel terrain

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

Active Publication Date: 2022-07-15
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 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.

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

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

[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 always expressed. For different voxel types, we us...

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Abstract

A method for managing voxel terrain, comprising the following steps: dividing a game world into blocks according to the size of the terrain blocks; for each terrain block, dividing the terrain blocks according to the size of the blocks; Perform down-sampling; use octrees to manage terrain blocks, and generate octrees used for extracting terrain surfaces; perform grid extraction on all nodes on the octrees used for extracting terrain surfaces; construct rendering Octree used; generate render nodes corresponding to flat nodes; determine render nodes. The voxel terrain management method of the present invention effectively avoids leakage of internal voxels, effectively eliminates cracks between different multi-detail levels, and can effectively solve the problem of stretched textures on high-level multi-detail level grids. Generates meshes corresponding to multiple levels of detail of the terrain at a 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 large, sophisticated 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 build 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 games that focus on indoor environments 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 use cases are relatively limited. [0003] Finding a better way to make 3D games has always been an ...

Claims

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Application Information

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